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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 21:24:27 +00:00
More double promotion fixes.
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ec9bffedaf
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@ -80,9 +80,9 @@ int CHudMOTD::Draw( float fTime )
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{
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{
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ypos = ROW_RANGE_MIN + 7 + scroll;
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ypos = ROW_RANGE_MIN + 7 + scroll;
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if( ypos > ROW_RANGE_MIN + 4 )
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if( ypos > ROW_RANGE_MIN + 4 )
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scroll-= ( ypos - ( ROW_RANGE_MIN + 4 ) ) / 3.0;
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scroll-= ( ypos - ( ROW_RANGE_MIN + 4 ) ) / 3.0f;
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if( ypos + height < ROW_RANGE_MAX )
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if( ypos + height < ROW_RANGE_MAX )
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scroll+= ( ROW_RANGE_MAX - ( ypos + height ) ) / 3.0;
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scroll+= ( ROW_RANGE_MAX - ( ypos + height ) ) / 3.0f;
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ypos_r = ROW_RANGE_MIN;
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ypos_r = ROW_RANGE_MIN;
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height = ROW_RANGE_MAX;
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height = ROW_RANGE_MAX;
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}
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}
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@ -864,7 +864,7 @@ int CHudAmmo::Draw( float flTime )
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a = (int)Q_max( MIN_ALPHA, m_fFade );
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a = (int)Q_max( MIN_ALPHA, m_fFade );
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if( m_fFade > 0 )
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if( m_fFade > 0 )
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m_fFade -= ( gHUD.m_flTimeDelta * 20 );
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m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f );
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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@ -63,7 +63,7 @@ int CHudAmmoSecondary::Draw( float flTime )
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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a = (int)Q_max( MIN_ALPHA, m_fFade );
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a = (int)Q_max( MIN_ALPHA, m_fFade );
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if( m_fFade > 0 )
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if( m_fFade > 0 )
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m_fFade -= ( gHUD.m_flTimeDelta * 20 ); // slowly lower alpha to fade out icons
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m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f ); // slowly lower alpha to fade out icons
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ScaleColors( r, g, b, a );
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ScaleColors( r, g, b, a );
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AmmoWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left;
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AmmoWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left;
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@ -91,7 +91,7 @@ int CHudBattery::Draw( float flTime )
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if( m_fFade > FADE_TIME )
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if( m_fFade > FADE_TIME )
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m_fFade = FADE_TIME;
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m_fFade = FADE_TIME;
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m_fFade -= ( gHUD.m_flTimeDelta * 20 );
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m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f );
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if( m_fFade <= 0 )
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if( m_fFade <= 0 )
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{
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{
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a = 128;
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a = 128;
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@ -191,7 +191,7 @@ int CHudHealth::Draw( float flTime )
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// Has health changed? Flash the health #
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// Has health changed? Flash the health #
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if( m_fFade )
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if( m_fFade )
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{
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{
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m_fFade -= ( gHUD.m_flTimeDelta * 20 );
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m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f );
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if( m_fFade <= 0 )
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if( m_fFade <= 0 )
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{
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{
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a = MIN_ALPHA;
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a = MIN_ALPHA;
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@ -163,7 +163,7 @@ BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, i
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m_fInReload = TRUE;
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m_fInReload = TRUE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
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return TRUE;
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return TRUE;
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}
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}
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@ -944,12 +944,12 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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pto->iuser3 = pCurrent->m_fireState;
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pto->iuser3 = pCurrent->m_fireState;
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// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
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// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
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pto->m_flNextReload -= cmd->msec / 1000.0;
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pto->m_flNextReload -= cmd->msec / 1000.0f;
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pto->m_fNextAimBonus -= cmd->msec / 1000.0;
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pto->m_fNextAimBonus -= cmd->msec / 1000.0f;
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pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0;
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pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0f;
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pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0;
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pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0f;
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pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0;
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pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0f;
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pto->fuser1 -= cmd->msec / 1000.0;
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pto->fuser1 -= cmd->msec / 1000.0f;
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to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType;
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to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType;
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to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType;
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to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType;
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@ -171,12 +171,12 @@ int CHudScoreboard::Draw( float fTime )
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DrawUtfString( PL_RANGE_MAX + xpos_rel - 35, ypos, ScreenWidth, "pkt loss", 255, 140, 0 );
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DrawUtfString( PL_RANGE_MAX + xpos_rel - 35, ypos, ScreenWidth, "pkt loss", 255, 140, 0 );
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}
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}
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list_slot += 1.2;
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list_slot += 1.2f;
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ypos = ROW_RANGE_MIN + ( list_slot * ROW_GAP );
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ypos = ROW_RANGE_MIN + ( list_slot * ROW_GAP );
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// xpos = NAME_RANGE_MIN + xpos_rel;
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// xpos = NAME_RANGE_MIN + xpos_rel;
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FillRGBA( xpos - 4, ypos, FAR_RIGHT -2, 1, 255, 140, 0, 255 ); // draw the seperator line
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FillRGBA( xpos - 4, ypos, FAR_RIGHT -2, 1, 255, 140, 0, 255 ); // draw the seperator line
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list_slot += 0.8;
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list_slot += 0.8f;
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if( !gHUD.m_Teamplay )
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if( !gHUD.m_Teamplay )
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{
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{
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@ -328,7 +328,7 @@ int CHudScoreboard::Draw( float fTime )
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}
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}
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// draw all the players who are not in a team
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// draw all the players who are not in a team
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list_slot += 0.5;
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list_slot += 0.5f;
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DrawPlayers( xpos_rel, list_slot, 0, "" );
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DrawPlayers( xpos_rel, list_slot, 0, "" );
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return 1;
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return 1;
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@ -668,7 +668,7 @@ void CApache::Flight( void )
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{
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{
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// ALERT( at_console, "F " );
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// ALERT( at_console, "F " );
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// lean forward
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// lean forward
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pev->avelocity.x -= 12.0;
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pev->avelocity.x -= 12.0f;
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}
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}
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else if( flDist < 0.0f && flSpeed > -50.0f && pev->angles.x + pev->avelocity.x < 20.0f )
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else if( flDist < 0.0f && flSpeed > -50.0f && pev->angles.x + pev->avelocity.x < 20.0f )
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{
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{
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@ -243,7 +243,7 @@ void CGrenade::BounceTouch( CBaseEntity *pOther )
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
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// trimming the Z velocity a bit seems to help quite a bit.
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// trimming the Z velocity a bit seems to help quite a bit.
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vecTestVelocity = pev->velocity;
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vecTestVelocity = pev->velocity;
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vecTestVelocity.z *= 0.45;
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vecTestVelocity.z *= 0.45f;
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if( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
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if( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
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{
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{
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@ -136,11 +136,11 @@ int CZombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float
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// Take 30% damage from bullets
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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if( bitsDamageType == DMG_BULLET )
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{
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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Vector vecDir = pev->origin - ( pevInflictor->absmin + pevInflictor->absmax ) * 0.5f;
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vecDir = vecDir.Normalize();
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3;
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flDamage *= 0.3f;
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}
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}
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// HACK HACK -- until we fix this.
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// HACK HACK -- until we fix this.
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