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synced 2025-01-11 15:38:12 +00:00
Fix build.
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@ -1879,7 +1879,7 @@ void EV_FireBradnailer( event_args_t *args )
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VectorCopy( forward, vecAiming );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_NAIL, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_NAIL, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
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}
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//======================
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@ -1937,7 +1937,7 @@ void EV_FireNailgun( event_args_t *args )
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VectorCopy( forward, vecAiming );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_NAIL, 1, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_NAIL, 1, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
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}
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//======================
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@ -4637,12 +4637,12 @@ BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon )
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void CBasePlayer::IncrementExertLevel( int amount )
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{
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m_iExertLevel += min( amount, PLAYER_EXERT_LEVEL_MAX - m_iExertLevel );
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m_iExertLevel += Q_min( amount, PLAYER_EXERT_LEVEL_MAX - m_iExertLevel );
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}
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void CBasePlayer::DecrementExertLevel( int amount )
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{
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m_iExertLevel -= min( amount, m_iExertLevel );
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m_iExertLevel -= Q_min( amount, m_iExertLevel );
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}
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void CBasePlayer::SetExertLevel( int level )
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@ -4667,7 +4667,7 @@ void CBasePlayer::UpdateExertLevel( void )
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if( temp < 1 )
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temp = 1;
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m_iExertLevel -= min( m_iExertLevel, temp );
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m_iExertLevel -= Q_min( m_iExertLevel, temp );
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m_flExertRate = PLAYER_EXERT_RATE;
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m_flExertUpdateStart = gpGlobals->time;
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@ -60,7 +60,7 @@ void CFireTrail::Think(void)
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pSprite->AnimateAndDie(RANDOM_FLOAT(15.0f, 20.0f));
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pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 192, kRenderFxNoDissipation );
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pSprite->SetScale(pev->speed);
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pSprite->pev->frame = pSprite->Frames() - ((max(0, pev->speed - (0.1 * pSprite->pev->framerate)) * pSprite->Frames()) / pev->maxspeed);
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pSprite->pev->frame = pSprite->Frames() - ((Q_max(0, pev->speed - (0.1 * pSprite->pev->framerate)) * pSprite->Frames()) / pev->maxspeed);
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pev->speed -= 0.1;
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if (pev->speed > 0)
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@ -80,4 +80,4 @@ void CFireTrail::Touch(CBaseEntity *pOther)
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if ((pev->velocity.x*pev->velocity.x + pev->velocity.y*pev->velocity.y) < 10.0)
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pev->speed = 0;
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}
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}
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@ -1366,7 +1366,7 @@ void CRoboCop::BeamUpdate(void)
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if (m_pBeamSpot)
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{
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m_pBeamSpot->pev->renderamt = UTIL_Approach(min(m_beamBrightness + 25, 255), m_pBeamSpot->pev->renderamt, 60);
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m_pBeamSpot->pev->renderamt = UTIL_Approach(Q_min(m_beamBrightness + 25, 255), m_pBeamSpot->pev->renderamt, 60);
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if (m_pBeamSpot->pev->renderamt == 0)
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m_pBeamSpot->pev->effects |= EF_NODRAW;
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else
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@ -262,7 +262,7 @@ void CXenLargeSpit::Touch(CBaseEntity *pOther)
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{
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// ALERT(at_console, " CXenLargeSpit::Touch START\n");
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float damage = max(pev->dmg, pev->dmg * m_iChildCount);
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float damage = Q_max(pev->dmg, pev->dmg * m_iChildCount);
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RadiusDamage(pev->origin, pev, pev, damage, 110, CLASS_NONE, DMG_POISON | DMG_ALWAYSGIB);
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@ -335,7 +335,7 @@ void CXenLargeSpit::CycleThink(void)
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float cs, sn, dist;
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cs = cos(pSpit->m_flCycle * 2 * M_PI);
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sn = sin(pSpit->m_flCycle * 2 * M_PI);
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dist = max(2, 2 * m_iChildCount);
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dist = Q_max(2, 2 * m_iChildCount);
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// ALERT(at_console, "cs: %.2f. sn: %.2f\n", cs, sn);
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@ -406,7 +406,7 @@ void CXenSquasher::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
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pLargeSpit->pev->velocity = gpGlobals->v_forward * 800;
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pLargeSpit->pev->scale = 0.2f;
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int iNumProjectiles = max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200);
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int iNumProjectiles = Q_max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200);
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float cycle = 0;
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float cycleGap = 1.0f / (float)iNumProjectiles;
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@ -1604,13 +1604,6 @@ TYPEDESCRIPTION CEgon::m_SaveData[] =
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IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon )
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TYPEDESCRIPTION CHgun::m_SaveData[] =
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{
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DEFINE_FIELD( CHgun, m_flRechargeTime, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CHgun, CBasePlayerWeapon )
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TYPEDESCRIPTION CSatchel::m_SaveData[] =
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{
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DEFINE_FIELD( CSatchel, m_chargeReady, FIELD_INTEGER ),
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@ -821,45 +821,6 @@ private:
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unsigned short m_usEgonFire;
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};
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class CHgun : public CBasePlayerWeapon
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{
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public:
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#ifndef CLIENT_DLL
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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#endif
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( void );
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BOOL IsUseable( void );
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void Holster( int skiplocal = 0 );
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void Reload( void );
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void WeaponIdle( void );
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float m_flNextAnimTime;
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float m_flRechargeTime;
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int m_iFirePhase;// don't save me.
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usHornetFire;
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};
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class CHandGrenade : public CBasePlayerWeapon
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{
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public:
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