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Fix build.

poke646
Night Owl 7 years ago
parent
commit
7eeccf6ecf
  1. 4
      cl_dll/ev_hldm.cpp
  2. 6
      dlls/player.cpp
  3. 2
      dlls/poke646/firetrail.cpp
  4. 2
      dlls/poke646/robocop.cpp
  5. 4
      dlls/poke646/xenspit.cpp
  6. 2
      dlls/poke646/xensquasher.cpp
  7. 7
      dlls/weapons.cpp
  8. 39
      dlls/weapons.h

4
cl_dll/ev_hldm.cpp

@ -1879,7 +1879,7 @@ void EV_FireBradnailer( event_args_t *args )
VectorCopy( forward, vecAiming ); VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_NAIL, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_NAIL, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
} }
//====================== //======================
@ -1937,7 +1937,7 @@ void EV_FireNailgun( event_args_t *args )
VectorCopy( forward, vecAiming ); VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_NAIL, 1, &tracerCount[idx - 1], args->fparam1, args->fparam2 ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_NAIL, 1, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
} }
//====================== //======================

6
dlls/player.cpp

@ -4637,12 +4637,12 @@ BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon )
void CBasePlayer::IncrementExertLevel( int amount ) void CBasePlayer::IncrementExertLevel( int amount )
{ {
m_iExertLevel += min( amount, PLAYER_EXERT_LEVEL_MAX - m_iExertLevel ); m_iExertLevel += Q_min( amount, PLAYER_EXERT_LEVEL_MAX - m_iExertLevel );
} }
void CBasePlayer::DecrementExertLevel( int amount ) void CBasePlayer::DecrementExertLevel( int amount )
{ {
m_iExertLevel -= min( amount, m_iExertLevel ); m_iExertLevel -= Q_min( amount, m_iExertLevel );
} }
void CBasePlayer::SetExertLevel( int level ) void CBasePlayer::SetExertLevel( int level )
@ -4667,7 +4667,7 @@ void CBasePlayer::UpdateExertLevel( void )
if( temp < 1 ) if( temp < 1 )
temp = 1; temp = 1;
m_iExertLevel -= min( m_iExertLevel, temp ); m_iExertLevel -= Q_min( m_iExertLevel, temp );
m_flExertRate = PLAYER_EXERT_RATE; m_flExertRate = PLAYER_EXERT_RATE;
m_flExertUpdateStart = gpGlobals->time; m_flExertUpdateStart = gpGlobals->time;

2
dlls/poke646/firetrail.cpp

@ -60,7 +60,7 @@ void CFireTrail::Think(void)
pSprite->AnimateAndDie(RANDOM_FLOAT(15.0f, 20.0f)); pSprite->AnimateAndDie(RANDOM_FLOAT(15.0f, 20.0f));
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 192, kRenderFxNoDissipation ); pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 192, kRenderFxNoDissipation );
pSprite->SetScale(pev->speed); pSprite->SetScale(pev->speed);
pSprite->pev->frame = pSprite->Frames() - ((max(0, pev->speed - (0.1 * pSprite->pev->framerate)) * pSprite->Frames()) / pev->maxspeed); pSprite->pev->frame = pSprite->Frames() - ((Q_max(0, pev->speed - (0.1 * pSprite->pev->framerate)) * pSprite->Frames()) / pev->maxspeed);
pev->speed -= 0.1; pev->speed -= 0.1;
if (pev->speed > 0) if (pev->speed > 0)

2
dlls/poke646/robocop.cpp

@ -1366,7 +1366,7 @@ void CRoboCop::BeamUpdate(void)
if (m_pBeamSpot) if (m_pBeamSpot)
{ {
m_pBeamSpot->pev->renderamt = UTIL_Approach(min(m_beamBrightness + 25, 255), m_pBeamSpot->pev->renderamt, 60); m_pBeamSpot->pev->renderamt = UTIL_Approach(Q_min(m_beamBrightness + 25, 255), m_pBeamSpot->pev->renderamt, 60);
if (m_pBeamSpot->pev->renderamt == 0) if (m_pBeamSpot->pev->renderamt == 0)
m_pBeamSpot->pev->effects |= EF_NODRAW; m_pBeamSpot->pev->effects |= EF_NODRAW;
else else

4
dlls/poke646/xenspit.cpp

@ -262,7 +262,7 @@ void CXenLargeSpit::Touch(CBaseEntity *pOther)
{ {
// ALERT(at_console, " CXenLargeSpit::Touch START\n"); // ALERT(at_console, " CXenLargeSpit::Touch START\n");
float damage = max(pev->dmg, pev->dmg * m_iChildCount); float damage = Q_max(pev->dmg, pev->dmg * m_iChildCount);
RadiusDamage(pev->origin, pev, pev, damage, 110, CLASS_NONE, DMG_POISON | DMG_ALWAYSGIB); RadiusDamage(pev->origin, pev, pev, damage, 110, CLASS_NONE, DMG_POISON | DMG_ALWAYSGIB);
@ -335,7 +335,7 @@ void CXenLargeSpit::CycleThink(void)
float cs, sn, dist; float cs, sn, dist;
cs = cos(pSpit->m_flCycle * 2 * M_PI); cs = cos(pSpit->m_flCycle * 2 * M_PI);
sn = sin(pSpit->m_flCycle * 2 * M_PI); sn = sin(pSpit->m_flCycle * 2 * M_PI);
dist = max(2, 2 * m_iChildCount); dist = Q_max(2, 2 * m_iChildCount);
// ALERT(at_console, "cs: %.2f. sn: %.2f\n", cs, sn); // ALERT(at_console, "cs: %.2f. sn: %.2f\n", cs, sn);

2
dlls/poke646/xensquasher.cpp

@ -406,7 +406,7 @@ void CXenSquasher::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
pLargeSpit->pev->velocity = gpGlobals->v_forward * 800; pLargeSpit->pev->velocity = gpGlobals->v_forward * 800;
pLargeSpit->pev->scale = 0.2f; pLargeSpit->pev->scale = 0.2f;
int iNumProjectiles = max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200); int iNumProjectiles = Q_max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200);
float cycle = 0; float cycle = 0;
float cycleGap = 1.0f / (float)iNumProjectiles; float cycleGap = 1.0f / (float)iNumProjectiles;

7
dlls/weapons.cpp

@ -1604,13 +1604,6 @@ TYPEDESCRIPTION CEgon::m_SaveData[] =
IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon ) IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon )
TYPEDESCRIPTION CHgun::m_SaveData[] =
{
DEFINE_FIELD( CHgun, m_flRechargeTime, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CHgun, CBasePlayerWeapon )
TYPEDESCRIPTION CSatchel::m_SaveData[] = TYPEDESCRIPTION CSatchel::m_SaveData[] =
{ {
DEFINE_FIELD( CSatchel, m_chargeReady, FIELD_INTEGER ), DEFINE_FIELD( CSatchel, m_chargeReady, FIELD_INTEGER ),

39
dlls/weapons.h

@ -821,45 +821,6 @@ private:
unsigned short m_usEgonFire; unsigned short m_usEgonFire;
}; };
class CHgun : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
BOOL IsUseable( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
float m_flNextAnimTime;
float m_flRechargeTime;
int m_iFirePhase;// don't save me.
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usHornetFire;
};
class CHandGrenade : public CBasePlayerWeapon class CHandGrenade : public CBasePlayerWeapon
{ {
public: public:

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