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#ifdef->#if.

aomdc
Andrey Akhmichin 3 years ago
parent
commit
91fa611d06
  1. 2
      cl_dll/hl/hl_weapons.cpp
  2. 6
      dlls/aomdc/axe.cpp
  3. 2
      dlls/aomdc/beretta.cpp
  4. 2
      dlls/aomdc/deagle.cpp
  5. 2
      dlls/aomdc/glock.cpp
  6. 2
      dlls/aomdc/gmgeneral.cpp
  7. 6
      dlls/aomdc/hammer.cpp
  8. 6
      dlls/aomdc/knife.cpp
  9. 2
      dlls/aomdc/mp5k.cpp
  10. 2
      dlls/aomdc/p228.cpp
  11. 6
      dlls/aomdc/revolver.cpp
  12. 6
      dlls/aomdc/spear.cpp
  13. 2
      dlls/aomdc/uzi.cpp
  14. 3
      dlls/weapons.h

2
cl_dll/hl/hl_weapons.cpp

@ -1031,7 +1031,7 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s @@ -1031,7 +1031,7 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s
{
g_runfuncs = runfuncs;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
if( cl_lw && cl_lw->value )
{
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );

6
dlls/aomdc/axe.cpp

@ -143,7 +143,7 @@ void CAxe::PrimaryAttack() @@ -143,7 +143,7 @@ void CAxe::PrimaryAttack()
{
if (! Swing( 1 ))
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
SetThink(&CAxe:: SwingAgain );
SetNextThink( 0.1 );
#endif
@ -175,7 +175,7 @@ int CAxe::Swing( int fFirst ) @@ -175,7 +175,7 @@ int CAxe::Swing( int fFirst )
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if ( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
@ -214,7 +214,7 @@ int CAxe::Swing( int fFirst ) @@ -214,7 +214,7 @@ int CAxe::Swing( int fFirst )
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
// hit
fDidHit = TRUE;

2
dlls/aomdc/beretta.cpp

@ -123,7 +123,7 @@ void CBeretta::PrimaryAttack( void ) @@ -123,7 +123,7 @@ void CBeretta::PrimaryAttack( void )
int flags;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

2
dlls/aomdc/deagle.cpp

@ -117,7 +117,7 @@ void CDeagle::PrimaryAttack( void ) @@ -117,7 +117,7 @@ void CDeagle::PrimaryAttack( void )
int flags;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

2
dlls/aomdc/glock.cpp

@ -136,7 +136,7 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseBurst ) @@ -136,7 +136,7 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseBurst )
int flags;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

2
dlls/aomdc/gmgeneral.cpp

@ -134,7 +134,7 @@ void CGMGeneral::PrimaryAttack() @@ -134,7 +134,7 @@ void CGMGeneral::PrimaryAttack()
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, gSkillData.plrDmgMP5K, m_pPlayer->pev, m_pPlayer->random_seed );
int flags;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

6
dlls/aomdc/hammer.cpp

@ -143,7 +143,7 @@ void CHammer::PrimaryAttack() @@ -143,7 +143,7 @@ void CHammer::PrimaryAttack()
{
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.7f;
SendWeaponAnim( HAMMER_WHACK );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
SetThink( &CHammer::BigWhackThink );
pev->nextthink = gpGlobals->time + 0.45f;
#endif
@ -159,7 +159,7 @@ void CHammer::BigWhackThink() @@ -159,7 +159,7 @@ void CHammer::BigWhackThink()
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if ( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
@ -183,7 +183,7 @@ void CHammer::BigWhackThink() @@ -183,7 +183,7 @@ void CHammer::BigWhackThink()
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
// hit
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

6
dlls/aomdc/knife.cpp

@ -154,7 +154,7 @@ void CKnife::PrimaryAttack() @@ -154,7 +154,7 @@ void CKnife::PrimaryAttack()
{
if (! Swing( 1 ))
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
SetThink(&CKnife:: SwingAgain );
SetNextThink( 0.1 );
#endif
@ -186,7 +186,7 @@ int CKnife::Swing( int fFirst ) @@ -186,7 +186,7 @@ int CKnife::Swing( int fFirst )
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if ( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
@ -231,7 +231,7 @@ int CKnife::Swing( int fFirst ) @@ -231,7 +231,7 @@ int CKnife::Swing( int fFirst )
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
// hit
fDidHit = TRUE;

2
dlls/aomdc/mp5k.cpp

@ -144,7 +144,7 @@ void CMP5K::PrimaryAttack() @@ -144,7 +144,7 @@ void CMP5K::PrimaryAttack()
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, gSkillData.plrDmgMP5K, m_pPlayer->pev, m_pPlayer->random_seed );
int flags;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

2
dlls/aomdc/p228.cpp

@ -121,7 +121,7 @@ void CP228::PrimaryAttack( void ) @@ -121,7 +121,7 @@ void CP228::PrimaryAttack( void )
int flags;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

6
dlls/aomdc/revolver.cpp

@ -12,7 +12,7 @@ @@ -12,7 +12,7 @@
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#if !OEM_BUILD && !HLDEMO_BUILD
#include "extdll.h"
#include "util.h"
@ -130,8 +130,8 @@ void CRevolver::PrimaryAttack() @@ -130,8 +130,8 @@ void CRevolver::PrimaryAttack()
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, gSkillData.plrDmgRevolver, m_pPlayer->pev, m_pPlayer->random_seed );
int flags;
#if defined( CLIENT_WEAPONS )
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

6
dlls/aomdc/spear.cpp

@ -151,7 +151,7 @@ void CSpear::PrimaryAttack() @@ -151,7 +151,7 @@ void CSpear::PrimaryAttack()
{
SendWeaponAnim( SPEAR_ELECTROCUTE );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.34f;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
UTIL_ScreenFade( m_pPlayer, Vector( 255, 255, 255 ), 0.5, 0.0, 100, FFADE_IN );
m_pPlayer->TakeDamage(m_pPlayer->pev, m_pPlayer->pev, DAMAGE_AIM, DMG_GENERIC );
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/spear_electrocute.wav", 1, ATTN_NORM);
@ -181,7 +181,7 @@ void CSpear::BigSpearStab() @@ -181,7 +181,7 @@ void CSpear::BigSpearStab()
Vector vecEnd = vecSrc + gpGlobals->v_forward * 72;
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if ( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
@ -207,7 +207,7 @@ void CSpear::BigSpearStab() @@ -207,7 +207,7 @@ void CSpear::BigSpearStab()
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
// hit
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

2
dlls/aomdc/uzi.cpp

@ -141,7 +141,7 @@ void CUzi::PrimaryAttack() @@ -141,7 +141,7 @@ void CUzi::PrimaryAttack()
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, gSkillData.plrDmgUzi, m_pPlayer->pev, m_pPlayer->random_seed );
int flags;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

3
dlls/weapons.h

@ -756,8 +756,7 @@ private: @@ -756,8 +756,7 @@ private:
class CShotgun : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];

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