Browse Source

Fix build.

coldice
Night Owl 8 years ago
parent
commit
95b0702daf
  1. 2
      cl_dll/ammo.cpp
  2. 5
      cl_dll/hl/hl_baseentity.cpp
  3. 34
      cl_dll/hl/hl_weapons.cpp
  4. 4
      dlls/client.cpp
  5. 6
      dlls/coldice/boltgun.cpp
  6. 4
      dlls/coldice/chaingun.cpp
  7. 8
      dlls/coldice/chumtoad.cpp
  8. 4
      dlls/coldice/cluster_grenade.cpp
  9. 4
      dlls/coldice/knife.cpp
  10. 8
      dlls/coldice/nukelauncher.cpp
  11. 4
      dlls/coldice/ppk.cpp
  12. 8
      dlls/coldice/pulse_rifle.cpp
  13. 4
      dlls/coldice/railgun.cpp
  14. 10
      dlls/coldice/rocketl.cpp
  15. 10
      dlls/coldice/runes.cpp
  16. 4
      dlls/coldice/sword.cpp
  17. 2
      dlls/coldice/tnt.cpp
  18. 1
      dlls/gamerules.h
  19. 17
      dlls/ggrenade.cpp
  20. 159
      dlls/multiplay_gamerules.cpp
  21. 5
      dlls/player.cpp
  22. 4
      dlls/weapons.cpp
  23. 13
      dlls/weapons.h

2
cl_dll/ammo.cpp

@ -1280,7 +1280,7 @@ int CHudAmmo::DrawWList( float flTime )
// Draw Ammo Bar // Draw Ammo Bar
//DrawAmmoBar( p, x + giABWidth / 2, y, giABWidth, giABHeight ); //DrawAmmoBar( p, x + giABWidth / 2, y, giABWidth, giABHeight );
y += 14 y += 14;
} }
x += iWidth + 5; x += iWidth + 5;

5
cl_dll/hl/hl_baseentity.cpp

@ -301,6 +301,11 @@ const char *CBasePlayer::TeamID( void ) { return ""; }
int CBasePlayer::GiveAmmo( int iCount, char *szName, int iMax ) { return 0; } int CBasePlayer::GiveAmmo( int iCount, char *szName, int iMax ) { return 0; }
void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { } void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { }
void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { } void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { }
void CBasePlayer::StartSpectator( void ) { }
void CBasePlayer::SpectatorMove( void ) { }
void CBasePlayer::StopSpectator( void ) { }
void CBasePlayer::StartMenu( void ) { }
void CBasePlayer::FireHook( void ) { }
void ClearMultiDamage( void ) { } void ClearMultiDamage( void ) { }
void ApplyMultiDamage( entvars_t *pevInflictor, entvars_t *pevAttacker ) { } void ApplyMultiDamage( entvars_t *pevInflictor, entvars_t *pevAttacker ) { }

34
cl_dll/hl/hl_weapons.cpp

@ -53,8 +53,9 @@ int g_irunninggausspred = 0;
vec3_t previousorigin; vec3_t previousorigin;
// HLDM Weapon placeholder entities. // HLDM Weapon placeholder entities.
CGlock g_Glock; //CGlock g_Glock;
CCrowbar g_Crowbar; CCrowbar g_Crowbar;
/*
CPython g_Python; CPython g_Python;
CMP5 g_Mp5; CMP5 g_Mp5;
CCrossbow g_Crossbow; CCrossbow g_Crossbow;
@ -65,8 +66,9 @@ CEgon g_Egon;
CHgun g_HGun; CHgun g_HGun;
CHandGrenade g_HandGren; CHandGrenade g_HandGren;
CSatchel g_Satchel; CSatchel g_Satchel;
*/
CTripmine g_Tripmine; CTripmine g_Tripmine;
CSqueak g_Snark; //CSqueak g_Snark;
/* /*
====================== ======================
@ -623,9 +625,9 @@ void HUD_InitClientWeapons( void )
HUD_PrepEntity( &player, NULL ); HUD_PrepEntity( &player, NULL );
// Allocate slot(s) for each weapon that we are going to be predicting // Allocate slot(s) for each weapon that we are going to be predicting
HUD_PrepEntity( &g_Glock, &player ); //HUD_PrepEntity( &g_Glock, &player );
HUD_PrepEntity( &g_Crowbar, &player ); HUD_PrepEntity( &g_Crowbar, &player );
HUD_PrepEntity( &g_Python, &player ); /*HUD_PrepEntity( &g_Python, &player );
HUD_PrepEntity( &g_Mp5, &player ); HUD_PrepEntity( &g_Mp5, &player );
HUD_PrepEntity( &g_Crossbow, &player ); HUD_PrepEntity( &g_Crossbow, &player );
HUD_PrepEntity( &g_Shotgun, &player ); HUD_PrepEntity( &g_Shotgun, &player );
@ -634,9 +636,9 @@ void HUD_InitClientWeapons( void )
HUD_PrepEntity( &g_Egon, &player ); HUD_PrepEntity( &g_Egon, &player );
HUD_PrepEntity( &g_HGun, &player ); HUD_PrepEntity( &g_HGun, &player );
HUD_PrepEntity( &g_HandGren, &player ); HUD_PrepEntity( &g_HandGren, &player );
HUD_PrepEntity( &g_Satchel, &player ); HUD_PrepEntity( &g_Satchel, &player );*/
HUD_PrepEntity( &g_Tripmine, &player ); HUD_PrepEntity( &g_Tripmine, &player );
HUD_PrepEntity( &g_Snark, &player ); //HUD_PrepEntity( &g_Snark, &player );
} }
/* /*
@ -703,7 +705,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
case WEAPON_CROWBAR: case WEAPON_CROWBAR:
pWeapon = &g_Crowbar; pWeapon = &g_Crowbar;
break; break;
case WEAPON_GLOCK: /*case WEAPON_GLOCK:
pWeapon = &g_Glock; pWeapon = &g_Glock;
break; break;
case WEAPON_PYTHON: case WEAPON_PYTHON:
@ -735,13 +737,13 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
break; break;
case WEAPON_SATCHEL: case WEAPON_SATCHEL:
pWeapon = &g_Satchel; pWeapon = &g_Satchel;
break; break;*/
case WEAPON_TRIPMINE: case WEAPON_TRIPMINE:
pWeapon = &g_Tripmine; pWeapon = &g_Tripmine;
break; break;
case WEAPON_SNARK: /*case WEAPON_SNARK:
pWeapon = &g_Snark; pWeapon = &g_Snark;
break; break;*/
} }
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it // Store pointer to our destination entity_state_t so we can get our origin, etc. from it
@ -846,11 +848,11 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
player.m_pActiveItem = g_pWpns[from->client.m_iId]; player.m_pActiveItem = g_pWpns[from->client.m_iId];
} }
if( player.m_pActiveItem->m_iId == WEAPON_RPG ) /*if( player.m_pActiveItem->m_iId == WEAPON_RPG )
{ {
( (CRpg *)player.m_pActiveItem )->m_fSpotActive = (int)from->client.vuser2[1]; ( (CRpg *)player.m_pActiveItem )->m_fSpotActive = (int)from->client.vuser2[1];
( (CRpg *)player.m_pActiveItem )->m_cActiveRockets = (int)from->client.vuser2[2]; ( (CRpg *)player.m_pActiveItem )->m_cActiveRockets = (int)from->client.vuser2[2];
} }*/
// Don't go firing anything if we have died. // Don't go firing anything if we have died.
// Or if we don't have a weapon model deployed // Or if we don't have a weapon model deployed
@ -914,11 +916,11 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
to->client.vuser2[0] = player.ammo_hornets; to->client.vuser2[0] = player.ammo_hornets;
to->client.ammo_rockets = player.ammo_rockets; to->client.ammo_rockets = player.ammo_rockets;
if( player.m_pActiveItem->m_iId == WEAPON_RPG ) /*if( player.m_pActiveItem->m_iId == WEAPON_RPG )
{ {
from->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive; from->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive;
from->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets; from->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets;
} }*/
// Make sure that weapon animation matches what the game .dll is telling us // Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches ) // over the wire ( fixes some animation glitches )
@ -931,8 +933,8 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
body = 0; body = 0;
//Show laser sight/scope combo //Show laser sight/scope combo
if( pWeapon == &g_Python && bIsMultiplayer() ) /*if( pWeapon == &g_Python && bIsMultiplayer() )
body = 1; body = 1;*/
// Force a fixed anim down to viewmodel // Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );

4
dlls/client.cpp

@ -1650,11 +1650,11 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client
cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType]; cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType];
cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType]; cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType];
if( pl->m_pActiveItem->m_iId == WEAPON_RPG ) /*if( pl->m_pActiveItem->m_iId == WEAPON_RPG )
{ {
cd->vuser2.y = ( (CRpg *)pl->m_pActiveItem )->m_fSpotActive; cd->vuser2.y = ( (CRpg *)pl->m_pActiveItem )->m_fSpotActive;
cd->vuser2.z = ( (CRpg *)pl->m_pActiveItem )->m_cActiveRockets; cd->vuser2.z = ( (CRpg *)pl->m_pActiveItem )->m_cActiveRockets;
} }*/
} }
} }
} }

6
dlls/coldice/boltgun.cpp

@ -61,8 +61,8 @@ void CCrossbowBolt::Spawn( )
UTIL_SetOrigin( pev, pev->origin ); UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
SetTouch( BoltTouch ); SetTouch( &CCrossbowBolt::BoltTouch );
SetThink( BubbleThink ); SetThink( &CCrossbowBolt::BubbleThink );
pev->nextthink = gpGlobals->time + 0.2; pev->nextthink = gpGlobals->time + 0.2;
} }
@ -124,7 +124,7 @@ void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{ {
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7)); EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
SetThink( SUB_Remove ); SetThink( &CCrossbowBolt::SUB_Remove );
pev->nextthink = gpGlobals->time; pev->nextthink = gpGlobals->time;
if ( FClassnameIs( pOther->pev, "worldspawn" ) ) if ( FClassnameIs( pOther->pev, "worldspawn" ) )

4
dlls/coldice/chaingun.cpp

@ -225,7 +225,7 @@ void CChaingun::Reload( void )
return; return;
DefaultReload( CHAINGUN_MAX_CLIP, CHAINGUN_HOLSTER, 1.5 ); DefaultReload( CHAINGUN_MAX_CLIP, CHAINGUN_HOLSTER, 1.5 );
SetThink( BringUp ); SetThink( &CChaingun::BringUp );
pev->nextthink = gpGlobals->time + 1.5; pev->nextthink = gpGlobals->time + 1.5;
} }
} }
@ -301,4 +301,4 @@ class CChaingunBox : public CBasePlayerAmmo
return bResult; return bResult;
} }
}; };
LINK_ENTITY_TO_CLASS( ammo_chaingunbox, CChaingunBox ); LINK_ENTITY_TO_CLASS( ammo_chaingunbox, CChaingunBox );

8
dlls/coldice/chumtoad.cpp

@ -126,8 +126,8 @@ void CChumtoadGrenade :: Spawn( void )
UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8)); UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8));
UTIL_SetOrigin( pev, pev->origin ); UTIL_SetOrigin( pev, pev->origin );
SetTouch( SuperBounceTouch ); SetTouch( &CChumtoadGrenade::SuperBounceTouch );
SetThink( HuntThink ); SetThink( &CChumtoadGrenade::HuntThink );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
m_flNextHunt = gpGlobals->time + 1E6; m_flNextHunt = gpGlobals->time + 1E6;
@ -168,7 +168,7 @@ void CChumtoadGrenade::Precache( void )
void CChumtoadGrenade :: Killed( entvars_t *pevAttacker, int iGib ) void CChumtoadGrenade :: Killed( entvars_t *pevAttacker, int iGib )
{ {
pev->model = iStringNull;// make invisible pev->model = iStringNull;// make invisible
SetThink( SUB_Remove ); SetThink( &CChumtoadGrenade::SUB_Remove );
SetTouch( NULL ); SetTouch( NULL );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
@ -505,7 +505,7 @@ void CChumtoad::Holster( )
if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{ {
m_pPlayer->pev->weapons &= ~(1<<WEAPON_CHUMTOAD); m_pPlayer->pev->weapons &= ~(1<<WEAPON_CHUMTOAD);
SetThink( DestroyItem ); SetThink( &CChumtoad::DestroyItem );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
return; return;
} }

4
dlls/coldice/cluster_grenade.cpp

@ -122,7 +122,7 @@ void CClusterGrenade::Holster( )
else else
{ {
m_pPlayer->pev->weapons &= ~(1<<WEAPON_CLUSTERGRENADE); m_pPlayer->pev->weapons &= ~(1<<WEAPON_CLUSTERGRENADE);
SetThink( DestroyItem ); SetThink( &CClusterGrenade::DestroyItem );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
} }
@ -226,4 +226,4 @@ void CClusterGrenade::WeaponIdle( void )
//SendWeaponAnim( iAnim ); //SendWeaponAnim( iAnim );
} }
} }

4
dlls/coldice/knife.cpp

@ -167,7 +167,7 @@ void CKnife::PrimaryAttack()
{ {
if (! Swing( 1 )) if (! Swing( 1 ))
{ {
SetThink( SwingAgain ); SetThink( &CKnife::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
} }
} }
@ -327,7 +327,7 @@ int CKnife::Swing( int fFirst )
// delay the decal a bit // delay the decal a bit
m_trHit = tr; m_trHit = tr;
SetThink( Smack ); SetThink( &CKnife::Smack );
pev->nextthink = gpGlobals->time + 0.2; pev->nextthink = gpGlobals->time + 0.2;
m_pPlayer->m_iWeaponVolume = flVol * KNIFE_WALLHIT_VOLUME; m_pPlayer->m_iWeaponVolume = flVol * KNIFE_WALLHIT_VOLUME;

8
dlls/coldice/nukelauncher.cpp

@ -105,7 +105,7 @@ CNukeRocket *CNukeRocket::CreateNukeRocket( Vector vecOrigin, Vector vecAngles,
UTIL_SetOrigin( pNuke->pev, vecOrigin ); UTIL_SetOrigin( pNuke->pev, vecOrigin );
pNuke->pev->angles = vecAngles; pNuke->pev->angles = vecAngles;
pNuke->Spawn(); pNuke->Spawn();
pNuke->SetTouch( CNukeRocket::RocketTouch ); pNuke->SetTouch( &CNukeRocket::RocketTouch );
pNuke->m_pLauncher = pLauncher; pNuke->m_pLauncher = pLauncher;
pNuke->pev->owner = pOwner->edict(); pNuke->pev->owner = pOwner->edict();
@ -127,8 +127,8 @@ void CNukeRocket :: Spawn( void )
pev->classname = MAKE_STRING("nuke"); pev->classname = MAKE_STRING("nuke");
SetThink( IgniteThink ); SetThink( &CNukeRocket::IgniteThink );
SetTouch( ExplodeTouch ); SetTouch( &CNukeRocket::ExplodeTouch );
pev->angles.x -= 30; pev->angles.x -= 30;
UTIL_MakeVectors( pev->angles ); UTIL_MakeVectors( pev->angles );
@ -262,7 +262,7 @@ void CNukeRocket :: IgniteThink( void )
m_flIgniteTime = gpGlobals->time; m_flIgniteTime = gpGlobals->time;
SetThink( FollowThink ); SetThink( &CNukeRocket::FollowThink );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
} }

4
dlls/coldice/ppk.cpp

@ -188,7 +188,7 @@ void CWalterppk::SecondaryAttack( void )
{ {
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 2.4; m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 2.4;
m_flTimeWeaponIdle = gpGlobals->time + 2.4; m_flTimeWeaponIdle = gpGlobals->time + 2.4;
SetThink( AddSilencer ); SetThink( &CWalterppk::AddSilencer );
pev->nextthink = gpGlobals->time + 1.5; pev->nextthink = gpGlobals->time + 1.5;
SendWeaponAnim( PPK_HOLSTER ); SendWeaponAnim( PPK_HOLSTER );
} }
@ -196,7 +196,7 @@ void CWalterppk::SecondaryAttack( void )
{ {
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 2.4; m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 2.4;
m_flTimeWeaponIdle = gpGlobals->time + 2.4; m_flTimeWeaponIdle = gpGlobals->time + 2.4;
SetThink( AddSilencer ); SetThink( &CWalterppk::AddSilencer );
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_VOICE, "weapons/ppkbond.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_VOICE, "weapons/ppkbond.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
pev->nextthink = gpGlobals->time + 1.5; pev->nextthink = gpGlobals->time + 1.5;
SendWeaponAnim( PPK_HOLSTER ); SendWeaponAnim( PPK_HOLSTER );

8
dlls/coldice/pulse_rifle.cpp

@ -51,8 +51,8 @@ void CBlasterBeam::Spawn( )
UTIL_SetOrigin( pev, pev->origin ); UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) );
SetTouch( PulseTouch ); SetTouch( &CBlasterBeam::PulseTouch );
SetThink( BubbleThink ); SetThink( &CBlasterBeam::BubbleThink );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
} }
@ -113,7 +113,7 @@ void CBlasterBeam::PulseTouch( CBaseEntity *pOther )
{ {
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/hblaster_hit.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7)); //EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/hblaster_hit.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
SetThink( SUB_Remove ); SetThink( &CBlasterBeam::SUB_Remove );
pev->nextthink = gpGlobals->time; pev->nextthink = gpGlobals->time;
if ( FClassnameIs( pOther->pev, "worldspawn" ) ) if ( FClassnameIs( pOther->pev, "worldspawn" ) )
@ -546,4 +546,4 @@ void CPulseRifle::WeaponIdle( void )
SendWeaponAnim( iAnim ); SendWeaponAnim( iAnim );
} }
*/ */

4
dlls/coldice/railgun.cpp

@ -216,11 +216,11 @@ void CRailgun::UpdateTrail()
if(current_phase == 8) if(current_phase == 8)
{ {
SetThink(DestroyTrail); SetThink(&CRailgun::DestroyTrail);
} }
else else
{ {
SetThink(UpdateTrail); SetThink(&CRailgun::UpdateTrail);
} }
pev->nextthink=gpGlobals->time + 0.1; pev->nextthink=gpGlobals->time + 0.1;

10
dlls/coldice/rocketl.cpp

@ -129,7 +129,7 @@ void CLaserSpot::Suspend( float flSuspendTime )
{ {
pev->effects |= EF_NODRAW; pev->effects |= EF_NODRAW;
SetThink( Revive ); SetThink( &CLaserSpot::Revive );
pev->nextthink = gpGlobals->time + flSuspendTime; pev->nextthink = gpGlobals->time + flSuspendTime;
} }
@ -187,7 +187,7 @@ CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBa
UTIL_SetOrigin( pRocket->pev, vecOrigin ); UTIL_SetOrigin( pRocket->pev, vecOrigin );
pRocket->pev->angles = vecAngles; pRocket->pev->angles = vecAngles;
pRocket->Spawn(); pRocket->Spawn();
pRocket->SetTouch( CRpgRocket::RocketTouch ); pRocket->SetTouch( &CRpgRocket::RocketTouch );
pRocket->m_pLauncher = pLauncher;// remember what RPG fired me. pRocket->m_pLauncher = pLauncher;// remember what RPG fired me.
pRocket->m_pLauncher->m_cActiveRockets++;// register this missile as active for the launcher pRocket->m_pLauncher->m_cActiveRockets++;// register this missile as active for the launcher
pRocket->pev->owner = pOwner->edict(); pRocket->pev->owner = pOwner->edict();
@ -210,8 +210,8 @@ void CRpgRocket :: Spawn( void )
pev->classname = MAKE_STRING("rocket"); pev->classname = MAKE_STRING("rocket");
SetThink( IgniteThink ); SetThink( &CRpgRocket::IgniteThink );
SetTouch( ExplodeTouch ); SetTouch( &CRpgRocket::ExplodeTouch );
pev->angles.x -= 30; pev->angles.x -= 30;
UTIL_MakeVectors( pev->angles ); UTIL_MakeVectors( pev->angles );
@ -274,7 +274,7 @@ void CRpgRocket :: IgniteThink( void )
m_flIgniteTime = gpGlobals->time; m_flIgniteTime = gpGlobals->time;
SetThink( FollowThink ); SetThink( &CRpgRocket::FollowThink );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
} }

10
dlls/coldice/runes.cpp

@ -77,8 +77,8 @@ void CBaseRune::Spawn( )
UTIL_SetOrigin( pev, pev->origin ); UTIL_SetOrigin( pev, pev->origin );
pev->classname = MAKE_STRING( m_szClassName ); pev->classname = MAKE_STRING( m_szClassName );
SetThink( RuneThink ); SetThink( &CBaseRune::RuneThink );
SetTouch( RuneTouch ); SetTouch( &CBaseRune::RuneTouch );
pev->velocity.z = RANDOM_LONG( 100,500 ); pev->velocity.z = RANDOM_LONG( 100,500 );
pev->velocity.x = RANDOM_LONG( 100,500 ); pev->velocity.x = RANDOM_LONG( 100,500 );
@ -263,7 +263,7 @@ void CWorldRunes::Spawn( )
m_pSpot = NULL; m_pSpot = NULL;
Precache( ); Precache( );
SetThink( SpawnRunes ); SetThink( &CWorldRunes::SpawnRunes );
pev->nextthink = gpGlobals->time + 5.0; pev->nextthink = gpGlobals->time + 5.0;
@ -331,7 +331,7 @@ void CWorldRunes::SpawnRunes( )
} }
m_iNextRespawn++; m_iNextRespawn++;
SetThink( SpawnRunes ); SetThink( &CWorldRunes::SpawnRunes );
if ( m_iNextRespawn < 2 ) if ( m_iNextRespawn < 2 )
pev->nextthink = gpGlobals->time + 75.0; pev->nextthink = gpGlobals->time + 75.0;
@ -348,4 +348,4 @@ CWorldRunes *CWorldRunes::Create( )
CWorldRunes* WorldRunes = GetClassPtr( (CWorldRunes*)NULL ); CWorldRunes* WorldRunes = GetClassPtr( (CWorldRunes*)NULL );
WorldRunes->Spawn( ); WorldRunes->Spawn( );
return WorldRunes; return WorldRunes;
} }

4
dlls/coldice/sword.cpp

@ -167,7 +167,7 @@ void CSword::PrimaryAttack()
{ {
if (! Swing( 1 )) if (! Swing( 1 ))
{ {
SetThink( SwingAgain ); SetThink( &CSword::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
} }
} }
@ -327,7 +327,7 @@ int CSword::Swing( int fFirst )
// delay the decal a bit // delay the decal a bit
m_trHit = tr; m_trHit = tr;
SetThink( Smack ); SetThink( &CSword::Smack );
pev->nextthink = gpGlobals->time + 0.2; pev->nextthink = gpGlobals->time + 0.2;
m_pPlayer->m_iWeaponVolume = flVol * SWORD_WALLHIT_VOLUME; m_pPlayer->m_iWeaponVolume = flVol * SWORD_WALLHIT_VOLUME;

2
dlls/coldice/tnt.cpp

@ -104,7 +104,7 @@ void CKamikaze::Holster( )
if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{ {
m_pPlayer->pev->weapons &= ~(1<<WEAPON_TNT); m_pPlayer->pev->weapons &= ~(1<<WEAPON_TNT);
SetThink( DestroyItem ); SetThink( &CKamikaze::DestroyItem );
pev->nextthink = gpGlobals->time + 0.1; pev->nextthink = gpGlobals->time + 0.1;
} }

1
dlls/gamerules.h

@ -304,7 +304,6 @@ public:
virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer ); virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
virtual BOOL AllowAutoTargetCrosshair( void ); virtual BOOL AllowAutoTargetCrosshair( void );
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
// Client kills/scoring // Client kills/scoring
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ); virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );

17
dlls/ggrenade.cpp

@ -492,10 +492,10 @@ CGrenade *CGrenade::ShootCluster( entvars_t *pevOwner, Vector vecStart, Vector v
pGrenade->pev->angles = UTIL_VecToAngles( pGrenade->pev->velocity ); pGrenade->pev->angles = UTIL_VecToAngles( pGrenade->pev->velocity );
pGrenade->pev->owner = ENT( pevOwner ); pGrenade->pev->owner = ENT( pevOwner );
pGrenade->SetTouch( BounceTouch ); pGrenade->SetTouch( &CGrenade::BounceTouch );
pGrenade->pev->dmgtime = gpGlobals->time + time; pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink( TumbleThink ); pGrenade->SetThink( &CGrenade::TumbleThink );
pGrenade->pev->nextthink = gpGlobals->time + 0.1; pGrenade->pev->nextthink = gpGlobals->time + 0.1;
if( time < 0.1 ) if( time < 0.1 )
@ -527,10 +527,10 @@ CGrenade *CGrenade::ShootClusterGrenade( entvars_t *pevOwner, Vector vecStart, V
pGrenade->clusterOwner = pevOwner; pGrenade->clusterOwner = pevOwner;
pGrenade->SetTouch( BounceTouch ); pGrenade->SetTouch( &CGrenade::BounceTouch );
pGrenade->pev->dmgtime = gpGlobals->time + time; pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink( ClusterTumbleThink ); pGrenade->SetThink( &CGrenade::ClusterTumbleThink );
pGrenade->pev->nextthink = gpGlobals->time + 0.1; pGrenade->pev->nextthink = gpGlobals->time + 0.1;
if( time < 0.1 ) if( time < 0.1 )
@ -566,11 +566,12 @@ void CGrenade::ClusterTumbleThink( void )
CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin + pev->velocity * ( pev->dmgtime - gpGlobals->time ), 400, 0.1 ); CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin + pev->velocity * ( pev->dmgtime - gpGlobals->time ), 400, 0.1 );
} }
if (pev->dmgtime <= gpGlobals->time) if( pev->dmgtime <= gpGlobals->time )
{ {
SetThink( ClusterLaunch); SetThink( &CGrenade::ClusterLaunch );
} }
if (pev->waterlevel != 0)
if( pev->waterlevel != 0 )
{ {
pev->velocity = pev->velocity * 0.5; pev->velocity = pev->velocity * 0.5;
pev->framerate = 0.2; pev->framerate = 0.2;
@ -622,7 +623,7 @@ void CGrenade::ClusterLaunch( void )
pev->dmg = 60; pev->dmg = 60;
SetThink( ClusterDetonate ); SetThink( &CGrenade::ClusterDetonate );
pev->nextthink = gpGlobals->time + 1.2; pev->nextthink = gpGlobals->time + 1.2;
} }

159
dlls/multiplay_gamerules.cpp

@ -125,6 +125,81 @@ BOOL CHalfLifeMultiplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
if( g_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) ) if( g_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) )
return TRUE; return TRUE;
#endif #endif
if( FStrEq( pcmd, "menuselect" ) )
{
int slot = atoi( CMD_ARGV( 1 ) );
//=============================================================
//=============================================================
switch( pPlayer->m_nMenu )
{
case Menu_Spec:
if( slot == 1 )
pPlayer->StopSpectator();
else if( slot == 2 )
{
pPlayer->StartSpectator();
ShowMenu( pPlayer, 0x1, 0, 0, "Currently In Spectator Mode:\n\nHit Key 1 to exit and join the game. " );
}
break;
//=============================================================
//=============================================================
case Menu_Wep:
if( slot == 1 )
pPlayer->m_cWeapon1 = "weapon_knife";
else if( slot == 2 )
pPlayer->m_cWeapon1 = "weapon_crowbar";
else if( slot == 3 )
pPlayer->m_cWeapon1 = "weapon_sword";
pPlayer->m_nMenu = Menu_Spec;
ShowMenu( pPlayer, 0x3, 0, 0,"Choose a play option:\n\n1. Join Game\n2. Observe Game" );
break;
//=============================================================
//=============================================================
case Menu_Change:
if( slot == 1 )
pPlayer->m_cWeapon1 = "weapon_knife";
else if( slot == 2 )
pPlayer->m_cWeapon1 = "weapon_crowbar";
else if( slot == 3 )
pPlayer->m_cWeapon1 = "weapon_sword";
ShowMenu( pPlayer, 0x7, 3, 0,"Your manual weapon choice will be changed on\nthe next respawn" );
break;
//=============================================================
//=============================================================
}
return TRUE;
}
//=============================================================
//=============================================================
if( FStrEq( pcmd, "rune_status" ) )
{
if( pPlayer->m_iPlayerRune == RUNE_SPEED )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Speed" );
else if( pPlayer->m_iPlayerRune == RUNE_RESIST )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Resist" );
else if( pPlayer->m_iPlayerRune == RUNE_STRENGTH )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Strength" );
else if( pPlayer->m_iPlayerRune == RUNE_HEALTH )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Regeneration" );
else if( pPlayer->m_iPlayerRune == RUNE_ROCKETARENA )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Rocket Arena Special" );
else
ShowMenu( pPlayer, 0x1, 5, 0, "You Have No Runes." );
return TRUE;
}
//=============================================================
//=============================================================
if( FStrEq( pcmd, "changeweapons" ) )
{
pPlayer->m_nMenu = Menu_Change;
ShowMenu( pPlayer, 0x7, 0, 0,"Weapons Change:\n\nPlease choose a weapon.\n1. Knife\n2. Crowbar\n3. Sword" );
return TRUE;
}
return CGameRules::ClientCommand( pPlayer, pcmd ); return CGameRules::ClientCommand( pPlayer, pcmd );
} }
@ -568,90 +643,6 @@ void CHalfLifeMultiplay::PlayerThink( CBasePlayer *pPlayer )
} }
} }
//=========================================================
//=========================================================
BOOL CHalfLifeMultiplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
{
if( FStrEq( pcmd, "menuselect" ) )
{
int slot = atoi( CMD_ARGV( 1 ) );
//=============================================================
//=============================================================
switch( pPlayer->m_nMenu )
{
case Menu_Spec:
if( slot == 1 )
pPlayer->StopSpectator();
else if( slot == 2 )
{
pPlayer->StartSpectator();
ShowMenu( pPlayer, 0x1, 0, 0, "Currently In Spectator Mode:\n\nHit Key 1 to exit and join the game. " );
}
break;
//=============================================================
//=============================================================
case Menu_Wep:
if( slot == 1 )
pPlayer->m_cWeapon1 = "weapon_knife";
else if( slot == 2 )
pPlayer->m_cWeapon1 = "weapon_crowbar";
else if( slot == 3 )
pPlayer->m_cWeapon1 = "weapon_sword";
pPlayer->m_nMenu = Menu_Spec;
ShowMenu( pPlayer, 0x3, 0, 0,"Choose a play option:\n\n1. Join Game\n2. Observe Game" );
break;
//=============================================================
//=============================================================
case Menu_Change:
if( slot == 1 )
pPlayer->m_cWeapon1 = "weapon_knife";
else if( slot == 2 )
pPlayer->m_cWeapon1 = "weapon_crowbar";
else if( slot == 3 )
pPlayer->m_cWeapon1 = "weapon_sword";
ShowMenu( pPlayer, 0x7, 3, 0,"Your manual weapon choice will be changed on\nthe next respawn" );
break;
//=============================================================
//=============================================================
}
return TRUE;
}
//=============================================================
//=============================================================
if( FStrEq( pcmd, "rune_status" ) )
{
if( pPlayer->m_iPlayerRune == RUNE_SPEED )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Speed" );
else if( pPlayer->m_iPlayerRune == RUNE_RESIST )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Resist" );
else if( pPlayer->m_iPlayerRune == RUNE_STRENGTH )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Strength" );
else if( pPlayer->m_iPlayerRune == RUNE_HEALTH )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Regeneration" );
else if( pPlayer->m_iPlayerRune == RUNE_ROCKETARENA )
ShowMenu( pPlayer, 0x1, 5, 0, "You Have Rune: Rocket Arena Special" );
else
ShowMenu( pPlayer, 0x1, 5, 0, "You Have No Runes." );
return TRUE;
}
//=============================================================
//=============================================================
if( FStrEq( pcmd, "changeweapons" ) )
{
pPlayer->m_nMenu = Menu_Change;
ShowMenu( pPlayer, 0x7, 0, 0,"Weapons Change:\n\nPlease choose a weapon.\n1. Knife\n2. Crowbar\n3. Sword" );
return TRUE;
}
return FALSE;
}
//========================================================= //=========================================================
//========================================================= //=========================================================
void CHalfLifeMultiplay::PlayerSpawn( CBasePlayer *pPlayer ) void CHalfLifeMultiplay::PlayerSpawn( CBasePlayer *pPlayer )

5
dlls/player.cpp

@ -4598,10 +4598,9 @@ void CHook::Spawn()
UTIL_SetOrigin( pev, pev->origin ); UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
SetTouch( CHook::HookTouch ); SetTouch( &CHook::HookTouch );
} }
void CHook::Precache() void CHook::Precache()
{ {
PRECACHE_MODEL( "models/bolt.mdl" ); PRECACHE_MODEL( "models/bolt.mdl" );
@ -4669,7 +4668,7 @@ void CHook::HookTouch( CBaseEntity *pOther )
pev->velocity = Vector( 0, 0, 0 ); pev->velocity = Vector( 0, 0, 0 );
pev->avelocity.z = 0; pev->avelocity.z = 0;
pev->angles.z = RANDOM_LONG( 0, 360 ); pev->angles.z = RANDOM_LONG( 0, 360 );
SetThink( CHook::Think ); SetThink( &CHook::Think );
pev->nextthink = gpGlobals->time + 0.01; pev->nextthink = gpGlobals->time + 0.01;
pevOwner->m_fHookInWall = TRUE; pevOwner->m_fHookInWall = TRUE;

4
dlls/weapons.cpp

@ -1611,7 +1611,7 @@ void CBasePlayerWeapon::PrintState( void )
ALERT( at_console, "m_iclip: %i\n", m_iClip ); ALERT( at_console, "m_iclip: %i\n", m_iClip );
} }
/*
TYPEDESCRIPTION CRpg::m_SaveData[] = TYPEDESCRIPTION CRpg::m_SaveData[] =
{ {
DEFINE_FIELD( CRpg, m_fSpotActive, FIELD_INTEGER ), DEFINE_FIELD( CRpg, m_fSpotActive, FIELD_INTEGER ),
@ -1669,4 +1669,4 @@ TYPEDESCRIPTION CSatchel::m_SaveData[] =
DEFINE_FIELD( CSatchel, m_chargeReady, FIELD_INTEGER ), DEFINE_FIELD( CSatchel, m_chargeReady, FIELD_INTEGER ),
}; };
IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon ) IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon )*/

13
dlls/weapons.h

@ -492,7 +492,7 @@ public:
bool bIsMultiplayer ( void ); bool bIsMultiplayer ( void );
void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer ); void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer );
#endif #endif
/*
class CGlock : public CBasePlayerWeapon class CGlock : public CBasePlayerWeapon
{ {
public: public:
@ -523,7 +523,7 @@ private:
unsigned short m_usFireGlock1; unsigned short m_usFireGlock1;
unsigned short m_usFireGlock2; unsigned short m_usFireGlock2;
}; };
*/
class CCrowbar : public CBasePlayerWeapon class CCrowbar : public CBasePlayerWeapon
{ {
public: public:
@ -534,6 +534,7 @@ public:
void EXPORT Smack( void ); void EXPORT Smack( void );
int GetItemInfo(ItemInfo *p); int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void ); void PrimaryAttack( void );
int Swing( int fFirst ); int Swing( int fFirst );
BOOL Deploy( void ); BOOL Deploy( void );
@ -552,7 +553,7 @@ public:
private: private:
unsigned short m_usCrowbar; unsigned short m_usCrowbar;
}; };
/*
class CPython : public CBasePlayerWeapon class CPython : public CBasePlayerWeapon
{ {
public: public:
@ -964,7 +965,7 @@ public:
#endif #endif
} }
}; };
*/
class CTripmine : public CBasePlayerWeapon class CTripmine : public CBasePlayerWeapon
{ {
public: public:
@ -996,7 +997,7 @@ public:
private: private:
unsigned short m_usTripFire; unsigned short m_usTripFire;
}; };
/*
class CSqueak : public CBasePlayerWeapon class CSqueak : public CBasePlayerWeapon
{ {
public: public:
@ -1023,5 +1024,5 @@ public:
private: private:
unsigned short m_usSnarkFire; unsigned short m_usSnarkFire;
}; };*/
#endif // WEAPONS_H #endif // WEAPONS_H

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