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Revert "HL:Invasion Remove unneeded USE_VGUI definitions from CMakeLists"

This reverts commit f1c26a57fb.
invasion
Roy Shapiro 2 years ago
parent
commit
ae14996428
  1. 10
      dlls/CMakeLists.txt
  2. 12
      dlls/crowbar.cpp
  3. 2
      dlls/weapons.h

10
dlls/CMakeLists.txt

@ -45,6 +45,16 @@ else()
add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_NONSTDC_NO_DEPRECATE) add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_NONSTDC_NO_DEPRECATE)
endif() endif()
if (USE_VGUI)
add_definitions(-DUSE_VGUI)
if (USE_NOVGUI_MOTD)
add_definitions(-DUSE_NOVGUI_MOTD)
endif()
if (USE_NOVGUI_SCOREBOARD)
add_definitions(-DUSE_NOVGUI_SCOREBOARD)
endif()
endif()
if (USE_GSTREAMER AND (${CMAKE_SYSTEM_NAME} STREQUAL "Linux")) if (USE_GSTREAMER AND (${CMAKE_SYSTEM_NAME} STREQUAL "Linux"))
add_definitions(-DUSE_GSTREAMER) add_definitions(-DUSE_GSTREAMER)
endif() endif()

12
dlls/crowbar.cpp

@ -188,7 +188,7 @@ void CCrowbar::SwingAgain( void )
Swing( 0 ); Swing( 0 );
} }
/*void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix??? void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
{ {
skiplocal = 0; skiplocal = 0;
@ -202,7 +202,7 @@ void CCrowbar::SwingAgain( void )
WRITE_BYTE( iAnim ); // sequence number WRITE_BYTE( iAnim ); // sequence number
WRITE_BYTE( pev->body ); // weaponmodel bodygroup. WRITE_BYTE( pev->body ); // weaponmodel bodygroup.
MESSAGE_END(); MESSAGE_END();
}*/ }
int CCrowbar::Swing( int fFirst ) int CCrowbar::Swing( int fFirst )
{ {
@ -296,11 +296,11 @@ int CCrowbar::Swing( int fFirst )
// If building with the clientside weapon prediction system, // If building with the clientside weapon prediction system,
// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making // UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false. // m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
//#if CLIENT_WEAPONS #if CLIENT_WEAPONS
// if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
//#else #else
if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
//#endif #endif
{ {
// first swing does full damage // first swing does full damage
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );

2
dlls/weapons.h

@ -573,7 +573,7 @@ public:
void EXPORT Smack( void ); void EXPORT Smack( void );
int GetItemInfo( ItemInfo *p ); int GetItemInfo( ItemInfo *p );
int AddToPlayer( CBasePlayer *pPlayer ); int AddToPlayer( CBasePlayer *pPlayer );
// void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations
void PrimaryAttack( void ); void PrimaryAttack( void );
int Swing( int fFirst ); int Swing( int fFirst );

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