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Fix Build.

coldice
Night Owl 8 years ago
parent
commit
d2fa139fbf
  1. 2
      dlls/crossbow.cpp
  2. 8
      dlls/rpg.cpp
  3. 2
      dlls/squeakgrenade.cpp
  4. 1
      dlls/weapons.h

2
dlls/crossbow.cpp

@ -407,7 +407,7 @@ class CCrossbowAmmo : public CBasePlayerAmmo @@ -407,7 +407,7 @@ class CCrossbowAmmo : public CBasePlayerAmmo
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if( pOther->GiveAmmo( AMMO_BOLTGUN_GIVE, "bolts", BOLT_MAX_CARRY ) != -1 )
if( pOther->GiveAmmo( AMMO_BOLTGUN_GIVE, "bolts", BOLTGUN_MAX_CARRY ) != -1 )
{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
return TRUE;

8
dlls/rpg.cpp

@ -331,7 +331,7 @@ void CRpg::Spawn() @@ -331,7 +331,7 @@ void CRpg::Spawn()
SET_MODEL( ENT( pev ), "models/wmodels/w_rocketl.mdl" );
m_fSpotActive = 1;
m_iDefaultAmmo = RPG_DEFAULT_GIVE;
m_iDefaultAmmo = ROCKETL_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
@ -468,7 +468,7 @@ void CRpg::PrimaryAttack() @@ -468,7 +468,7 @@ void CRpg::PrimaryAttack()
void CRpg::SecondaryAttack()
{
if( g_pGameRules->IsRocketArena() == 0 )
//if( g_pGameRules->IsRocketArena() == 0 )
{
m_fSpotActive = !m_fSpotActive;
@ -481,7 +481,7 @@ void CRpg::SecondaryAttack() @@ -481,7 +481,7 @@ void CRpg::SecondaryAttack()
#endif
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
else
/*else
{
if( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] )
{
@ -528,7 +528,7 @@ void CRpg::SecondaryAttack() @@ -528,7 +528,7 @@ void CRpg::SecondaryAttack()
m_pPlayer->pev->punchangle.x -= 5;
}
}
}
}*/
}
void CRpg::WeaponIdle( void )

2
dlls/squeakgrenade.cpp

@ -96,7 +96,7 @@ TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = @@ -96,7 +96,7 @@ TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] =
IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade )
#define SQUEEK_DETONATE_DELAY 15.0
#define CHUMTOAD_DETONATE_DELAY 15.0
int CSqueakGrenade::Classify( void )
{

1
dlls/weapons.h

@ -745,6 +745,7 @@ public: @@ -745,6 +745,7 @@ public:
int m_fSpotActive;
int m_cActiveRockets;// how many missiles in flight from this launcher right now?
int rocket_load;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )

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