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@ -53,12 +53,6 @@ int g_irunninggausspred = 0;
@@ -53,12 +53,6 @@ int g_irunninggausspred = 0;
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vec3_t previousorigin; |
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// HLDM Weapon placeholder entities.
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CHolster g_Holster; |
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CTorch g_Torch; |
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CGlock g_Glock; |
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CCrowbar g_Crowbar; |
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CMP5 g_Mp5; |
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CShotgun g_Shotgun; |
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/*
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====================== |
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@ -592,14 +586,6 @@ void HUD_InitClientWeapons( void )
@@ -592,14 +586,6 @@ void HUD_InitClientWeapons( void )
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// Allocate a slot for the local player
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HUD_PrepEntity( &player, NULL ); |
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// Allocate slot(s) for each weapon that we are going to be predicting
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HUD_PrepEntity( &g_Holster, &player ); |
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HUD_PrepEntity( &g_Torch, &player ); |
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HUD_PrepEntity( &g_Glock, &player ); |
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HUD_PrepEntity( &g_Crowbar, &player ); |
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HUD_PrepEntity( &g_Mp5, &player ); |
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HUD_PrepEntity( &g_Shotgun, &player ); |
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} |
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/*
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@ -659,30 +645,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
@@ -659,30 +645,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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// Get current clock
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gpGlobals->time = time; |
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// Fill in data based on selected weapon
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// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
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switch( from->client.m_iId ) |
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{ |
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case WEAPON_HOLSTER: |
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pWeapon = &g_Holster; |
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break; |
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case WEAPON_TORCH: |
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pWeapon = &g_Torch; |
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break; |
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case WEAPON_CROWBAR: |
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pWeapon = &g_Crowbar; |
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break; |
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case WEAPON_GLOCK: |
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pWeapon = &g_Glock; |
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break; |
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case WEAPON_MP5: |
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pWeapon = &g_Mp5; |
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break; |
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case WEAPON_SHOTGUN: |
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pWeapon = &g_Shotgun; |
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break; |
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} |
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// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
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// for setting up events on the client
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g_finalstate = to; |
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