diff --git a/dlls/cbase.cpp b/dlls/cbase.cpp index 62b4eaa1..1a17e5e5 100644 --- a/dlls/cbase.cpp +++ b/dlls/cbase.cpp @@ -511,7 +511,7 @@ int CBaseEntity::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, fl // (that is, no actual entity projectile was involved in the attack so use the shooter's origin). if( pevAttacker == pevInflictor ) { - vecTemp = pevInflictor->origin - VecBModelOrigin( pev ); + vecTemp = pevAttacker->origin - VecBModelOrigin( pev ); } else // an actual missile was involved. diff --git a/dlls/cbase.h b/dlls/cbase.h index 697db8d5..730cd5e8 100644 --- a/dlls/cbase.h +++ b/dlls/cbase.h @@ -339,24 +339,6 @@ public: BOOL m_bAxHitMe; void Spawn_Telefog( Vector vecOrg, CBaseEntity *pOther ); Vector m_vecTeleAngles; - - //We use this variables to store each ammo count. - int ammo_9mm; - int ammo_357; - int ammo_bolts; - int ammo_buckshot; - int ammo_rockets; - int ammo_uranium; - int ammo_hornets; - int ammo_argrens; - //Special stuff for grenades and satchels. - float m_flStartThrow; - float m_flReleaseThrow; - int m_chargeReady; - int m_fInAttack; - - enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE }; - int m_fireState; }; // Ugly technique to override base member functions diff --git a/dlls/client.cpp b/dlls/client.cpp index dd42bd28..aa69d697 100644 --- a/dlls/client.cpp +++ b/dlls/client.cpp @@ -1739,15 +1739,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 ); item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 ); item->m_fInReload = gun->m_fInReload; - item->m_fInSpecialReload = gun->m_fInSpecialReload; - item->fuser1 = max( gun->pev->fuser1, -0.001 ); - item->fuser2 = gun->m_flStartThrow; - item->fuser3 = gun->m_flReleaseThrow; - item->iuser1 = gun->m_chargeReady; - item->iuser2 = gun->m_fInAttack; - item->iuser3 = gun->m_fireState; - - //item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 ); } } pPlayerItem = pPlayerItem->m_pNext; @@ -1813,16 +1804,6 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client if( pl ) { cd->m_flNextAttack = pl->m_flNextAttack; - cd->fuser2 = pl->m_flNextAmmoBurn; - cd->fuser3 = pl->m_flAmmoStartCharge; - cd->vuser1.x = pl->ammo_9mm; - cd->vuser1.y = pl->ammo_357; - cd->vuser1.z = pl->ammo_argrens; - cd->ammo_nails = pl->ammo_bolts; - cd->ammo_shells = pl->ammo_buckshot; - cd->ammo_rockets = pl->ammo_rockets; - cd->ammo_cells = pl->ammo_uranium; - cd->vuser2.x = pl->ammo_hornets; cd->weapons = pl->m_iQuakeItems; if( pl->m_pActiveItem ) @@ -1835,11 +1816,6 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client gun->GetItemInfo( &II ); cd->m_iId = II.iId; - - cd->vuser3.z = gun->m_iSecondaryAmmoType; - cd->vuser4.x = gun->m_iPrimaryAmmoType; - cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType]; - cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType]; } } cd->fuser1 = (float)pl->m_iQuakeWeapon; @@ -1944,13 +1920,13 @@ int GetHullBounds( int hullnumber, float *mins, float *maxs ) switch( hullnumber ) { case 0: // Normal player - mins = VEC_HULL_MIN; - maxs = VEC_HULL_MAX; + mins = Vector( -16, -16, -32 ); + maxs = Vector( 16, 16, 32 ); iret = 1; break; case 1: // Crouched player - mins = VEC_DUCK_HULL_MIN; - maxs = VEC_DUCK_HULL_MAX; + mins = Vector( -16, -16, -32 ); + maxs = Vector( 16, 16, 32 ); iret = 1; break; case 2: // Point based hull diff --git a/dlls/combat.cpp b/dlls/combat.cpp index 9dce9b4a..0d542fe0 100644 --- a/dlls/combat.cpp +++ b/dlls/combat.cpp @@ -24,7 +24,6 @@ #include "util.h" #include "cbase.h" #include "monsters.h" -#include "soundent.h" #include "decals.h" #include "animation.h" #include "weapons.h" @@ -548,13 +547,6 @@ void CGib::WaitTillLand( void ) { SetThink( &CBaseEntity::SUB_StartFadeOut ); pev->nextthink = gpGlobals->time + m_lifeTime; - - // If you bleed, you stink! - if( m_bloodColor != DONT_BLEED ) - { - // ok, start stinkin! - CSoundEnt::InsertSound( bits_SOUND_MEAT, pev->origin, 384, 25 ); - } } else { diff --git a/dlls/multiplay_gamerules.cpp b/dlls/multiplay_gamerules.cpp index 636baf3a..d2a3ac20 100644 --- a/dlls/multiplay_gamerules.cpp +++ b/dlls/multiplay_gamerules.cpp @@ -228,7 +228,7 @@ void CHalfLifeMultiplay::Think( void ) int time = (int)CVAR_GET_FLOAT( "mp_chattime" ); if( time < 1 ) CVAR_SET_STRING( "mp_chattime", "1" ); - else if( time > MAX_INTERMISSION_TIME ) + else if( time > INTERMISSION_TIME ) CVAR_SET_STRING( "mp_chattime", UTIL_dtos1( INTERMISSION_TIME ) ); m_flIntermissionEndTime = g_flIntermissionStartTime + mp_chattime.value; diff --git a/dlls/player.cpp b/dlls/player.cpp index e8b5c4ef..3178ea2b 100644 --- a/dlls/player.cpp +++ b/dlls/player.cpp @@ -789,25 +789,6 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) ResetSequenceInfo(); } -/* -=========== -TabulateAmmo -This function is used to find and store -all the ammo we have into the ammo vars. -============ -*/ -void CBasePlayer::TabulateAmmo() -{ - ammo_9mm = AmmoInventory( GetAmmoIndex( "9mm" ) ); - ammo_357 = AmmoInventory( GetAmmoIndex( "357" ) ); - ammo_argrens = AmmoInventory( GetAmmoIndex( "ARgrenades" ) ); - ammo_bolts = AmmoInventory( GetAmmoIndex( "bolts" ) ); - ammo_buckshot = AmmoInventory( GetAmmoIndex( "buckshot" ) ); - ammo_rockets = AmmoInventory( GetAmmoIndex( "rockets" ) ); - ammo_uranium = AmmoInventory( GetAmmoIndex( "uranium" ) ); - ammo_hornets = AmmoInventory( GetAmmoIndex( "Hornets" ) ); -} - /* =========== WaterMove @@ -2269,17 +2250,6 @@ pt_end: { gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 ); } - - if( gun->pev->fuser1 != 1000 ) - { - gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 ); - } - - // Only decrement if not flagged as NO_DECREMENT - /*if( gun->m_flPumpTime != 1000 ) - { - gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 ); - }*/ } pPlayerItem = pPlayerItem->m_pNext; @@ -2290,22 +2260,6 @@ pt_end: m_flNextAttack -= gpGlobals->frametime; if( m_flNextAttack < -0.001 ) m_flNextAttack = -0.001; - - if( m_flNextAmmoBurn != 1000 ) - { - m_flNextAmmoBurn -= gpGlobals->frametime; - - if( m_flNextAmmoBurn < -0.001 ) - m_flNextAmmoBurn = -0.001; - } - - if( m_flAmmoStartCharge != 1000 ) - { - m_flAmmoStartCharge -= gpGlobals->frametime; - - if( m_flAmmoStartCharge < -0.001 ) - m_flAmmoStartCharge = -0.001; - } #else return; #endif @@ -2653,17 +2607,6 @@ int CBasePlayer::Restore( CRestore &restore ) UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); }*/ - g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" ); - - if( m_fLongJump ) - { - g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "1" ); - } - else - { - g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" ); - } - RenewItems(); #if defined( CLIENT_WEAPONS ) @@ -3399,8 +3342,6 @@ int CBasePlayer::GiveAmmo( int iCount, char *szName, int iMax ) MESSAGE_END(); } - TabulateAmmo(); - return i; } diff --git a/dlls/player.h b/dlls/player.h index 6904d2d5..3a533545 100644 --- a/dlls/player.h +++ b/dlls/player.h @@ -15,7 +15,7 @@ #ifndef PLAYER_H #define PLAYER_H -#include "pm_materials.h" +//#include "pm_materials.h" #define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet #define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet @@ -294,13 +294,6 @@ public: void SetCustomDecalFrames( int nFrames ); int GetCustomDecalFrames( void ); - void TabulateAmmo( void ); - - float m_flStartCharge; - float m_flAmmoStartCharge; - float m_flPlayAftershock; - float m_flNextAmmoBurn;// while charging, when to absorb another unit of player's ammo? - //Player ID void InitStatusBar( void ); void UpdateStatusBar( void );