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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-03 02:24:28 +00:00
Fix compatibility with MSVC 6.
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46ecb7e8ee
commit
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@ -305,7 +305,7 @@ void CHudAmmo::Reset( void )
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gHR.Reset();
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gHR.Reset();
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//VidInit();
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//VidInit();
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wrect_t nullrc = {};
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wrect_t nullrc = {0,};
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SetCrosshair( 0, nullrc, 0, 0, 0 ); // reset crosshair
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SetCrosshair( 0, nullrc, 0, 0, 0 ); // reset crosshair
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m_pWeapon = NULL; // reset last weapon
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m_pWeapon = NULL; // reset last weapon
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}
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}
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@ -539,7 +539,7 @@ int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf )
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if( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
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if( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
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{
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{
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wrect_t nullrc = {};
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wrect_t nullrc = {0,};
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gpActiveSel = NULL;
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gpActiveSel = NULL;
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SetCrosshair( 0, nullrc, 0, 0, 0 );
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SetCrosshair( 0, nullrc, 0, 0, 0 );
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}
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}
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@ -559,7 +559,7 @@ int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf )
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//
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//
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int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf )
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int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf )
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{
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{
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wrect_t nullrc = {};
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wrect_t nullrc = {0,};
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int fOnTarget = FALSE;
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int fOnTarget = FALSE;
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BEGIN_READ( pbuf, iSize );
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BEGIN_READ( pbuf, iSize );
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@ -666,7 +666,7 @@ void CBasePlayer::PackDeadPlayerItems( void )
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int iWeaponRules;
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int iWeaponRules;
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int iAmmoRules;
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int iAmmoRules;
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int i;
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int i;
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CBasePlayerWeapon *rgpPackWeapons[MAX_WEAPONS] = {};
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CBasePlayerWeapon *rgpPackWeapons[MAX_WEAPONS] = {0,};
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int iPackAmmo[MAX_AMMO_SLOTS];
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int iPackAmmo[MAX_AMMO_SLOTS];
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int iPW = 0;// index into packweapons array
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int iPW = 0;// index into packweapons array
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int iPA = 0;// index into packammo array
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int iPA = 0;// index into packammo array
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@ -467,7 +467,7 @@ void CScientist::StartTask( Task_t *pTask )
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//The enemy can be null here. - Solokiller
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//The enemy can be null here. - Solokiller
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//Discovered while testing the barnacle grapple on headcrabs with scientists in view.
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//Discovered while testing the barnacle grapple on headcrabs with scientists in view.
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if( m_hEnemy && m_hEnemy->IsPlayer() )
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if( m_hEnemy != 0 && m_hEnemy->IsPlayer() )
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PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM );
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PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM );
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else
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else
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PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM );
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PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM );
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