@ -726,11 +726,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
@@ -726,11 +726,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
pCurrent - > m_flNextSecondaryAttack = pfrom - > m_flNextSecondaryAttack ;
pCurrent - > m_flTimeWeaponIdle = pfrom - > m_flTimeWeaponIdle ;
pCurrent - > pev - > fuser1 = pfrom - > fuser1 ;
pCurrent - > m_flStartThrow = pfrom - > fuser2 ;
pCurrent - > m_flReleaseThrow = pfrom - > fuser3 ;
pCurrent - > m_chargeReady = pfrom - > iuser1 ;
pCurrent - > m_fInAttack = pfrom - > iuser2 ;
pCurrent - > m_fireState = pfrom - > iuser3 ;
pCurrent - > m_iSecondaryAmmoType = ( int ) from - > client . vuser3 [ 2 ] ;
pCurrent - > m_iPrimaryAmmoType = ( int ) from - > client . vuser4 [ 0 ] ;
@ -769,15 +764,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
@@ -769,15 +764,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
player . m_flNextAmmoBurn = from - > client . fuser2 ;
player . m_flAmmoStartCharge = from - > client . fuser3 ;
//Stores all our ammo info, so the client side weapons can use them.
player . ammo_9mm = ( int ) from - > client . vuser1 [ 0 ] ;
player . ammo_357 = ( int ) from - > client . vuser1 [ 1 ] ;
player . ammo_argrens = ( int ) from - > client . vuser1 [ 2 ] ;
player . ammo_bolts = ( int ) from - > client . ammo_nails ; //is an int anyways...
player . ammo_buckshot = ( int ) from - > client . ammo_shells ;
player . ammo_uranium = ( int ) from - > client . ammo_cells ;
player . ammo_hornets = ( int ) from - > client . vuser2 [ 0 ] ;
player . ammo_rockets = ( int ) from - > client . ammo_rockets ;
// Point to current weapon object
if ( from - > client . m_iId )
@ -785,11 +771,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
@@ -785,11 +771,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
player . m_pActiveItem = g_pWpns [ from - > client . m_iId ] ;
}
if ( player . m_pActiveItem - > m_iId = = WEAPON_MP5 )
{
player . ammo_ak47 = ( int ) from - > client . vuser2 [ 1 ] ;
}
// Don't go firing anything if we have died.
// Or if we don't have a weapon model deployed
if ( ( player . pev - > deadflag ! = ( DEAD_DISCARDBODY + 1 ) ) & &
@ -841,22 +822,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
@@ -841,22 +822,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
to - > client . fuser3 = player . m_flAmmoStartCharge ;
to - > client . maxspeed = player . pev - > maxspeed ;
//HL Weapons
to - > client . vuser1 [ 0 ] = player . ammo_9mm ;
to - > client . vuser1 [ 1 ] = player . ammo_357 ;
to - > client . vuser1 [ 2 ] = player . ammo_argrens ;
to - > client . ammo_nails = player . ammo_bolts ;
to - > client . ammo_shells = player . ammo_buckshot ;
to - > client . ammo_cells = player . ammo_uranium ;
to - > client . vuser2 [ 0 ] = player . ammo_hornets ;
to - > client . ammo_rockets = player . ammo_rockets ;
if ( player . m_pActiveItem - > m_iId = = WEAPON_MP5 )
{
from - > client . vuser2 [ 1 ] = player . ammo_ak47 ;
}
// Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches )
if ( g_runfuncs & & ( HUD_GetWeaponAnim ( ) ! = to - > client . weaponanim ) )
@ -887,11 +852,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
@@ -887,11 +852,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
pto - > m_flNextSecondaryAttack = pCurrent - > m_flNextSecondaryAttack ;
pto - > m_flTimeWeaponIdle = pCurrent - > m_flTimeWeaponIdle ;
pto - > fuser1 = pCurrent - > pev - > fuser1 ;
pto - > fuser2 = pCurrent - > m_flStartThrow ;
pto - > fuser3 = pCurrent - > m_flReleaseThrow ;
pto - > iuser1 = pCurrent - > m_chargeReady ;
pto - > iuser2 = pCurrent - > m_fInAttack ;
pto - > iuser3 = pCurrent - > m_fireState ;
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto - > m_flNextReload - = cmd - > msec / 1000.0 ;