Remove uneeded stubs, will be inlined now
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@ -157,17 +157,6 @@ void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short event
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bparam1, bparam2 );
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}
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/*
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=====================
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HUD_SetMaxSpeed
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=====================
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*/
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void HUD_SetMaxSpeed( const edict_t *ed, float speed )
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{
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}
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/*
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=====================
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UTIL_WeaponTimeBase
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@ -281,17 +270,3 @@ float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
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return (low + offset * range );
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}
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}
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/*
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======================
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stub_*
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stub functions for such things as precaching. So we don't have to modify weapons code that
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is compiled into both game and client .dlls.
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======================
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*/
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int stub_PrecacheModel ( const char* s ) { return 0; }
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int stub_PrecacheSound ( const char* s ) { return 0; }
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const char *stub_NameForFunction ( unsigned int function ) { return "func"; }
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void stub_SetModel ( edict_t *e, const char *m ) {}
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@ -877,11 +877,7 @@ void HUD_InitClientWeapons( void )
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gpGlobals->time = gEngfuncs.GetClientTime();
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// Fake functions
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g_engfuncs.pfnPrecacheModel = stub_PrecacheModel;
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g_engfuncs.pfnPrecacheSound = stub_PrecacheSound;
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g_engfuncs.pfnNameForFunction = stub_NameForFunction;
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g_engfuncs.pfnSetModel = stub_SetModel;
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g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
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//g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
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// Handled locally
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g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent;
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@ -51,12 +51,7 @@ void HUD_SendWeaponAnim(int iAnim, int iWeaponId, int iBody, int iForce = 0 );
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int HUD_GetWeapon( void );
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void HUD_PlaySound( char *sound, float volume );
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void HUD_PlaybackEvent( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
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void HUD_SetMaxSpeed( const struct edict_s *ed, float speed );
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int stub_PrecacheModel( const char* s );
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int stub_PrecacheSound( const char* s );
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unsigned short stub_PrecacheEvent( int type, const char *s );
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const char *stub_NameForFunction ( unsigned int function );
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void stub_SetModel ( struct edict_s *e, const char *m );
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//void HUD_SetMaxSpeed( const struct edict_s *ed, float speed );
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int GetWeaponAccuracyFlags( int weaponid );
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extern cvar_t *cl_lw;
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@ -27,10 +27,16 @@ extern enginefuncs_t g_engfuncs;
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// The actual engine callbacks
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#define GETPLAYERUSERID (*g_engfuncs.pfnGetPlayerUserId)
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#define PRECACHE_GENERIC (*g_engfuncs.pfnPrecacheGeneric)
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#ifdef CLIENT_DLL
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inline int PRECACHE_MODEL( const char *s ) { return 0; }
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inline int PRECACHE_SOUND( const char *s ) { return 0; }
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#define SET_MODEL(x, y)
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#else
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#define PRECACHE_MODEL (*g_engfuncs.pfnPrecacheModel)
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#define PRECACHE_SOUND (*g_engfuncs.pfnPrecacheSound)
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#define PRECACHE_GENERIC (*g_engfuncs.pfnPrecacheGeneric)
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#define SET_MODEL (*g_engfuncs.pfnSetModel)
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#endif
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#define MODEL_INDEX (*g_engfuncs.pfnModelIndex)
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#define MODEL_FRAMES (*g_engfuncs.pfnModelFrames)
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#define SET_SIZE (*g_engfuncs.pfnSetSize)
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@ -147,13 +147,13 @@ void CC4::PrimaryAttack(void)
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
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return;
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}
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g_engfuncs.pfnSetClientMaxspeed(ENT(m_pPlayer->pev), 1);
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#endif
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m_bStartedArming = true;
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m_bBombPlacedAnimation = false;
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m_fArmedTime = gpGlobals->time + 3;
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SendWeaponAnim(C4_ARM, UseDecrement() != FALSE);
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#ifndef CLIENT_DLL
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g_engfuncs.pfnSetClientMaxspeed(ENT(m_pPlayer->pev), 1);
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_pPlayer->SetProgressBarTime(3);
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#endif
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