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mirror of https://github.com/FWGS/hlsdk-xash3d synced 2024-11-25 03:09:24 +01:00

#ifdef->#if

This commit is contained in:
Andrey Akhmichin 2021-06-07 05:05:58 +05:00
parent 27ebf40849
commit 0dd90846fe
49 changed files with 183 additions and 183 deletions

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@ -183,7 +183,7 @@ int *HUD_GetRect( void )
return extent;
}
#ifdef USE_VGUI_FOR_GOLDSOURCE_SUPPORT
#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
class TeamFortressViewport : public vgui::Panel
{
public:
@ -238,7 +238,7 @@ so the HUD can reinitialize itself.
int DLLEXPORT HUD_VidInit( void )
{
gHUD.VidInit();
#ifdef USE_VGUI_FOR_GOLDSOURCE_SUPPORT
#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
vgui::Panel* root=(vgui::Panel*)gEngfuncs.VGui_GetPanel();
if (root) {
gEngfuncs.Con_Printf( "Root VGUI panel exists\n" );
@ -337,7 +337,7 @@ Called by engine every frame that client .dll is loaded
void DLLEXPORT HUD_Frame( double time )
{
#ifdef USE_VGUI_FOR_GOLDSOURCE_SUPPORT
#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
if (!gViewPort)
gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());
#else

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@ -1140,7 +1140,7 @@ enum crowbar_e
CROWBAR_ATTACK2MISS,
CROWBAR_ATTACK2HIT,
CROWBAR_ATTACK3MISS,
#ifndef CROWBAR_IDLE_ANIM
#if !CROWBAR_IDLE_ANIM
CROWBAR_ATTACK3HIT
#else
CROWBAR_ATTACK3HIT,

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@ -148,7 +148,7 @@ void DLLEXPORT CAM_Think( void )
float dist;
vec3_t camAngles;
float flSensitivity;
#ifdef LATER
#if LATER
int i;
#endif
vec3_t viewangles;
@ -168,7 +168,7 @@ void DLLEXPORT CAM_Think( void )
if( !cam_thirdperson )
return;
#ifdef LATER
#if LATER
if( cam_contain->value )
{
gEngfuncs.GetClientOrigin( origin );
@ -315,7 +315,7 @@ void DLLEXPORT CAM_Think( void )
cam_old_mouse_y = cam_mouse.y * gHUD.GetSensitivity();
SetCursorPos( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() );
}
#ifdef LATER
#if LATER
if( cam_contain->value )
{
// check new ideal
@ -368,7 +368,7 @@ void DLLEXPORT CAM_Think( void )
else
camAngles[2] += ( cam_idealdist->value - camAngles[2] ) * 0.25f;
}
#ifdef LATER
#if LATER
if( cam_contain->value )
{
// Test new position

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@ -16,7 +16,7 @@
// fall over
#define ROLL 2
#ifdef _WIN32
#if _WIN32
#define HSPRITE HSPRITE_win32
#include <windows.h>
#undef HSPRITE

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@ -10,7 +10,7 @@
#include "input_mouse.h"
#ifdef SUPPORT_GOLDSOURCE_INPUT
#if SUPPORT_GOLDSOURCE_INPUT
#include "hud.h"
#include "cl_util.h"
@ -23,11 +23,11 @@
#include "keydefs.h"
#include "view.h"
#ifndef _WIN32
#if !_WIN32
#define USE_SDL2
#endif
#ifdef USE_SDL2
#if USE_SDL2
#define ARRAYSIZE(p) ( sizeof(p) /sizeof(p[0]) )
#include <dlfcn.h>
#include <SDL2/SDL_mouse.h>
@ -114,7 +114,7 @@ static SDLFunction sdlFunctions[] = {
};
#endif
#ifdef _WIN32
#if _WIN32
#include <process.h>
#else
typedef unsigned int DWORD;
@ -149,14 +149,14 @@ extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_movespeedkey;
#ifdef _WIN32
#if _WIN32
static double s_flRawInputUpdateTime = 0.0f;
static bool m_bRawInput = false;
static bool m_bMouseThread = false;
bool isMouseRelative = false;
#endif
#ifdef _WIN32
#if _WIN32
#include "progdefs.h"
extern globalvars_t *gpGlobals;
#endif
@ -184,7 +184,7 @@ static cvar_t *m_customaccel_max;
//Mouse move is raised to this power before being scaled by scale factor
static cvar_t *m_customaccel_exponent;
#ifdef _WIN32
#if _WIN32
// if threaded mouse is enabled then the time to sleep between polls
static cvar_t *m_mousethread_sleep;
#endif
@ -242,7 +242,7 @@ DWORD joy_oldbuttonstate, joy_oldpovstate;
int joy_id;
DWORD joy_numbuttons;
#ifdef USE_SDL2
#if USE_SDL2
SDL_GameController *s_pJoystick = NULL;
#elif defined(_WIN32)
DWORD joy_flags;
@ -276,7 +276,7 @@ cvar_t *joy_wwhack2;
int joy_avail, joy_advancedinit, joy_haspov;
#ifdef _WIN32
#if _WIN32
unsigned int s_hMouseThreadId = 0;
HANDLE s_hMouseThread = 0;
HANDLE s_hMouseQuitEvent = 0;
@ -300,7 +300,7 @@ void Force_CenterView_f (void)
}
}
#ifdef _WIN32
#if _WIN32
LONG mouseThreadActive = 0;
LONG mouseThreadCenterX = 0;
@ -382,14 +382,14 @@ void IN_SetMouseMode(bool enable)
if(enable)
{
#ifdef _WIN32
#if _WIN32
if (mouseparmsvalid)
restore_spi = SystemParametersInfo (SPI_SETMOUSE, 0, newmouseparms, 0);
m_bRawInput = CVAR_GET_FLOAT( "m_rawinput" ) != 0;
if(m_bRawInput)
{
#ifdef USE_SDL2
#if USE_SDL2
safe_pfnSDL_SetRelativeMouseMode(SDL_TRUE);
#endif
isMouseRelative = true;
@ -402,10 +402,10 @@ void IN_SetMouseMode(bool enable)
}
else
{
#ifdef _WIN32
#if _WIN32
if(isMouseRelative)
{
#ifdef USE_SDL2
#if USE_SDL2
safe_pfnSDL_SetRelativeMouseMode(SDL_FALSE);
#endif
isMouseRelative = false;
@ -423,7 +423,7 @@ void IN_SetMouseMode(bool enable)
void IN_SetVisibleMouse(bool visible)
{
#ifdef _WIN32
#if _WIN32
bool lockEntered = MouseThread_ActiveLock_Enter();
#endif
@ -431,7 +431,7 @@ void IN_SetVisibleMouse(bool visible)
IN_SetMouseMode(!visible);
#ifdef _WIN32
#if _WIN32
UpdateMouseThreadActive();
if(lockEntered) MouseThread_ActiveLock_Exit();
#endif
@ -448,7 +448,7 @@ void GoldSourceInput::IN_ActivateMouse (void)
{
if (mouseinitialized)
{
#ifdef _WIN32
#if _WIN32
bool lockEntered = MouseThread_ActiveLock_Enter();
#endif
@ -456,7 +456,7 @@ void GoldSourceInput::IN_ActivateMouse (void)
mouseactive = 1;
#ifdef _WIN32
#if _WIN32
UpdateMouseThreadActive();
if(lockEntered) MouseThread_ActiveLock_Exit();
#endif
@ -476,7 +476,7 @@ void GoldSourceInput::IN_DeactivateMouse (void)
{
if (mouseinitialized)
{
#ifdef _WIN32
#if _WIN32
bool lockEntered = MouseThread_ActiveLock_Enter();
#endif
@ -484,7 +484,7 @@ void GoldSourceInput::IN_DeactivateMouse (void)
mouseactive = 0;
#ifdef _WIN32
#if _WIN32
UpdateMouseThreadActive();
if(lockEntered) MouseThread_ActiveLock_Exit();
#endif
@ -502,7 +502,7 @@ void GoldSourceInput::IN_StartupMouse (void)
return;
mouseinitialized = 1;
#ifdef _WIN32
#if _WIN32
mouseparmsvalid = SystemParametersInfo (SPI_GETMOUSE, 0, originalmouseparms, 0);
if (mouseparmsvalid)
@ -537,7 +537,7 @@ void GoldSourceInput::IN_Shutdown (void)
{
IN_DeactivateMouse ();
#ifdef _WIN32
#if _WIN32
if ( s_hMouseQuitEvent )
{
SetEvent( s_hMouseQuitEvent );
@ -566,7 +566,7 @@ void GoldSourceInput::IN_Shutdown (void)
}
#endif
#ifdef USE_SDL2
#if USE_SDL2
for (int j=0; j<ARRAYSIZE(sdlFunctions); ++j) {
*(sdlFunctions[j].ppfnFunc) = NULL;
}
@ -597,7 +597,7 @@ FIXME: Call through to engine?
void IN_ResetMouse( void )
{
// no work to do in SDL
#ifdef _WIN32
#if _WIN32
// reset only if mouse is active and not in visible mode:
if(mouseactive && !iVisibleMouse && gEngfuncs.GetWindowCenterX && gEngfuncs.GetWindowCenterY)
{
@ -712,7 +712,7 @@ void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
if(active)
{
int deltaX, deltaY;
#ifdef _WIN32
#if _WIN32
if ( !m_bRawInput )
{
if ( m_bMouseThread )
@ -735,7 +735,7 @@ void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
else
#endif
{
#ifdef USE_SDL2
#if USE_SDL2
safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY );
current_pos.x = deltaX;
current_pos.y = deltaY;
@ -746,7 +746,7 @@ void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
#endif
}
#ifdef _WIN32
#if _WIN32
if ( !m_bRawInput )
{
if ( m_bMouseThread )
@ -771,7 +771,7 @@ void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
my_accum = 0;
// reset mouse position if required, so there is room to move:
#ifdef _WIN32
#if _WIN32
// do not reset if mousethread would do it:
if ( m_bRawInput || !m_bMouseThread )
#else
@ -779,7 +779,7 @@ void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
#endif
IN_ResetMouse();
#ifdef _WIN32
#if _WIN32
// update m_bRawInput occasionally:
if ( gpGlobals && gpGlobals->time - s_flRawInputUpdateTime > 1.0f )
{
@ -791,14 +791,14 @@ void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
if(m_bRawInput && !isMouseRelative)
{
#ifdef USE_SDL2
#if USE_SDL2
safe_pfnSDL_SetRelativeMouseMode(SDL_TRUE);
#endif
isMouseRelative = true;
}
else if(!m_bRawInput && isMouseRelative)
{
#ifdef USE_SDL2
#if USE_SDL2
safe_pfnSDL_SetRelativeMouseMode(SDL_FALSE);
#endif
isMouseRelative = false;
@ -928,7 +928,7 @@ void GoldSourceInput::IN_Accumulate (void)
{
if (mouseactive)
{
#ifdef _WIN32
#if _WIN32
if ( !m_bRawInput )
{
if ( !m_bMouseThread )
@ -942,7 +942,7 @@ void GoldSourceInput::IN_Accumulate (void)
else
#endif
{
#ifdef USE_SDL2
#if USE_SDL2
int deltaX, deltaY;
safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY );
mx_accum += deltaX;
@ -956,7 +956,7 @@ void GoldSourceInput::IN_Accumulate (void)
}
// force the mouse to the center, so there's room to move
#ifdef _WIN32
#if _WIN32
// do not reset if mousethread would do it:
if ( m_bRawInput || !m_bMouseThread )
#else
@ -997,7 +997,7 @@ void IN_StartupJoystick (void)
// assume no joystick
joy_avail = 0;
#ifdef USE_SDL2
#if USE_SDL2
int nJoysticks = safe_pfnSDL_NumJoysticks();
if ( nJoysticks > 0 )
{
@ -1084,7 +1084,7 @@ void IN_StartupJoystick (void)
#endif
}
#ifdef USE_SDL2
#if USE_SDL2
int RawValuePointer (int axis)
{
switch (axis)
@ -1216,7 +1216,7 @@ void GoldSourceInput::IN_Commands (void)
// loop through the joystick buttons
// key a joystick event or auxillary event for higher number buttons for each state change
#ifdef USE_SDL2
#if USE_SDL2
buttonstate = 0;
for ( i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++ )
{
@ -1294,7 +1294,7 @@ IN_ReadJoystick
*/
int IN_ReadJoystick (void)
{
#ifdef USE_SDL2
#if USE_SDL2
safe_pfnSDL_JoystickUpdate();
return 1;
#elif defined(_WIN32)
@ -1374,7 +1374,7 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd )
for (i = 0; i < JOY_MAX_AXES; i++)
{
// get the floating point zero-centered, potentially-inverted data for the current axis
#ifdef USE_SDL2
#if USE_SDL2
fAxisValue = (float)pdwRawValue[i];
#elif defined(_WIN32)
fAxisValue = (float) *pdwRawValue[i];
@ -1570,7 +1570,7 @@ void GoldSourceInput::IN_Init (void)
m_customaccel_max = gEngfuncs.pfnRegisterVariable ( "m_customaccel_max", "0", FCVAR_ARCHIVE );
m_customaccel_exponent = gEngfuncs.pfnRegisterVariable ( "m_customaccel_exponent", "1", FCVAR_ARCHIVE );
#ifdef _WIN32
#if _WIN32
m_bRawInput = CVAR_GET_FLOAT( "m_rawinput" ) != 0;
m_bMouseThread = gEngfuncs.CheckParm ("-mousethread", NULL ) != NULL;
m_mousethread_sleep = gEngfuncs.pfnRegisterVariable ( "m_mousethread_sleep", "1", FCVAR_ARCHIVE ); // default to less than 1000 Hz
@ -1600,8 +1600,8 @@ void GoldSourceInput::IN_Init (void)
}
#endif
#ifdef USE_SDL2
#ifdef __APPLE__
#if USE_SDL2
#if __APPLE__
#define SDL2_FULL_LIBNAME "libsdl2-2.0.0.dylib"
#else
#define SDL2_FULL_LIBNAME "libSDL2-2.0.so.0"

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@ -10,7 +10,7 @@ cvar_t *in_joystick;
FWGSInput fwgsInput;
#ifdef SUPPORT_GOLDSOURCE_INPUT
#if SUPPORT_GOLDSOURCE_INPUT
GoldSourceInput goldSourceInput;
AbstractInput* currentInput = &goldSourceInput;
#else
@ -68,7 +68,7 @@ void IN_Shutdown( void )
void IN_Init( void )
{
#ifdef SUPPORT_GOLDSOURCE_INPUT
#if SUPPORT_GOLDSOURCE_INPUT
if (IsXashFWGS()) {
gEngfuncs.Con_Printf( "FWGS Xash3D input is in use\n" );
currentInput = &fwgsInput;

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@ -46,7 +46,7 @@
// Debug Options
//#define MAP_DEBUG // Debug for Map code. I suggest running in a hi-res
// mode and/or piping the output from the server to a file.
#ifdef MAP_DEBUG
#if MAP_DEBUG
#define MDEBUG(x) x
#else
#define MDEBUG(x)

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@ -181,7 +181,7 @@ BOOL CBaseMonster :: FScheduleValid ( void )
if ( HasConditions( m_pSchedule->iInterruptMask | bits_COND_SCHEDULE_DONE | bits_COND_TASK_FAILED ) )
{
#ifdef DEBUG
#if DEBUG
if ( HasConditions ( bits_COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE )
{
// fail! Send a visual indicator.

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@ -12,7 +12,7 @@
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef OEM_BUILD
#if !OEM_BUILD
#include "extdll.h"
#include "util.h"

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@ -57,7 +57,7 @@ public:
// FIXME: need a custom barnacle model with non-generic hitgroup
// otherwise we can apply to damage to tongue instead of body
#ifdef BARNACLE_FIX_VISIBILITY
#if BARNACLE_FIX_VISIBILITY
void SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector( -16.0f, -16.0f, -m_flCachedLength );
@ -160,7 +160,7 @@ void CBarnacle::BarnacleThink( void )
CBaseEntity *pTouchEnt;
CBaseMonster *pVictim;
float flLength;
#ifdef BARNACLE_FIX_VISIBILITY
#if BARNACLE_FIX_VISIBILITY
if( m_flCachedLength != ( m_flAltitude + m_flTongueAdj ) || ( pev->absmin.z != pev->origin.z + -m_flCachedLength ) )
{
// recalc collision box here to avoid barnacle disappears bug

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@ -98,7 +98,7 @@ static DLL_FUNCTIONS gFunctionTable =
static void SetObjectCollisionBox( entvars_t *pev );
#ifndef _WIN32
#if !_WIN32
extern "C" {
#endif
int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion )
@ -125,7 +125,7 @@ int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion )
return TRUE;
}
#ifndef _WIN32
#if !_WIN32
}
#endif

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@ -279,7 +279,7 @@ public:
}
// Ugly code to lookup all functions to make sure they are exported when set.
#ifdef _DEBUG
#if _DEBUG
void FunctionCheck( void *pFunction, char *name )
{
if( pFunction && !NAME_FOR_FUNCTION( pFunction ) )
@ -356,7 +356,7 @@ public:
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
// member function of a base class. static_cast is a sleezy way around that problem.
#ifdef _DEBUG
#if _DEBUG
#define SetThink( a ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), #a )
#define SetTouch( a ) TouchSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )

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@ -208,7 +208,7 @@ void ClientPutInServer( edict_t *pEntity )
pPlayer->pev->iuser2 = 0;
}
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
#include "voice_gamemgr.h"
extern CVoiceGameMgr g_VoiceGameMgr;
#endif
@ -404,7 +404,7 @@ void Host_Say( edict_t *pEntity, int teamonly )
if( !( client->IsNetClient() ) ) // Not a client ? (should never be true)
continue;
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
// can the receiver hear the sender? or has he muted him?
if( g_VoiceGameMgr.PlayerHasBlockedPlayer( client, player ) )
continue;

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@ -23,7 +23,7 @@
#include "player.h"
#include "gamerules.h"
#ifndef CLIENT_DLL
#if !CLIENT_DLL
#define BOLT_AIR_VELOCITY 2000
#define BOLT_WATER_VELOCITY 1000
@ -338,7 +338,7 @@ void CCrossbow::Holster( int skiplocal /* = 0 */ )
void CCrossbow::PrimaryAttack( void )
{
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( m_fInZoom && bIsMultiplayer() )
#else
if( m_fInZoom && g_pGameRules->IsMultiplayer() )
@ -386,7 +386,7 @@ void CCrossbow::FireSniperBolt()
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( tr.pHit->v.takedamage )
{
ClearMultiDamage();
@ -427,7 +427,7 @@ void CCrossbow::FireBolt()
anglesAim.x = -anglesAim.x;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2.0f;
Vector vecDir = gpGlobals->v_forward;

View File

@ -37,7 +37,7 @@ enum crowbar_e
CROWBAR_ATTACK2MISS,
CROWBAR_ATTACK2HIT,
CROWBAR_ATTACK3MISS,
#ifndef CROWBAR_IDLE_ANIM
#if !CROWBAR_IDLE_ANIM
CROWBAR_ATTACK3HIT
#else
CROWBAR_ATTACK3HIT,
@ -157,7 +157,7 @@ void CCrowbar::PrimaryAttack()
{
if( !Swing( 1 ) )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
SetThink( &CCrowbar::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1f;
#endif
@ -186,7 +186,7 @@ int CCrowbar::Swing( int fFirst )
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
@ -214,7 +214,7 @@ int CCrowbar::Swing( int fFirst )
{
// miss
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
#ifdef CROWBAR_IDLE_ANIM
#if CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
// player "shoot" animation
@ -239,7 +239,7 @@ int CCrowbar::Swing( int fFirst )
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
@ -254,7 +254,7 @@ int CCrowbar::Swing( int fFirst )
// If building with the clientside weapon prediction system,
// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
#ifdef CLIENT_WEAPONS
#if CLIENT_WEAPONS
if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
#else
if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
@ -290,7 +290,7 @@ int CCrowbar::Swing( int fFirst )
if( !pEntity->IsAlive() )
{
#ifdef CROWBAR_FIX_RAPID_CROWBAR
#if CROWBAR_FIX_RAPID_CROWBAR
m_flNextPrimaryAttack = GetNextAttackDelay(0.25);
#endif
return TRUE;
@ -343,13 +343,13 @@ int CCrowbar::Swing( int fFirst )
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f );
#endif
}
#ifdef CROWBAR_IDLE_ANIM
#if CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
return fDidHit;
}
#ifdef CROWBAR_IDLE_ANIM
#if CROWBAR_IDLE_ANIM
void CCrowbar::WeaponIdle( void )
{
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )

View File

@ -685,7 +685,7 @@ void CBaseDoor::DoorGoDown( void )
if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN )
EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ), 1.0f, ATTN_NORM );
#ifdef DOOR_ASSERT
#if DOOR_ASSERT
ASSERT( m_toggle_state == TS_AT_TOP );
#endif // DOOR_ASSERT
m_toggle_state = TS_GOING_DOWN;

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@ -252,7 +252,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
if( tr.fAllSolid )
return;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
if( pEntity == NULL )
@ -275,7 +275,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
switch( m_fireMode )
{
case FIRE_NARROW:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( pev->dmgtime < gpGlobals->time )
{
// Narrow mode only does damage to the entity it hits
@ -311,7 +311,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
break;
case FIRE_WIDE:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( pev->dmgtime < gpGlobals->time )
{
// wide mode does damage to the ent, and radius damage
@ -373,7 +373,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( !m_pBeam )
{
CreateEffect();
@ -399,7 +399,7 @@ void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, floa
void CEgon::CreateEffect( void )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
DestroyEffect();
m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
@ -445,7 +445,7 @@ void CEgon::CreateEffect( void )
void CEgon::DestroyEffect( void )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( m_pBeam )
{
UTIL_Remove( m_pBeam );

View File

@ -2,7 +2,7 @@
#ifndef EXPORTDEF_H
#define EXPORTDEF_H
#if defined _WIN32 || defined __CYGWIN__
#ifdef __GNUC__
#if __GNUC__
#define EXPORT __attribute__ ((dllexport))
#else
#define EXPORT __declspec(dllexport) // Note: actually gcc seems to also supports this syntax.

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@ -21,12 +21,12 @@
//
// Allow "DEBUG" in addition to default "_DEBUG"
#ifdef _DEBUG
#if _DEBUG
#define DEBUG 1
#endif
// Silence certain warnings
#ifdef _MSC_VER
#if _MSC_VER
#pragma warning(disable : 4244) // int or float down-conversion
#pragma warning(disable : 4305) // int or float data truncation
#pragma warning(disable : 4201) // nameless struct/union
@ -35,7 +35,7 @@
#endif
// Prevent tons of unused windows definitions
#ifdef _WIN32
#if _WIN32
#define WIN32_LEAN_AND_MEAN
#define NOWINRES
#define NOSERVICE

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@ -12,7 +12,7 @@
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef OEM_BUILD
#if !OEM_BUILD
//=========================================================
// Gargantua

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@ -46,7 +46,7 @@ LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss )
float CGauss::GetFullChargeTime( void )
{
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
@ -58,7 +58,7 @@ float CGauss::GetFullChargeTime( void )
return 4.0f;
}
#ifdef CLIENT_DLL
#if CLIENT_DLL
extern int g_irunninggausspred;
#endif
@ -228,7 +228,7 @@ void CGauss::SecondaryAttack()
// during the charging process, eat one bit of ammo every once in a while
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 )
{
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
@ -271,7 +271,7 @@ void CGauss::SecondaryAttack()
if( m_iSoundState == 0 )
ALERT( at_console, "sound state %d\n", m_iSoundState );
#ifdef GAUSS_OVERCHARGE_FIX
#if GAUSS_OVERCHARGE_FIX
if (!overcharge)
#endif
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 );
@ -284,7 +284,7 @@ void CGauss::SecondaryAttack()
if( overcharge )
{
// Player charged up too long. Zap him.
#ifdef GAUSS_OVERCHARGE_FIX
#if GAUSS_OVERCHARGE_FIX
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, pitch, 0, 0, 1 );
#endif
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0f, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) );
@ -293,7 +293,7 @@ void CGauss::SecondaryAttack()
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK );
UTIL_ScreenFade( m_pPlayer, Vector( 255, 128, 0 ), 2, 0.5f, 128, FFADE_IN );
#endif
@ -331,7 +331,7 @@ void CGauss::StartFire( void )
if( m_fPrimaryFire )
{
// fixed damage on primary attack
#ifdef CLIENT_DLL
#if CLIENT_DLL
flDamage = 20.0f;
#else
flDamage = gSkillData.plrDmgGauss;
@ -341,7 +341,7 @@ void CGauss::StartFire( void )
if( m_fInAttack != 3 )
{
//ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
float flZVel = m_pPlayer->pev->velocity.z;
if( !m_fPrimaryFire )
@ -369,7 +369,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
{
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
TraceResult tr, beam_tr;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
Vector vecSrc = vecOrigSrc;
Vector vecDest = vecSrc + vecDir * 8192.0f;
edict_t *pentIgnore;
@ -399,7 +399,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
//ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
while( flDamage > 10 && nMaxHits > 0 )
{
nMaxHits--;
@ -591,7 +591,7 @@ void CGauss::WeaponIdle( void )
iAnim = GAUSS_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
}
#ifndef CLIENT_DLL
#if !CLIENT_DLL
SendWeaponAnim( iAnim );
#endif
}

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@ -29,7 +29,7 @@
#include "player.h"
#define TEMP_FOR_SCREEN_SHOTS
#ifdef TEMP_FOR_SCREEN_SHOTS //===================================================
#if TEMP_FOR_SCREEN_SHOTS //===================================================
class CCycler : public CBaseMonster
{

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@ -29,7 +29,7 @@
enginefuncs_t g_engfuncs;
globalvars_t *gpGlobals;
#ifdef _WIN32
#if _WIN32
// Required DLL entry point
BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )

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@ -43,7 +43,7 @@ void CHandGrenade::Spawn()
m_iId = WEAPON_HANDGRENADE;
SET_MODEL( ENT( pev ), "models/w_grenade.mdl" );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
pev->dmg = gSkillData.plrDmgHandGrenade;
#endif
m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;

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@ -74,7 +74,7 @@ int CHgun::AddToPlayer( CBasePlayer *pPlayer )
{
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( g_pGameRules->IsMultiplayer() )
{
// in multiplayer, all hivehands come full.
@ -131,7 +131,7 @@ void CHgun::PrimaryAttack()
{
return;
}
#ifndef CLIENT_DLL
#if !CLIENT_DLL
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0f + gpGlobals->v_right * 8.0f + gpGlobals->v_up * -12.0f, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
@ -175,7 +175,7 @@ void CHgun::SecondaryAttack( void )
}
//Wouldn't be a bad idea to completely predict these, since they fly so fast...
#ifndef CLIENT_DLL
#if !CLIENT_DLL
CBaseEntity *pHornet;
Vector vecSrc;

View File

@ -728,7 +728,7 @@ BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vecto
return FRefreshRoute();
}
#ifdef _DEBUG
#if _DEBUG
void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b )
{
int i;

View File

@ -150,7 +150,7 @@ void CMP5::PrimaryAttack()
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
Vector vecDir;
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )

View File

@ -26,7 +26,7 @@
#include "skill.h"
#include "game.h"
#include "items.h"
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
#include "voice_gamemgr.h"
#endif
#include "hltv.h"
@ -46,7 +46,7 @@ extern int g_teamplay;
float g_flIntermissionStartTime = 0;
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
CVoiceGameMgr g_VoiceGameMgr;
class CMultiplayGameMgrHelper : public IVoiceGameMgrHelper
@ -73,7 +73,7 @@ static CMultiplayGameMgrHelper g_GameMgrHelper;
//*********************************************************
CHalfLifeMultiplay::CHalfLifeMultiplay()
{
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
g_VoiceGameMgr.Init( &g_GameMgrHelper, gpGlobals->maxClients );
#endif
RefreshSkillData();
@ -123,7 +123,7 @@ CHalfLifeMultiplay::CHalfLifeMultiplay()
BOOL CHalfLifeMultiplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
{
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
if( g_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) )
return TRUE;
#endif
@ -194,7 +194,7 @@ extern cvar_t mp_chattime;
//=========================================================
void CHalfLifeMultiplay::Think( void )
{
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
g_VoiceGameMgr.Update( gpGlobals->frametime );
#endif
@ -414,7 +414,7 @@ BOOL CHalfLifeMultiplay::GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerIte
//=========================================================
BOOL CHalfLifeMultiplay::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] )
{
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
g_VoiceGameMgr.ClientConnected( pEntity );
#endif
return TRUE;

View File

@ -42,7 +42,7 @@ CGraph WorldGraph;
LINK_ENTITY_TO_CLASS( info_node, CNodeEnt )
LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt )
#ifdef __DOS__
#if __DOS__
#include <direct.h>
#define CreateDirectoryA(p, n) mkdir(p)
#elif !defined _WIN32
@ -2060,7 +2060,7 @@ void CTestHull::BuildNodeGraph( void )
fprintf( file, "\nAll Connections are Paired!\n" );
}
#ifdef _MSC_VER
#if _MSC_VER
#define SIZET_FMT "%Iu"
#else
#define SIZET_FMT "%zu"

View File

@ -106,7 +106,7 @@ typedef struct
// CGraph
//=========================================================
#define _GRAPH_VERSION_RETAIL 16 // Retail Half-Life graph version. Don't increment this
#ifdef XASH_64BIT
#if XASH_64BIT
#define _GRAPH_VERSION (16 * 10)
#else
#define _GRAPH_VERSION (16) // !!!increment this whenever graph/node/link classes change, to obsolesce older disk files.
@ -215,7 +215,7 @@ public:
inline CNode &Node( int i )
{
#ifdef _DEBUG
#if _DEBUG
if ( !m_pNodes || i < 0 || i > m_cNodes )
ALERT( at_error, "Bad Node!\n" );
#endif
@ -224,7 +224,7 @@ public:
inline CLink &Link( int i )
{
#ifdef _DEBUG
#if _DEBUG
if ( !m_pLinkPool || i < 0 || i > m_cLinks )
ALERT( at_error, "Bad link!\n" );
#endif

View File

@ -3470,7 +3470,7 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse )
GiveNamedItem( "ammo_ARgrenades" );
GiveNamedItem( "weapon_handgrenade" );
GiveNamedItem( "weapon_tripmine" );
#ifndef OEM_BUILD
#if !OEM_BUILD
GiveNamedItem( "weapon_357" );
GiveNamedItem( "ammo_357" );
GiveNamedItem( "weapon_crossbow" );

View File

@ -97,7 +97,7 @@ void CPython::Precache( void )
BOOL CPython::Deploy()
{
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
@ -130,7 +130,7 @@ void CPython::Holster( int skiplocal /* = 0 */ )
void CPython::SecondaryAttack( void )
{
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( !bIsMultiplayer() )
#else
if( !g_pGameRules->IsMultiplayer() )
@ -222,7 +222,7 @@ void CPython::Reload( void )
}
int bUseScope = FALSE;
#ifdef CLIENT_DLL
#if CLIENT_DLL
bUseScope = bIsMultiplayer();
#else
bUseScope = g_pGameRules->IsMultiplayer();
@ -273,7 +273,7 @@ void CPython::WeaponIdle( void )
}
int bUseScope = FALSE;
#ifdef CLIENT_DLL
#if CLIENT_DLL
bUseScope = bIsMultiplayer();
#else
bUseScope = g_pGameRules->IsMultiplayer();

View File

@ -39,7 +39,7 @@ enum rpg_e
LINK_ENTITY_TO_CLASS( weapon_rpg, CRpg )
#ifndef CLIENT_DLL
#if !CLIENT_DLL
LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot )
@ -306,7 +306,7 @@ void CRpg::Reload( void )
return;
}
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( m_pSpot && m_fSpotActive )
{
m_pSpot->Suspend( 2.1f );
@ -329,7 +329,7 @@ void CRpg::Spawn()
SET_MODEL( ENT( pev ), "models/w_rpg.mdl" );
m_fSpotActive = 1;
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
@ -421,7 +421,7 @@ void CRpg::Holster( int skiplocal /* = 0 */ )
SendWeaponAnim( RPG_HOLSTER1 );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( m_pSpot )
{
m_pSpot->Killed( NULL, GIB_NEVER );
@ -437,7 +437,7 @@ void CRpg::PrimaryAttack()
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
@ -480,7 +480,7 @@ void CRpg::SecondaryAttack()
{
m_fSpotActive = !m_fSpotActive;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( !m_fSpotActive && m_pSpot )
{
m_pSpot->Killed( NULL, GIB_NORMAL );
@ -532,7 +532,7 @@ void CRpg::WeaponIdle( void )
void CRpg::UpdateSpot( void )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if( m_fSpotActive )
{
if (m_pPlayer->pev->viewmodel == 0)
@ -571,7 +571,7 @@ class CRpgAmmo : public CBasePlayerAmmo
BOOL AddAmmo( CBaseEntity *pOther )
{
int iGive;
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )

View File

@ -193,7 +193,7 @@ int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal )
{
CSatchel *pSatchel;
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
@ -376,7 +376,7 @@ void CSatchel::Throw( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
Vector vecSrc = m_pPlayer->pev->origin;
Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity;
@ -430,7 +430,7 @@ void CSatchel::WeaponIdle( void )
return;
}
#ifndef CLIENT_DLL
#if !CLIENT_DLL
m_pPlayer->pev->viewmodel = MAKE_STRING( "models/v_satchel.mdl" );
m_pPlayer->pev->weaponmodel = MAKE_STRING( "models/p_satchel.mdl" );
#else

View File

@ -157,7 +157,7 @@ public:
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
//#ifdef _DEBUG
//#if _DEBUG
void DumpGlobals( void );
//#endif

View File

@ -181,7 +181,7 @@ BOOL CBaseMonster::FScheduleValid( void )
if( HasConditions( m_pSchedule->iInterruptMask | bits_COND_SCHEDULE_DONE | bits_COND_TASK_FAILED ) )
{
#ifdef DEBUG
#if DEBUG
if( HasConditions( bits_COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE )
{
// fail! Send a visual indicator.

View File

@ -152,7 +152,7 @@ void CShotgun::PrimaryAttack()
Vector vecDir;
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
@ -222,7 +222,7 @@ void CShotgun::SecondaryAttack( void )
Vector vecDir;
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )

View File

@ -367,7 +367,7 @@ int CSoundEnt::ClientSoundIndex( edict_t *pClient )
{
int iReturn = ENTINDEX( pClient ) - 1;
#ifdef _DEBUG
#if _DEBUG
if( iReturn < 0 || iReturn > gpGlobals->maxClients )
{
ALERT( at_console, "** ClientSoundIndex returning a bogus value! **\n" );

View File

@ -42,7 +42,7 @@ enum squeak_e
SQUEAK_THROW
};
#ifndef CLIENT_DLL
#if !CLIENT_DLL
class CSqueakGrenade : public CGrenade
{
void Spawn( void );
@ -503,7 +503,7 @@ void CSqueak::PrimaryAttack()
UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20.0f, trace_origin + gpGlobals->v_forward * 64.0f, dont_ignore_monsters, NULL, &tr );
int flags;
#ifdef CLIENT_WEAPONS
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
@ -514,7 +514,7 @@ void CSqueak::PrimaryAttack()
{
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
pSqueak->pev->velocity = gpGlobals->v_forward * 200.0f + m_pPlayer->pev->velocity;
#endif

View File

@ -69,7 +69,7 @@ CHalfLifeTeamplay::CHalfLifeTeamplay()
extern cvar_t timeleft, fragsleft;
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
#include "voice_gamemgr.h"
extern CVoiceGameMgr g_VoiceGameMgr;
#endif
@ -82,7 +82,7 @@ void CHalfLifeTeamplay::Think( void )
int frags_remaining = 0;
int time_remaining = 0;
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
g_VoiceGameMgr.Update(gpGlobals->frametime);
#endif
if( g_fGameOver ) // someone else quit the game already
@ -148,7 +148,7 @@ void CHalfLifeTeamplay::Think( void )
//=========================================================
BOOL CHalfLifeTeamplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
{
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
if( g_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) )
return TRUE;
#endif

View File

@ -38,7 +38,7 @@ enum tripmine_e
TRIPMINE_GROUND
};
#ifndef CLIENT_DLL
#if !CLIENT_DLL
class CTripmineGrenade : public CGrenade
{
void Spawn( void );
@ -368,7 +368,7 @@ void CTripmine::Spawn()
m_iDefaultAmmo = TRIPMINE_DEFAULT_GIVE;
#ifdef CLIENT_DLL
#if CLIENT_DLL
if( !bIsMultiplayer() )
#else
if( !g_pGameRules->IsDeathmatch() )
@ -439,7 +439,7 @@ void CTripmine::PrimaryAttack( void )
UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 128.0f, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
int flags;
#ifdef CLIENT_WEAPONS
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;

View File

@ -309,7 +309,7 @@ TYPEDESCRIPTION gEntvarsDescription[] =
#define ENTVARS_COUNT ( sizeof(gEntvarsDescription) / sizeof(gEntvarsDescription[0]) )
#ifdef DEBUG
#if DEBUG
edict_t *DBG_EntOfVars( const entvars_t *pev )
{
if( pev->pContainingEntity != NULL )
@ -1596,7 +1596,7 @@ static int gSizes[FIELD_TYPECOUNT] =
sizeof(float) * 3, // FIELD_POSITION_VECTOR
sizeof(void *), // FIELD_POINTER
sizeof(int), // FIELD_INTEGER
#ifdef GNUC
#if GNUC
sizeof(void *) * 2, // FIELD_FUNCTION
#else
sizeof(void *), // FIELD_FUNCTION
@ -1623,7 +1623,7 @@ static int gInputSizes[FIELD_TYPECOUNT] =
sizeof(float) * 3, // FIELD_POSITION_VECTOR
sizeof(void *), // FIELD_POINTER
sizeof(int), // FIELD_INTEGER
#ifdef GNUC
#if GNUC
sizeof(void *) * 2, // FIELD_FUNCTION
#else
sizeof(void *), // FIELD_FUNCTION
@ -1840,7 +1840,7 @@ void CSave::WriteTime( const char *pname, const float *data, int count )
void CSave::WriteString( const char *pname, const char *pdata )
{
#ifdef TOKENIZE
#if TOKENIZE
short token = (short)TokenHash( pdata );
WriteShort( pname, &token, 1 );
#else
@ -1851,7 +1851,7 @@ void CSave::WriteString( const char *pname, const char *pdata )
void CSave::WriteString( const char *pname, const int *stringId, int count )
{
int i, size;
#ifdef TOKENIZE
#if TOKENIZE
short token = (short)TokenHash( STRING( *stringId ) );
WriteShort( pname, &token, 1 );
#else
@ -2169,7 +2169,7 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou
switch( pTest->fieldType )
{
case FIELD_TIME:
#ifdef __VFP_FP__
#if __VFP_FP__
memcpy( &timeData, pInputData, 4 );
// Re-base time variables
timeData += time;
@ -2255,7 +2255,7 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou
*( (EOFFSET *)pOutputData ) = 0;
break;
case FIELD_VECTOR:
#ifdef __VFP_FP__
#if __VFP_FP__
memcpy( pOutputData, pInputData, sizeof( Vector ) );
#else
( (float *)pOutputData )[0] = ( (float *)pInputData )[0];
@ -2264,7 +2264,7 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou
#endif
break;
case FIELD_POSITION_VECTOR:
#ifdef __VFP_FP__
#if __VFP_FP__
{
Vector tmp;
memcpy( &tmp, pInputData, sizeof( Vector ) );
@ -2401,7 +2401,7 @@ char *CRestore::ReadNamedString( const char *pName )
HEADER header;
BufferReadHeader( &header );
#ifdef TOKENIZE
#if TOKENIZE
return (char *)( m_pdata->pTokens[*(short *)header.pData] );
#else
return (char *)header.pData;

View File

@ -113,7 +113,7 @@ typedef int BOOL;
//
// Conversion among the three types of "entity", including identity-conversions.
//
#ifdef DEBUG
#if DEBUG
extern edict_t *DBG_EntOfVars(const entvars_t *pev);
inline edict_t *ENT(const entvars_t *pev) { return DBG_EntOfVars(pev); }
#else
@ -390,7 +390,7 @@ extern int BuildChangeList( LEVELLIST *pLevelList, int maxList );
//
// How did I ever live without ASSERT?
//
#ifdef DEBUG
#if DEBUG
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage);
#define ASSERT(f) DBG_AssertFunction(f, #f, __FILE__, __LINE__, NULL)
#define ASSERTSZ(f, sz) DBG_AssertFunction(f, #f, __FILE__, __LINE__, sz)

View File

@ -452,7 +452,7 @@ public:
int m_cAmmoTypes;// how many ammo types packed into this box (if packed by a level designer)
};
#ifdef CLIENT_DLL
#if CLIENT_DLL
bool bIsMultiplayer ( void );
void LoadVModel ( const char *szViewModel, CBasePlayer *m_pPlayer );
#endif
@ -504,7 +504,7 @@ public:
int Swing( int fFirst );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
#ifdef CROWBAR_IDLE_ANIM
#if CROWBAR_IDLE_ANIM
void WeaponIdle();
#endif
int m_iSwing;
@ -622,7 +622,7 @@ private:
class CShotgun : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
@ -674,7 +674,7 @@ public:
class CRpg : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
@ -735,7 +735,7 @@ public:
class CGauss : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
@ -782,7 +782,7 @@ private:
class CEgon : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
@ -835,7 +835,7 @@ public:
unsigned short m_usEgonStop;
private:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
float m_shootTime;
#endif
EGON_FIREMODE m_fireMode;
@ -848,7 +848,7 @@ private:
class CHgun : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
@ -911,7 +911,7 @@ public:
class CSatchel : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];

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@ -288,7 +288,7 @@ globalentity_t *CGlobalState::Find( string_t globalname )
}
// This is available all the time now on impulse 104, remove later
//#ifdef _DEBUG
//#if _DEBUG
void CGlobalState::DumpGlobals( void )
{
static const char *estates[] = { "Off", "On", "Dead" };

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@ -14,7 +14,7 @@
****/
#include <math.h>
#include "mathlib.h"
#ifdef HAVE_TGMATH_H
#if HAVE_TGMATH_H
#include <tgmath.h>
#endif
@ -27,7 +27,7 @@
#include <string.h>
#ifdef _MSC_VER
#if _MSC_VER
#pragma warning(disable : 4244)
#pragma warning(disable : 4305)
#endif
@ -268,7 +268,7 @@ void PM_DrawBBox(vec3_t mins, vec3_t maxs, vec3_t origin, int pcolor, float life
}
#ifndef DEDICATED
#if !DEDICATED
/*
================

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@ -194,7 +194,7 @@ typedef struct playermove_s
int (*PM_PointContents)( float *p, int *truecontents /*filled in if this is non-null*/ );
int (*PM_TruePointContents)( float *p );
int (*PM_HullPointContents)( struct hull_s *hull, int num, float *p );
#ifdef __MINGW32__
#if __MINGW32__
pmtrace_t *(*PM_PlayerTrace_real)( pmtrace_t * retvalue, float *start, float *end, int traceFlags, int ignore_pe );
#else
@ -218,7 +218,7 @@ typedef struct playermove_s
void (*PM_PlaySound)( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
const char *(*PM_TraceTexture)( int ground, float *vstart, float *vend );
void (*PM_PlaybackEventFull)( int flags, int clientindex, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
#ifdef __MINGW32__
#if __MINGW32__
pmtrace_t *(*PM_PlayerTraceEx_real) (pmtrace_t *retvalue, float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ));
#else
pmtrace_t (*PM_PlayerTraceEx) (float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ));
@ -228,7 +228,7 @@ typedef struct playermove_s
struct msurface_s *(*PM_TraceSurface)( int ground, float *vstart, float *vend );
} playermove_t;
#ifdef __MINGW32__
#if __MINGW32__
static pmtrace_t _pm_globalresult, _pm_globaltmp;
static inline pmtrace_t PM_PlayerTrace_wrap( float *start, float *end, int traceFlags, int ignore_pe, playermove_t *pmove )
{

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@ -15,7 +15,7 @@
// pm_math.c -- math primitives
#include <math.h>
#include "mathlib.h"
#ifdef HAVE_TGMATH_H
#if HAVE_TGMATH_H
#include <tgmath.h>
#endif
#include "const.h"
@ -27,7 +27,7 @@
// fall over
#define ROLL 2
#ifdef _MSC_VER
#if _MSC_VER
#pragma warning(disable : 4244)
#endif

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@ -20,7 +20,7 @@
#include <stdlib.h> // atoi
#include <ctype.h> // isspace
#include "mathlib.h"
#ifdef HAVE_TGMATH_H
#if HAVE_TGMATH_H
#include <tgmath.h>
#endif
@ -33,7 +33,7 @@
int g_bhopcap = 1;
#ifdef CLIENT_DLL
#if CLIENT_DLL
// Spectator Mode
int iJumpSpectator;
extern float vJumpOrigin[3];
@ -42,7 +42,7 @@ extern float vJumpAngles[3];
static int pm_shared_initialized = 0;
#ifdef _MSC_VER
#if _MSC_VER
#pragma warning( disable : 4305 )
#endif
@ -86,7 +86,7 @@ playermove_t *pmove = NULL;
#define PLAYER_DUCKING_MULTIPLIER 0.333f
// double to float warning
#ifdef _MSC_VER
#if _MSC_VER
#pragma warning(disable : 4244)
#endif
@ -1798,7 +1798,7 @@ void PM_SpectatorMove( void )
if( pmove->iuser1 == OBS_ROAMING )
{
#ifdef CLIENT_DLL
#if CLIENT_DLL
// jump only in roaming mode
if( iJumpSpectator )
{