mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-25 11:19:39 +01:00
Fix shadowing variables.
This commit is contained in:
parent
65dc1997f7
commit
46ecb7e8ee
@ -38,7 +38,7 @@
|
||||
|
||||
extern engine_studio_api_t IEngineStudio;
|
||||
|
||||
static int tracerCount[32];
|
||||
static int g_tracerCount[32];
|
||||
|
||||
extern "C" char PM_FindTextureType( char *name );
|
||||
|
||||
@ -546,7 +546,7 @@ void EV_FireGlock2( event_args_t *args )
|
||||
|
||||
VectorCopy( forward, vecAiming );
|
||||
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
||||
}
|
||||
//======================
|
||||
// GLOCK END
|
||||
@ -602,11 +602,11 @@ void EV_FireShotGunDouble( event_args_t *args )
|
||||
|
||||
if( gEngfuncs.GetMaxClients() > 1 )
|
||||
{
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.17365, 0.04362 );
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.17365, 0.04362 );
|
||||
}
|
||||
else
|
||||
{
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
|
||||
}
|
||||
}
|
||||
|
||||
@ -654,11 +654,11 @@ void EV_FireShotGunSingle( event_args_t *args )
|
||||
|
||||
if( gEngfuncs.GetMaxClients() > 1 )
|
||||
{
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.04362 );
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.04362 );
|
||||
}
|
||||
else
|
||||
{
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
|
||||
}
|
||||
}
|
||||
//======================
|
||||
@ -719,11 +719,11 @@ void EV_FireMP5( event_args_t *args )
|
||||
|
||||
if( gEngfuncs.GetMaxClients() > 1 )
|
||||
{
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
||||
}
|
||||
else
|
||||
{
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
||||
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -91,7 +91,7 @@ float v_cameraFocusAngle = 35.0f;
|
||||
int v_cameraMode = CAM_MODE_FOCUS;
|
||||
qboolean v_resetCamera = 1;
|
||||
|
||||
vec3_t ev_punchangle;
|
||||
vec3_t g_ev_punchangle;
|
||||
|
||||
cvar_t *scr_ofsx;
|
||||
cvar_t *scr_ofsy;
|
||||
@ -630,9 +630,9 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
|
||||
VectorAdd( pparams->viewangles, pparams->punchangle, pparams->viewangles );
|
||||
|
||||
// Include client side punch, too
|
||||
VectorAdd( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles );
|
||||
VectorAdd( pparams->viewangles, (float *)&g_ev_punchangle, pparams->viewangles );
|
||||
|
||||
V_DropPunchAngle( pparams->frametime, (float *)&ev_punchangle );
|
||||
V_DropPunchAngle( pparams->frametime, (float *)&g_ev_punchangle );
|
||||
|
||||
// smooth out stair step ups
|
||||
#if 1
|
||||
@ -1579,7 +1579,7 @@ Client side punch effect
|
||||
*/
|
||||
void V_PunchAxis( int axis, float punch )
|
||||
{
|
||||
ev_punchangle[axis] = punch;
|
||||
g_ev_punchangle[axis] = punch;
|
||||
}
|
||||
|
||||
/*
|
||||
|
Loading…
Reference in New Issue
Block a user