#ifdef->#if.

This commit is contained in:
Andrey Akhmichin 2021-06-17 07:05:45 +05:00
parent fa894d7979
commit 57669b8f48
9 changed files with 29 additions and 32 deletions

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@ -1039,7 +1039,7 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s
{
g_runfuncs = runfuncs;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
if( cl_lw && cl_lw->value )
{
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );

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@ -459,7 +459,7 @@ void CAM_OutUp( void )
void CAM_ToThirdPerson( void )
{
vec3_t viewangles;
#if !defined( _DEBUG )
#if !_DEBUG
//if( gEngfuncs.GetMaxClients() > 1 )
{
// no thirdperson in multiplayer.

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@ -56,7 +56,7 @@ extern unsigned short g_usCarried;
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer, bool bCheckDM );
extern edict_t *RuneSelectSpawnPoint( void );
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
class CThreeWaveGameMgrHelper : public IVoiceGameMgrHelper
{
public:
@ -80,7 +80,7 @@ const char *GetTeamName( int team )
CThreeWave::CThreeWave()
{
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
// CHalfLifeMultiplay already initialized it - just override its helper callback.
m_VoiceGameMgr.SetHelper( &g_GameMgrHelper );
#endif
@ -130,7 +130,7 @@ extern cvar_t timeleft, fragsleft;
void CThreeWave::Think( void )
{
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
m_VoiceGameMgr.Update( gpGlobals->frametime );
#endif
///// Check game rules /////
@ -271,7 +271,7 @@ extern void DropRune( CBasePlayer *pPlayer );
//=========================================================
BOOL CThreeWave::ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
{
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
if( m_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) )
return TRUE;
#endif

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@ -19,7 +19,7 @@
#define BLUE 2
#define RED 1
#ifndef NO_VOICEGAMEMGR
#if !NO_VOICEGAMEMGR
#include "voice_gamemgr.h"
#endif

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@ -65,7 +65,7 @@ int CQuakeGun::GetItemInfo(ItemInfo *p)
void CQuakeGun::DestroyEffect( void )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if ( m_pBeam )
{
UTIL_Remove( m_pBeam );
@ -76,7 +76,7 @@ void CQuakeGun::DestroyEffect( void )
void CQuakeGun::CreateEffect( void )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
DestroyEffect();
m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 40 );
@ -94,7 +94,7 @@ void CQuakeGun::CreateEffect( void )
void CQuakeGun::UpdateEffect( void )
{
#if !defined( CLIENT_DLL )
#if !CLIENT_DLL
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition( );
@ -123,14 +123,14 @@ void CQuakeGun::UpdateEffect( void )
}
#if !defined( CLIENT_DLL )
#if !CLIENT_DLL
BOOL CQuakeGun::Deploy( )
{
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_crowbar.mdl");
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_9mmhandgun.mdl");
m_pPlayer->m_pszAnimExtention = "onehanded";
#ifdef CLIENT_DLL
#if CLIENT_DLL
g_flLightTime = 0.0;
#endif
@ -170,7 +170,7 @@ void CQuakeGun::PrimaryAttack( void )
iQuadSound = SuperDamageSound();
m_pPlayer->W_Attack( iQuadSound );
#if !defined( CLIENT_DLL )
#if !CLIENT_DLL
if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING && m_pPlayer->pev->deadflag == DEAD_NO )
UpdateEffect();
#endif

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@ -37,7 +37,7 @@ extern unsigned short g_usCarried;
extern bool g_bIsThreeWave;
#ifdef CLIENT_DLL
#if CLIENT_DLL
#include "cl_entity.h"
struct cl_entity_s *GetViewEntity( void );
extern float g_flLightTime;
@ -229,13 +229,11 @@ void CBasePlayer::W_SetCurrentAmmo( int sendanim /* = 1 */ )
m_pCurrentAmmo = NULL;
}
#if !defined( CLIENT_DLL )
#if !CLIENT_DLL
pev->viewmodel = iszViewModel;
pev->weaponmodel = iszWeaponModel;
m_pszAnimExtention = szAnimExt;
#else
{
@ -414,7 +412,7 @@ void CBasePlayer::W_ChangeWeapon( int iWeaponNumber )
m_iQuakeWeapon = iWeapon;
W_SetCurrentAmmo();
#ifdef CLIENT_DLL
#if CLIENT_DLL
g_flLightTime = 0.0;
#endif
}
@ -632,7 +630,7 @@ void CBasePlayer::Q_FireBullets(int iShots, Vector vecDir, Vector vecSpread)
ApplyMultiDamage( pev, pev );
}
#if !defined( CLIENT_DLL )
#if !CLIENT_DLL
// Quake Radius damage
void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, CBaseEntity *pIgnore )
{
@ -667,7 +665,7 @@ void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDa
void LightningHit(CBaseEntity *pTarget, CBaseEntity *pAttacker, Vector vecHitPos, float flDamage, TraceResult *ptr, Vector vecDir )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
SpawnBlood( vecHitPos, BLOOD_COLOR_RED, flDamage * 1.5f );
if ( g_pGameRules->PlayerRelationship( pTarget, pAttacker ) != GR_TEAMMATE )
@ -683,7 +681,7 @@ void LightningHit(CBaseEntity *pTarget, CBaseEntity *pAttacker, Vector vecHitPos
// Lightning Damage
void CBasePlayer::LightningDamage( Vector p1, Vector p2, CBaseEntity *pAttacker, float flDamage, Vector vecDir)
{
#if !defined( CLIENT_DLL )
#if !CLIENT_DLL
TraceResult trace;
Vector vecThru = (p2 - p1).Normalize();
vecThru.x = 0 - vecThru.y;
@ -749,7 +747,7 @@ void CBasePlayer::W_FireAxe()
pEntity->TakeDamage( pev, pev, iDmg, DMG_GENERIC );
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if ( g_pGameRules->PlayerRelationship( this, pEntity ) != GR_TEAMMATE )
SpawnBlood( vecOrg, BLOOD_COLOR_RED, iDmg * 4 ); // Make a lot of Blood!
#endif
@ -775,7 +773,7 @@ void CBasePlayer::W_FireHook( void )
Throw_Grapple();
}
#ifdef CLIENT_DLL
#if CLIENT_DLL
unsigned short g_usCable;
unsigned short g_usHook;
unsigned short g_usCarried;
@ -884,7 +882,7 @@ void CBasePlayer::W_FireLightning( int iQuadSound )
float flCellsBurnt = *m_pCurrentAmmo;
*m_pCurrentAmmo = 0;
W_SetCurrentAmmo();
#if !defined( CLIENT_DLL )
#if !CLIENT_DLL
Q_RadiusDamage( this, this, 35 * flCellsBurnt, NULL );
#endif
return;
@ -893,8 +891,7 @@ void CBasePlayer::W_FireLightning( int iQuadSound )
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, pev->origin, pev->angles, 0.0, 0.0, iQuadSound, 0, playsound, 0 );
#if !defined( CLIENT_DLL )
#if !CLIENT_DLL
if (gpGlobals->deathmatch != 4 )
*m_pCurrentAmmo -= 1;

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@ -628,7 +628,7 @@ void CBaseDoor::DoorGoUp( void )
Vector vecCenter( Center() );
PLAYBACK_EVENT_FULL( FEV_RELIABLE, NULL, m_usDoorGoUp, 0.0, vecCenter, g_vecZero, 0.0, 0.0, ( m_bMoveSnd << 8 ) | ( m_bStopSnd & 0xff ), 0, 0, 0 );
#if defined ( OLD_SOUNDS )
#if OLD_SOUNDS
STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) );
if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN )
EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ), 1, ATTN_NORM );
@ -681,7 +681,7 @@ void CBaseDoor::DoorHitTop( void )
PLAYBACK_EVENT_FULL( FEV_RELIABLE, NULL, m_usDoorHitTop, 0.0, vecCenter, g_vecZero, 0.0, 0.0, ( m_bMoveSnd << 8 ) | ( m_bStopSnd & 0xff ), 0, 0, 0 );
#if defined ( OLD_SOUNDS )
#if OLD_SOUNDS
STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) );
EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseArrived ), 1, ATTN_NORM );
#endif
@ -731,7 +731,7 @@ void CBaseDoor::DoorGoDown( void )
Vector vecCenter( Center() );
PLAYBACK_EVENT_FULL( FEV_RELIABLE, NULL, m_usDoorGoDown, 0.0, vecCenter, g_vecZero, 0.0, 0.0, ( m_bMoveSnd << 8 ) | ( m_bStopSnd & 0xff ), 0, 0, 0 );
#if defined ( OLD_SOUNDS )
#if OLD_SOUNDS
STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) );
if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN )
EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ), 1, ATTN_NORM );
@ -763,7 +763,7 @@ void CBaseDoor::DoorHitBottom( void )
Vector vecCenter( Center() );
PLAYBACK_EVENT_FULL( FEV_RELIABLE, NULL, m_usDoorHitBottom, 0.0, vecCenter, g_vecZero, 0.0, 0.0, ( m_bMoveSnd << 8 ) | ( m_bStopSnd & 0xff ), 0, 0, 0 );
#if defined ( OLD_SOUNDS )
#if OLD_SOUNDS
STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) );
EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseArrived ), 1, ATTN_NORM );
#endif

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@ -49,7 +49,7 @@ static int PM_boxpnt[6][4] =
void PM_ShowClipBox( void )
{
#if defined( _DEBUG )
#if _DEBUG
vec3_t org;
vec3_t offset = { 0, 0, 0 };

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@ -2730,7 +2730,7 @@ void PM_Move( struct playermove_s *ppmove, int server )
pmove->friction = 1.0f;
}
#ifdef CLIENT_DLL
#if CLIENT_DLL
g_onground = ( pmove->onground != -1 );
g_inwater = ( pmove->waterlevel > 1 );
g_walking = ( pmove->movetype == MOVETYPE_WALK );