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https://github.com/FWGS/hlsdk-xash3d
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Use MAX_WEAPONS constant instead of magic numbers (#294)
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@ -222,7 +222,7 @@ void DLLEXPORT HUD_TxferPredictionData( struct entity_state_s *ps, const struct
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VectorCopy( ppcd->vuser3, pcd->vuser3 );
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VectorCopy( ppcd->vuser4, pcd->vuser4 );
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memcpy( wd, pwd, 32 * sizeof(weapon_data_t) );
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memcpy( wd, pwd, MAX_WEAPONS * sizeof(weapon_data_t) );
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}
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/*
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@ -36,7 +36,7 @@ extern globalvars_t *gpGlobals;
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extern int g_iUser1;
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// Pool of client side entities/entvars_t
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static entvars_t ev[32];
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static entvars_t ev[MAX_WEAPONS];
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static int num_ents = 0;
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// The entity we'll use to represent the local client
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@ -45,7 +45,7 @@ static CBasePlayer player;
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// Local version of game .dll global variables ( time, etc. )
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static globalvars_t Globals;
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static CBasePlayerWeapon *g_pWpns[32];
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static CBasePlayerWeapon *g_pWpns[MAX_WEAPONS];
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float g_flApplyVel = 0.0;
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int g_irunninggausspred = 0;
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@ -752,7 +752,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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if( !pWeapon )
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return;
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for( i = 0; i < 32; i++ )
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for( i = 0; i < MAX_WEAPONS; i++ )
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{
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pCurrent = g_pWpns[i];
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if( !pCurrent )
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@ -921,7 +921,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
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}
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for( i = 0; i < 32; i++ )
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for( i = 0; i < MAX_WEAPONS; i++ )
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{
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pCurrent = g_pWpns[i];
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@ -1627,6 +1627,7 @@ void RegisterEncoders( void )
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int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
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{
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memset( info, 0, MAX_WEAPONS * sizeof(weapon_data_t) );
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#if CLIENT_WEAPONS
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int i;
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weapon_data_t *item;
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@ -1634,8 +1635,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
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CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev );
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CBasePlayerWeapon *gun;
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memset( info, 0, 32 * sizeof(weapon_data_t) );
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if( !pl )
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return 1;
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@ -1656,7 +1655,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
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// Get The ID.
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gun->GetItemInfo( &II );
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if( II.iId >= 0 && II.iId < 32 )
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if( II.iId >= 0 && II.iId < MAX_WEAPONS )
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{
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item = &info[II.iId];
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@ -1682,8 +1681,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
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}
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}
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}
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#else
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memset( info, 0, 32 * sizeof(weapon_data_t) );
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#endif
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return 1;
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}
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@ -83,8 +83,6 @@ public:
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#define WEAPON_SUIT 31 // ?????
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#define MAX_WEAPONS 32
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#define MAX_NORMAL_BATTERY 100
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// weapon weight factors (for auto-switching) (-1 = noswitch)
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