Revert "HL:Invasion Remove unneeded USE_VGUI definitions from CMakeLists"

This reverts commit f1c26a57fb.
This commit is contained in:
Roy Shapiro 2022-07-08 20:24:55 +03:00
parent f1c26a57fb
commit ae14996428
3 changed files with 17 additions and 7 deletions

View File

@ -45,6 +45,16 @@ else()
add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_NONSTDC_NO_DEPRECATE)
endif()
if (USE_VGUI)
add_definitions(-DUSE_VGUI)
if (USE_NOVGUI_MOTD)
add_definitions(-DUSE_NOVGUI_MOTD)
endif()
if (USE_NOVGUI_SCOREBOARD)
add_definitions(-DUSE_NOVGUI_SCOREBOARD)
endif()
endif()
if (USE_GSTREAMER AND (${CMAKE_SYSTEM_NAME} STREQUAL "Linux"))
add_definitions(-DUSE_GSTREAMER)
endif()

View File

@ -188,7 +188,7 @@ void CCrowbar::SwingAgain( void )
Swing( 0 );
}
/*void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
{
skiplocal = 0;
@ -202,7 +202,7 @@ void CCrowbar::SwingAgain( void )
WRITE_BYTE( iAnim ); // sequence number
WRITE_BYTE( pev->body ); // weaponmodel bodygroup.
MESSAGE_END();
}*/
}
int CCrowbar::Swing( int fFirst )
{
@ -296,11 +296,11 @@ 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.
//#if CLIENT_WEAPONS
// if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
//#else
#if CLIENT_WEAPONS
if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
#else
if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
//#endif
#endif
{
// first swing does full damage
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );

View File

@ -573,7 +573,7 @@ public:
void EXPORT Smack( void );
int GetItemInfo( ItemInfo *p );
int AddToPlayer( CBasePlayer *pPlayer );
// void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations
void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations
void PrimaryAttack( void );
int Swing( int fFirst );