Do not use client weapons.

This commit is contained in:
Night Owl 2018-10-26 00:33:44 +05:00
parent f54e7b037b
commit e3ec6cc19f
8 changed files with 13 additions and 69 deletions

View File

@ -26,7 +26,7 @@ project (CLDLL)
set (CLDLL_LIBRARY client)
add_definitions(-DCLIENT_WEAPONS -DCLIENT_DLL)
add_definitions(-DCLIENT_DLL)
if(NOT MSVC)
add_compile_options(-fno-exceptions) # GCC/Clang flag
@ -51,22 +51,6 @@ set (CLDLL_SOURCES
noffice/pain.cpp
noffice/cinematic.cpp
noffice/deathvision.cpp
../dlls/noffice/torch.cpp
../dlls/noffice/holster.cpp
# ../dlls/crossbow.cpp
../dlls/crowbar.cpp
# ../dlls/egon.cpp
# ../dlls/gauss.cpp
# ../dlls/handgrenade.cpp
# ../dlls/hornetgun.cpp
../dlls/mp5.cpp
# ../dlls/python.cpp
../dlls/rpg.cpp
# ../dlls/satchel.cpp
../dlls/shotgun.cpp
# ../dlls/squeakgrenade.cpp
../dlls/tripmine.cpp
../dlls/glock.cpp
ev_hldm.cpp
hl/hl_baseentity.cpp
hl/hl_events.cpp

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@ -53,12 +53,6 @@ int g_irunninggausspred = 0;
vec3_t previousorigin;
// HLDM Weapon placeholder entities.
CHolster g_Holster;
CTorch g_Torch;
CGlock g_Glock;
CCrowbar g_Crowbar;
CMP5 g_Mp5;
CShotgun g_Shotgun;
/*
======================
@ -592,14 +586,6 @@ void HUD_InitClientWeapons( void )
// Allocate a slot for the local player
HUD_PrepEntity( &player, NULL );
// Allocate slot(s) for each weapon that we are going to be predicting
HUD_PrepEntity( &g_Holster, &player );
HUD_PrepEntity( &g_Torch, &player );
HUD_PrepEntity( &g_Glock, &player );
HUD_PrepEntity( &g_Crowbar, &player );
HUD_PrepEntity( &g_Mp5, &player );
HUD_PrepEntity( &g_Shotgun, &player );
}
/*
@ -659,30 +645,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
// Get current clock
gpGlobals->time = time;
// Fill in data based on selected weapon
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
switch( from->client.m_iId )
{
case WEAPON_HOLSTER:
pWeapon = &g_Holster;
break;
case WEAPON_TORCH:
pWeapon = &g_Torch;
break;
case WEAPON_CROWBAR:
pWeapon = &g_Crowbar;
break;
case WEAPON_GLOCK:
pWeapon = &g_Glock;
break;
case WEAPON_MP5:
pWeapon = &g_Mp5;
break;
case WEAPON_SHOTGUN:
pWeapon = &g_Shotgun;
break;
}
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
// for setting up events on the client
g_finalstate = to;

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@ -25,8 +25,6 @@ project (SVDLL)
set (SVDLL_LIBRARY server)
add_definitions(-DCLIENT_WEAPONS)
if(NOT MSVC)
add_compile_options(-fno-exceptions) # GCC/Clang flag
add_compile_options(-Wno-invalid-offsetof) # GCC/Clang flag

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@ -217,7 +217,7 @@ int CCrowbar::Swing( int fFirst )
if( fFirst )
{
// miss
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5 ;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
@ -320,7 +320,7 @@ int CCrowbar::Swing( int fFirst )
SetThink( &CCrowbar::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
#endif
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
return fDidHit;
}
@ -343,7 +343,7 @@ void CCrowbar::WeaponIdle( void )
m_flReleaseThrow = 0;
m_flStartThrow = 0;
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
return;
}

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@ -155,7 +155,7 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
else
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay( 0.2 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;

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@ -139,14 +139,14 @@ void CMP5::PrimaryAttack()
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}
if( m_iClip <= 0 )
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}
@ -190,7 +190,7 @@ void CMP5::PrimaryAttack()
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flNextPrimaryAttack = GetNextAttackDelay( 0.1 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;

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@ -183,7 +183,7 @@ void CTorch::PrimaryAttack()
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usTorch, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, m_fIsOn, 0);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.2);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
@ -326,4 +326,4 @@ void CTorch::UpdateSpot(void)
}
}
#endif
}
}

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@ -132,7 +132,7 @@ void CShotgun::PrimaryAttack()
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}
@ -187,7 +187,7 @@ void CShotgun::PrimaryAttack()
m_flPumpTime = gpGlobals->time + 0.5;
m_flNextPrimaryAttack = GetNextAttackDelay( 0.75 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
if( m_iClip != 0 )
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
@ -216,7 +216,7 @@ void CShotgun::Reload( void )
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
m_flNextPrimaryAttack = GetNextAttackDelay( 1.0 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
return;
}