forked from FWGS/Paranoia2
dlls: fix build
This commit is contained in:
parent
e3cfefbd5c
commit
a9d98679f3
@ -550,7 +550,8 @@ float SetController( void *pmodel, byte *controller, int iController, float flVa
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mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
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// find first controller that matches the index
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for( int i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++ )
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int i;
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for( i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++ )
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{
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if( pbonecontroller->index == iController )
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break;
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@ -603,7 +604,8 @@ float GetControllerBound2( void *pmodel, int iController )
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mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
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// find first controller that matches the index
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for( int i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++ )
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int i;
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for( i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++ )
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{
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if( pbonecontroller->index == iController )
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break;
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@ -323,9 +323,11 @@ void CEnvState::Think( void )
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{
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ALERT(at_debug,"DEBUG: env_state \"%s\" turned itself off",STRING(pev->targetname));
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if (pev->target)
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{
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ALERT(at_debug,": firing %s",STRING(pev->target));
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if (pev->noise2)
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ALERT(at_debug," and %s",STRING(pev->noise2));
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}
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else if (pev->noise2)
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ALERT(at_debug,": firing %s",STRING(pev->noise2));
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ALERT(at_debug,".\n");
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@ -455,7 +455,7 @@ BOOL CBaseMonster :: HasHumanGibs( void )
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// these types of monster don't use gibs
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if ( myClass == CLASS_NONE || myClass == CLASS_MACHINE ||
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myClass == CLASS_PLAYER_BIOWEAPON && myClass == CLASS_ALIEN_BIOWEAPON)
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(myClass == CLASS_PLAYER_BIOWEAPON && myClass == CLASS_ALIEN_BIOWEAPON))
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{
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return FALSE;
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}
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@ -472,7 +472,7 @@ BOOL CBaseMonster :: HasAlienGibs( void )
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// these types of monster don't use gibs
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if ( myClass == CLASS_NONE || myClass == CLASS_MACHINE ||
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myClass == CLASS_PLAYER_BIOWEAPON && myClass == CLASS_ALIEN_BIOWEAPON)
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(myClass == CLASS_PLAYER_BIOWEAPON && myClass == CLASS_ALIEN_BIOWEAPON))
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{
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return FALSE;
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}
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@ -505,7 +505,7 @@ void CBaseMonster :: GibMonster( void )
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM);
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if ( iszCustomGibs = HasCustomGibs() ) //LRC - monster_generic can have a custom gibset
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if ( (iszCustomGibs = HasCustomGibs()) ) //LRC - monster_generic can have a custom gibset
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{
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if ( CVAR_GET_FLOAT("violence_hgibs") != 0 )
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{
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@ -392,7 +392,7 @@ void CBaseDoor::Spawn( )
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SetTouch ( NULL );
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}
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else // touchable button
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SetTouch( DoorTouch );
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SetTouch( &CBaseDoor::DoorTouch );
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}
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//END
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@ -965,7 +965,7 @@ void CBaseDoor::Blocked( CBaseEntity *pOther )
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if ( !pTarget )
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break;
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if ( VARS( pTarget->pev ) != pev && FClassnameIs ( pTarget->pev, "func_door" ) ||
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if ( ( VARS( pTarget->pev ) != pev && FClassnameIs ( pTarget->pev, "func_door" )) ||
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FClassnameIs ( pTarget->pev, "func_door_rotating" ) )
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{
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pDoor = GetClassPtr( (CBaseDoor *) VARS(pTarget->pev) );
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@ -3939,7 +3939,7 @@ void CEnvDLight::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us
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{
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if (pev->spawnflags & SF_DLIGHT_ONLYONCE)
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{
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SetThink( SUB_Remove );
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SetThink( &CEnvDLight::SUB_Remove );
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SetNextThink( 0 );
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}
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}
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@ -3973,7 +3973,7 @@ void CEnvDLight::Think( void )
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if (pev->spawnflags & SF_DLIGHT_ONLYONCE)
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{
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SetThink( SUB_Remove );
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SetThink( &CEnvDLight::SUB_Remove );
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SetNextThink( 0 );
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}
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}
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@ -4680,7 +4680,8 @@ public:
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if( pev->skin <= 0 || pev->skin > 6 )
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{
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// try all directions
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for( int i = 0; i < 6; i++ )
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int i;
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for( i = 0; i < 6; i++ )
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if( PasteDecal( i )) break;
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if( i == 6 ) ALERT( at_warning, "failed to place decal %s\n", STRING( pev->netname ));
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}
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@ -4871,12 +4872,12 @@ public:
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}
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else if( pev->sequence )
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{
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SetThink( CineThink );
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SetThink( &CDynamicLight::CineThink );
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SetNextThink( 0.1f );
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}
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else if( pev->scale )
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{
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SetThink( PVSThink );
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SetThink( &CDynamicLight::PVSThink );
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SetNextThink( 0.1f );
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}
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}
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@ -4924,12 +4925,12 @@ public:
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}
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else if( pev->sequence )
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{
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SetThink( CineThink );
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SetThink( &CDynamicLight::CineThink );
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SetNextThink( 0.1f );
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}
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else if( pev->scale )
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{
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SetThink( PVSThink );
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SetThink( &CDynamicLight::PVSThink );
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SetNextThink( 0.1f );
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}
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}
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@ -5034,7 +5035,7 @@ void CFuncScreenMovie :: Spawn( void )
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// enable monitor
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if( FBitSet( pev->spawnflags, SF_SCREENMOVIE_START_ON ))
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{
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SetThink( SUB_CallUseToggle );
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SetThink( &CFuncScreenMovie::SUB_CallUseToggle );
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SetNextThink( 0.1 );
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}
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}
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@ -5047,7 +5048,7 @@ void CFuncScreenMovie :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE
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return;
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}
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SetThink( CineThink );
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SetThink( &CFuncScreenMovie::CineThink );
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if( ShouldToggle( useType ))
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{
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@ -45,7 +45,6 @@
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//typedef unsigned long ULONG;
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typedef unsigned char BYTE;
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typedef int BOOL;
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#define MAX_PATH PATH_MAX
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#include <limits.h>
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#include <stdarg.h>
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#ifndef min
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@ -60,7 +60,7 @@ public:
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BOOL CFuncTankControls :: OnControls( entvars_t *pevTest );
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BOOL OnControls( entvars_t *pevTest );
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BOOL m_active; // am I being used to control tanks right now?
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Vector m_vecControllerUsePos; // where was the player standing when he used me?
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@ -234,7 +234,7 @@ protected:
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int m_iTankClass; // Behave As
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void CFuncTank::UpdateSpot( void );
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void UpdateSpot( void );
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// CLaserSpot* m_pViewTarg; // Player view indicator
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CPointEntity *m_pFireProxy; //LRC - locus position for custom shots
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@ -1595,7 +1595,7 @@ void CFuncTankControls :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, US
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return;
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//LRC- Now uses FindEntityByTargetname, so that aliases work.
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while (tryTank = UTIL_FindEntityByTargetname(tryTank, STRING(pev->target)))
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while ((tryTank = UTIL_FindEntityByTargetname(tryTank, STRING(pev->target))))
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{
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if (!strncmp( STRING(tryTank->pev->classname), "func_tank", 9 ))
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{
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@ -1635,7 +1635,7 @@ void CFuncTankControls :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, US
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//ALERT(at_console, "TANK controls deactivated\n");
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//LRC- Now uses FindEntityByTargetname, so that aliases work.
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while (tryTank = UTIL_FindEntityByTargetname(tryTank, STRING(pev->target)))
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while ((tryTank = UTIL_FindEntityByTargetname(tryTank, STRING(pev->target))))
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{
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if (FClassnameIs(tryTank->pev, "func_tank") || FClassnameIs(tryTank->pev, "func_tanklaser") || FClassnameIs(tryTank->pev, "func_tankmortar") || FClassnameIs(tryTank->pev, "func_tankrocket"))
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{
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@ -355,7 +355,7 @@ void CHGrunt :: SpeakSentence( void )
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int CHGrunt::IRelationship ( CBaseEntity *pTarget )
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{
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//LRC- only hate alien grunts if my behaviour hasn't been overridden
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if (!m_iClass && FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) )
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if ((!m_iClass && FClassnameIs( pTarget->pev, "monster_alien_grunt" )) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) )
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{
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return R_NM;
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}
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@ -97,7 +97,7 @@ public:
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BOOL FValidateHintType ( short sHint );
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BOOL FCanActiveIdle ( void );
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Schedule_t *GetScheduleOfType ( int Type );
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Schedule_t *CHoundeye :: GetSchedule( void );
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Schedule_t *GetSchedule( void );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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@ -55,7 +55,7 @@ public:
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{
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pev->effects &= ~EF_NODRAW;
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SetThink( PVSThink );
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SetThink( &CFlashlight::PVSThink );
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SetNextThink( 0.1f );
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}
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@ -112,7 +112,7 @@ void COfficerBlood::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVeloc
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pBlood->pev->gravity = 1000;
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pBlood->pev->owner = ENT(pevOwner);
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pBlood->SetThink ( Animate );
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pBlood->SetThink ( &COfficerBlood::Animate );
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pBlood->pev->nextthink = gpGlobals->time + 0.1;
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}
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@ -162,7 +162,7 @@ void COfficerBlood :: Touch ( CBaseEntity *pOther )
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pOther->TakeDamage ( pev, pev, gSkillData.superofficerDmgBlood, DMG_GENERIC );
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}
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SetThink ( SUB_Remove );
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SetThink ( &COfficerBlood::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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}
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@ -2754,7 +2754,7 @@ void CBaseMonster :: UpdateYaw( int yawSpeed )
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{
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float ideal, current, newYaw;
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if( yawSpeed = -1 )
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if( yawSpeed == -1 )
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yawSpeed = pev->yaw_speed;
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// NOTE: GetIdealYaw() will never exactly be reached because UTIL_AngleMod
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@ -546,7 +546,7 @@ void CHalfLifeMultiplay :: PlayerSpawn( CBasePlayer *pPlayer )
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addDefault = TRUE;
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while ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ))
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while (( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" )))
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{
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pWeaponEntity->Touch( pPlayer );
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addDefault = FALSE;
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@ -2428,7 +2428,7 @@ void CFuncTrackChange :: UpdateTrain( Vector &dest )
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float time;
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Vector vel = pev->velocity;
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if (m_pfnThink == LinearMoveNow)
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if (m_pfnThink == &CFuncTrackChange::LinearMoveNow)
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{
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// we're going to do a LinearMoveNow: calculate the velocity it'll have
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Vector vecDest;
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@ -5753,7 +5753,7 @@ void CBasePlayer::SetJumpHeight(int value)
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{
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m_iJumpHeight = value;
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char buf[16];
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itoa(m_iJumpHeight, buf, 10);
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Q_snprintf(buf, sizeof(buf), "%d", m_iJumpHeight);
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g_engfuncs.pfnSetPhysicsKeyValue( edict(), "jh", buf );
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// ALERT(at_aiconsole, "SETTING JUMP: %s\n", buf);
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}
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@ -132,7 +132,7 @@ void CPropExplosion :: Spawn( void )
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pev->nextthink = gpGlobals->time + 0.1;
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// SetTouch( PropTouch ); //maybe later
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SetThink( PropThink );
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SetThink( &CPropExplosion::PropThink );
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//If not defined, add standart value
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if(!m_startHealth )
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@ -64,7 +64,7 @@ public:
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void WritePositionVector( const char *pname, const float *value, int count ); // array of pos vectors
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void WriteFunction( const char *pname, const int *value, int count ); // Save a function pointer
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// Save a function pointer. (LRC- also pass the classname to allow better error messages)
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void WriteFunction( const char* cname, const char *pname, const int *value, int count );
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void WriteFunction( const char* cname, const char *pname, void **value, int count );
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int WriteEntVars( const char *pname, entvars_t *pev ); // Save entvars_t (entvars_t)
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int WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
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@ -1060,7 +1060,7 @@ MONSTERSTATE CScientist :: GetIdealState ( void )
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if ( IsFollowing() )
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{
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int relationship = IRelationship( m_hEnemy );
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if ( relationship != R_FR || relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
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if ( relationship != R_FR || ( relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ))
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{
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// Don't go to combat if you're following the player
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m_IdealMonsterState = MONSTERSTATE_ALERT;
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@ -187,7 +187,7 @@ void CHalfLifeRules :: PlayerSpawn( CBasePlayer *pPlayer )
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// LRC what's wrong with allowing "game_player_equip" entities in single player? (The
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// level designer is God: if he wants the player to start with a weapon, we should allow it!)
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while ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ))
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while (( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" )))
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{
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pWeaponEntity->Touch( pPlayer );
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}
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@ -221,7 +221,7 @@ void CSqueakGrenade::HuntThink( void )
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pev->velocity = pev->velocity * 0.9;
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pev->velocity.z += 8.0;
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}
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else if (pev->movetype = MOVETYPE_FLY)
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else if (pev->movetype == MOVETYPE_FLY)
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{
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pev->movetype = MOVETYPE_BOUNCE;
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}
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@ -108,7 +108,7 @@ void UpdateStats( CBasePlayer *pPlayer )
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float ammo = 0;
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for (i = 1; i < MAX_AMMO_SLOTS; i++)
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{
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ammo += ammoCount[i] * AmmoDamage( CBasePlayerItem::AmmoInfoArray[i].pszName );
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ammo += ammoCount[i] * AmmoDamage( CBasePlayerAmmo::AmmoInfoArray[i].pszName );
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}
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float health = pPlayer->pev->health + pPlayer->pev->armorvalue * 2; // Armor is 2X health
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@ -673,7 +673,7 @@ CBaseEntity *CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber,
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Vector vecCheck;
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pszFriend = m_szFriends[ FriendNumber(listNumber) ];
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while (pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ))
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while ((pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend )))
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{
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if (pFriend == this || !pFriend->IsAlive())
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// don't talk to self or dead people
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@ -706,7 +706,7 @@ void CTalkMonster::AlertFriends( void )
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// for each friend in this bsp...
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for ( i = 0; i < TLK_CFRIENDS; i++ )
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{
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while (pFriend = EnumFriends( pFriend, i, TRUE ))
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while ((pFriend = EnumFriends( pFriend, i, TRUE )))
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{
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CBaseMonster *pMonster = pFriend->MyMonsterPointer();
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if ( pMonster->IsAlive() )
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@ -728,7 +728,7 @@ void CTalkMonster::ShutUpFriends( void )
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// for each friend in this bsp...
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for ( i = 0; i < TLK_CFRIENDS; i++ )
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{
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while (pFriend = EnumFriends( pFriend, i, TRUE ))
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while ((pFriend = EnumFriends( pFriend, i, TRUE )))
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{
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CBaseMonster *pMonster = pFriend->MyMonsterPointer();
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if ( pMonster )
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@ -751,7 +751,7 @@ void CTalkMonster::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers )
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// for each friend in this bsp...
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for ( i = 0; i < TLK_CFRIENDS; i++ )
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{
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while (pFriend = EnumFriends( pFriend, i, FALSE ))
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while ((pFriend = EnumFriends( pFriend, i, FALSE )))
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{
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CBaseMonster *pMonster = pFriend->MyMonsterPointer();
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if ( pMonster )
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@ -909,7 +909,7 @@ CBaseEntity *CTalkMonster :: FindNearestFriend(BOOL fPlayer)
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continue;
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// for each friend in this bsp...
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while (pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ))
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while ((pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend )))
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{
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if (pFriend == this || !pFriend->IsAlive())
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// don't talk to self or dead people
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@ -431,7 +431,7 @@ Vector UTIL_YawToVector( float yaw )
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//LRC - pass in a normalised axis vector and a number of degrees, and this returns the corresponding
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// angles value for an entity.
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inline Vector UTIL_AxisRotationToAngles( const Vector &vecAxis, float flDegs )
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Vector UTIL_AxisRotationToAngles( const Vector &vecAxis, float flDegs )
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{
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Vector vecTemp = UTIL_AxisRotationToVec( vecAxis, flDegs );
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float rgflVecOut[3];
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||||
@ -2601,7 +2601,7 @@ void CSave :: WritePositionVector( const char *pname, const float *value, int co
|
||||
}
|
||||
|
||||
|
||||
void CSave :: WriteFunction( const char* cname, const char *pname, const int *data, int count )
|
||||
void CSave :: WriteFunction( const char* cname, const char *pname, void **data, int count )
|
||||
{
|
||||
const char *functionName;
|
||||
|
||||
@ -2774,7 +2774,7 @@ int CSave :: WriteFields( const char *cname, const char *pname, void *pBaseData,
|
||||
break;
|
||||
|
||||
case FIELD_FUNCTION:
|
||||
WriteFunction( cname, pTest->fieldName, (int *)(char *)pOutputData, pTest->fieldSize );
|
||||
WriteFunction( cname, pTest->fieldName, (void **)pOutputData, pTest->fieldSize );
|
||||
break;
|
||||
default:
|
||||
ALERT( at_error, "Bad field type\n" );
|
||||
@ -2995,12 +2995,11 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou
|
||||
*((int *)pOutputData) = *( int *)pInputData;
|
||||
break;
|
||||
case FIELD_FUNCTION:
|
||||
if ( strlen( (char *)pInputData ) == 0 )
|
||||
*((int *)pOutputData) = 0;
|
||||
if( ( (char *)pInputData )[0] == '\0' )
|
||||
*( (void**)pOutputData ) = 0;
|
||||
else
|
||||
*((int *)pOutputData) = FUNCTION_FROM_NAME( (char *)pInputData );
|
||||
break;
|
||||
|
||||
*( (void**)pOutputData ) = (void*)FUNCTION_FROM_NAME( (char *)pInputData );
|
||||
break;
|
||||
default:
|
||||
ALERT( at_error, "Bad field type\n" );
|
||||
}
|
||||
|
@ -429,8 +429,8 @@ void CBasePlayerItem :: Spawn( void )
|
||||
UTIL_SetSize( pev, g_vecZero, g_vecZero ); // pointsize until it lands on the ground.
|
||||
|
||||
if( !FBitSet( ObjectCaps(), FCAP_USE_ONLY ) || FBitSet( pev->spawnflags, SF_NORESPAWN ))
|
||||
SetTouch( DefaultTouch );
|
||||
SetThink( FallThink );
|
||||
SetTouch( &CBasePlayerItem::DefaultTouch );
|
||||
SetThink( &CBasePlayerItem::FallThink );
|
||||
|
||||
SET_MODEL( edict(), STRING( iWorldModel( )));
|
||||
|
||||
@ -1514,7 +1514,7 @@ BOOL CBasePlayerItem :: DefaultHolster( Activity sequence, bool force )
|
||||
ClearBits( m_pPlayer->pev->weapons, BIT( m_iId ));
|
||||
m_pPlayer->pev->viewmodel = iStringNull;
|
||||
m_pPlayer->pev->weaponmodel = iStringNull;
|
||||
SetThink( DestroyItem );
|
||||
SetThink( &CBasePlayerItem::DestroyItem );
|
||||
SetNextThink( 0.5 );
|
||||
}
|
||||
|
||||
|
10
dlls/wscript
10
dlls/wscript
@ -23,7 +23,15 @@ def configure(conf):
|
||||
def build(bld):
|
||||
source = bld.path.parent.ant_glob([
|
||||
'pm_shared/*.cpp',
|
||||
'game_shared/*.cpp'
|
||||
'game_shared/bone_setup.cpp',
|
||||
'game_shared/common.cpp',
|
||||
'game_shared/ikcontext.cpp',
|
||||
'game_shared/material.cpp',
|
||||
'game_shared/mathlib.cpp',
|
||||
'game_shared/matrix.cpp',
|
||||
'game_shared/stringlib.cpp',
|
||||
'game_shared/virtualfs.cpp',
|
||||
'game_shared/voice_gamemgr.cpp',
|
||||
])
|
||||
source += bld.path.ant_glob([
|
||||
'*.cpp'
|
||||
|
@ -350,6 +350,7 @@ typedef enum _fieldtypes
|
||||
FIELD_TIME, // a floating point time (these are fixed up automatically too!)
|
||||
FIELD_MODELNAME, // Engine string that is a model name (needs precache)
|
||||
FIELD_SOUNDNAME, // Engine string that is a sound name (needs precache)
|
||||
FIELD_RANGE, // Min and Max range for generate random value
|
||||
|
||||
FIELD_TYPECOUNT // MUST BE LAST
|
||||
} FIELDTYPE;
|
||||
|
@ -25,12 +25,14 @@ public:
|
||||
RandomRange() { m_flMin = m_flMax = 0; m_bDefined = false; }
|
||||
RandomRange( float fValue ) { m_flMin = m_flMax = fValue; m_bDefined = true; }
|
||||
RandomRange( float fMin, float fMax) { m_flMin = fMin; m_flMax = fMax; m_bDefined = true; }
|
||||
RandomRange( char *szToken )
|
||||
RandomRange( const char *szToken )
|
||||
{
|
||||
char *mutableToken = new char[Q_strlen(szToken)];
|
||||
strcpy(mutableToken, szToken);
|
||||
char *cOneDot = NULL;
|
||||
m_bDefined = true;
|
||||
|
||||
for( char *c = szToken; *c; c++ )
|
||||
for( char *c = mutableToken; *c; c++ )
|
||||
{
|
||||
if( *c == '.' )
|
||||
{
|
||||
@ -49,6 +51,8 @@ public:
|
||||
else cOneDot = NULL;
|
||||
}
|
||||
|
||||
delete[] mutableToken;
|
||||
|
||||
// no range, just record the number
|
||||
m_flMax = m_flMin = Q_atof( szToken );
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user