Fix the code against the latest Nuclide.

This commit is contained in:
Marco Cawthorne 2021-05-07 13:35:08 +02:00
parent c7986d7d59
commit 0bb992d592
8 changed files with 66 additions and 72 deletions

View File

@ -12,7 +12,7 @@ player.qc
../../../valve/src/shared/fx_breakmodel.qc
../../../valve/src/shared/fx_explosion.qc
../../../valve/src/shared/fx_gibhuman.qc
../../../valve/src/shared/fx_spark.qc
../../../base/src/shared/fx_spark.qc
../../../valve/src/shared/fx_impact.qc
items.h

View File

@ -33,8 +33,8 @@ enumflags
PLAYER_ARMOR,
PLAYER_MOVETYPE,
PLAYER_VIEWOFS,
PLAYER_BASEFRAME,
PLAYER_FRAME,
PLAYER_TOPFRAME,
PLAYER_BOTTOMFRAME,
PLAYER_AMMO1,
PLAYER_AMMO2,
PLAYER_AMMO3,
@ -42,45 +42,6 @@ enumflags
PLAYER_UNUSED2
};
/* ammo 1 type updates */
enumflags
{
AMMO1_GLOCK,
AMMO1_MP5,
AMMO1_PYTHON,
AMMO1_SHOTGUN,
AMMO1_CROSSBOW,
AMMO1_RPG,
AMMO1_SATCHEL
};
/* ammo 2 type updates */
enumflags
{
AMMO2_9MM,
AMMO2_357,
AMMO2_BUCKSHOT,
AMMO2_BOLT,
AMMO2_ROCKET,
AMMO2_URANIUM,
AMMO2_HANDGRENADE,
AMMO2_SATCHEL,
AMMO2_TRIPMINE,
AMMO2_SNARK,
AMMO2_HORNET,
};
enumflags
{
AMMO3_M203_GRENADE,
AMMO3_SHOTGUN_STATE,
AMMO3_GAUSS_STATE,
AMMO3_GAUSS_VOLUME,
AMMO3_EGON_STATE,
AMMO3_RPG_STATE,
AMMO3_HANDGRENADE_STATE
};
noref int input_sequence;
class player:base_player
{
@ -152,6 +113,12 @@ class player:base_player
int ammo_gas; int ammo_gas_net;
int mode_silencer; int mode_silencer_net;
float anim_top; float anim_top_net;
float anim_top_time; float anim_top_time_net;
float anim_top_delay; float anim_top_delay_net;
float anim_bottom; float anim_bottom_net;
float anim_bottom_time; float anim_bottom_time_net;
#ifdef CLIENT
/* External model */
entity p_model;
@ -159,7 +126,6 @@ class player:base_player
int p_model_bone;
float lastweapon;
virtual void(void) gun_offset;
virtual void(void) draw;
virtual float() predraw;
virtual void(void) postdraw;
@ -235,12 +201,16 @@ player::ReceiveEntity(float new)
movetype = readbyte();
if (fl & PLAYER_VIEWOFS)
view_ofs[2] = readfloat();
if (fl & PLAYER_BASEFRAME)
baseframe = readbyte();
if (fl & PLAYER_FRAME) {
frame = readbyte();
frame1time = 0.0f;
frame2time = 0.0f;
/* animation */
if (fl & PLAYER_TOPFRAME) {
anim_top = readbyte();
anim_top_time = readfloat();
anim_top_delay = readfloat();
}
if (fl & PLAYER_BOTTOMFRAME) {
anim_bottom = readbyte();
anim_bottom_time = readfloat();
}
if (fl & PLAYER_AMMO1) {
@ -350,6 +320,12 @@ player::PredictPreFrame(void)
ammo_gas_net = ammo_gas;
mode_silencer_net = mode_silencer;
anim_top_net = anim_top;
anim_top_delay_net = anim_top_delay;
anim_top_time_net = anim_top_time;
anim_bottom_net = anim_bottom;
anim_bottom_time_net = anim_bottom_time;
}
/*
@ -404,6 +380,12 @@ player::PredictPostFrame(void)
ammo_gas = ammo_gas_net;
mode_silencer = mode_silencer_net;
anim_top = anim_top_net;
anim_top_delay = anim_top_delay_net;
anim_top_time = anim_top_time_net;
anim_bottom = anim_bottom_net;
anim_bottom_time = anim_bottom_time_net;
}
#else
@ -466,11 +448,11 @@ player::EvaluateEntity(void)
if (old_viewofs != view_ofs[2])
SendFlags |= PLAYER_VIEWOFS;
if (old_baseframe != baseframe)
SendFlags |= PLAYER_BASEFRAME;
if (old_frame != frame)
SendFlags |= PLAYER_FRAME;
/* animation */
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
SendFlags |= PLAYER_BOTTOMFRAME;
if (anim_top_net != anim_top || anim_top_time != anim_top_time_net || anim_top_delay != anim_top_delay_net)
SendFlags |= PLAYER_TOPFRAME;
/* ammo 1 type updates */
if (glock_mag != glock_mag_net) {
@ -635,6 +617,12 @@ player::EvaluateEntity(void)
ammo_medkit_net = ammo_medkit;
ammo_gas_net = ammo_gas;
mode_silencer_net= mode_silencer;
anim_top_net = anim_top;
anim_top_delay_net = anim_top_delay;
anim_top_time_net = anim_top_time;
anim_bottom_net = anim_bottom;
anim_bottom_time_net = anim_bottom_time;
}
/*
@ -703,10 +691,16 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, movetype);
if (fChanged & PLAYER_VIEWOFS)
WriteFloat(MSG_ENTITY, view_ofs[2]);
if (fChanged & PLAYER_BASEFRAME)
WriteByte(MSG_ENTITY, baseframe);
if (fChanged & PLAYER_FRAME)
WriteByte(MSG_ENTITY, frame);
if (fChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top);
WriteFloat(MSG_ENTITY, anim_top_time);
WriteFloat(MSG_ENTITY, anim_top_delay);
}
if (fChanged & PLAYER_BOTTOMFRAME) {
WriteByte(MSG_ENTITY, anim_bottom);
WriteFloat(MSG_ENTITY, anim_bottom_time);
}
if (fChanged & PLAYER_AMMO1) {
WriteByte(MSG_ENTITY, glock_mag);

View File

@ -137,9 +137,9 @@ w_ap9_primary(void)
Sound_Play(pl, CHAN_WEAPON, "weapon_ap9.fire");
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
#endif
pl.w_attack_next = 0.15f;
@ -182,9 +182,9 @@ w_ap9_secondary(void)
Sound_Play(pl, CHAN_WEAPON, "weapon_ap9.fire");
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
#endif
pl.w_attack_next = 1.0f;

View File

@ -117,9 +117,9 @@ w_medkit_primary(void)
Damage_Apply(pl, pl, -15, WEAPON_MEDKIT, DMG_GENERIC);
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
Sound_Play(pl, CHAN_WEAPON, "weapon_medkit.heal");
#endif

View File

@ -130,9 +130,9 @@ w_shovel_primary(void)
}
if (pl.flags & FL_CROUCHING) {
Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
} else {
Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
}
#ifdef SERVER

View File

@ -135,9 +135,9 @@ w_silencer_primary(void)
}
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
#endif
/* Fires faster without silencer */

View File

@ -104,9 +104,9 @@ w_spanner_primary(void)
}
#else
if (pl.flags & FL_CROUCHING) {
Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
} else {
Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
}
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.miss");

View File

@ -132,9 +132,9 @@ w_taurus_primary(void)
Sound_Play(pl, CHAN_WEAPON, "weapon_taurus.fire");
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
#endif
pl.w_attack_next = 0.25f;