Shared: Inherit weapon_common from Nuclide's base game. Optimise prediction

attribute code with macros.
This commit is contained in:
Marco Cawthorne 2021-05-10 08:17:32 +02:00
parent 7670300133
commit 22a1a70394
16 changed files with 228 additions and 230 deletions

View File

@ -19,10 +19,10 @@ ClientGame_EntityUpdate(float id, float new)
{
switch (id) {
default:
return FALSE;
return (0);
}
return TRUE;
return (1);
}
void

View File

@ -121,11 +121,11 @@ HUD_InSlotPos(int slot, int pos)
if (pl.g_items & g_weapons[i].id) {
return i;
} else {
return -1;
return (-1);
}
}
}
return -1;
return (-1);
}
void

View File

@ -119,8 +119,8 @@ HLMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
Bot_AddQuick();
break;
default:
return FALSE;
return (0);
}
return TRUE;
return (1);
}

View File

@ -1,7 +1,7 @@
#includelist
../../../valve/src/shared/flags.h
player.qc
../../../valve/src/shared/weapon_common.h
../../../base/src/shared/weapon_common.h
../../../valve/src/shared/animations.h
../../../valve/src/shared/animations.qc
../../../valve/src/shared/pmove.qc
@ -26,6 +26,6 @@ w_dml.qc
w_minigun.qc
w_aicore.qc
weapons.qc
../../../valve/src/shared/weapon_common.qc
../../../base/src/shared/weapon_common.qc
input.qc
#endlist

View File

@ -18,15 +18,20 @@ void
Game_Input(void)
{
#ifdef SERVER
if (input_buttons & INPUT_BUTTON5) {
Player_UseDown();
} else {
Player_UseUp();
CGameRules rules = (CGameRules)g_grMode;
if (rules.m_iIntermission) {
rules.IntermissionEnd();
return;
}
if (self.impulse == 100) {
if (input_buttons & INPUT_BUTTON5)
Player_UseDown();
else
Player_UseUp();
if (self.impulse == 100)
Flashlight_Toggle();
}
if (cvar("sv_cheats") == 1) {
player pl = (player)self;
@ -43,27 +48,17 @@ Game_Input(void)
Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
Weapons_AddItem(pl, WEAPON_GRENADE, -1);
}
if (self.impulse == 102) {
// Respawn all the entities
for (entity a = world; (a = findfloat(a, ::identity, 1));) {
CBaseEntity caw = (CBaseEntity)a;
caw.Respawn();
}
bprint(PRINT_HIGH, "Respawning all map entities...\n");
}
}
self.impulse = 0;
#endif
if (input_buttons & INPUT_BUTTON0) {
if (input_buttons & INPUT_BUTTON0)
Weapons_Primary();
} else if (input_buttons & INPUT_BUTTON4) {
else if (input_buttons & INPUT_BUTTON4)
Weapons_Reload();
} else if (input_buttons & INPUT_BUTTON3) {
else if (input_buttons & INPUT_BUTTON3)
Weapons_Secondary();
} else {
else
Weapons_Release();
}
}

View File

@ -45,41 +45,40 @@ enumflags
noref int input_sequence;
class player:base_player
{
/* Weapon specific */
int ammo_battery; int ammo_battery_net; // beamgun
int ammo_chem; int ammo_chem_net; // chemicalgun
int ammo_rocket; int ammo_rocket_net; // dml / grenades
int ammo_gauss; int ammo_gauss_net; // gauspistol
int ammo_minigun; int ammo_minigun_net; // minigun
int ammo_buckshot; int ammo_buckshot_net; // shotgun
int fist_mode; int fist_mode_net; // knife/fists
int gauss_mode; int gauss_mode_net;
int shotgun_shells; int shotgun_shells_net;
int shotgun_spread; int shotgun_spread_net;
PREDICTED_INT(anim_top);
PREDICTED_FLOAT(anim_top_time);
PREDICTED_FLOAT(anim_top_delay);
PREDICTED_INT(anim_bottom);
PREDICTED_FLOAT(anim_bottom_time);
PREDICTED_INT(ammo_battery); /* beamgun */
PREDICTED_INT(ammo_chem); /* chemicalgun */
PREDICTED_INT(ammo_rocket); /* dml / grenades */
PREDICTED_INT(ammo_gauss); /* gauspistol */
PREDICTED_INT(ammo_minigun); /* minigun */
PREDICTED_INT(ammo_buckshot); /* shotgun */
PREDICTED_INT(fist_mode); /* knife/fists */
PREDICTED_INT(gauss_mode);
PREDICTED_INT(shotgun_shells);
PREDICTED_INT(shotgun_spread);
int dml_launch; int dml_launch_net; /* when fired, when targeted */
int dml_flightpath; int dml_flightpath_net; /* guided, homing, spiral */
int dml_detonate; int dml_detonate_net; /* on impact, in proximity, timed, when tripped */
int dml_payload; int dml_payload_net; /* explosive, cluster */
int chem_acid; int chem_acid_net;
int chem_neutral; int chem_neutral_net;
int chem_base; int chem_base_net;
int chem_pressure; int chem_pressure_net;
PREDICTED_INT(dml_launch); /* when fired, when targeted */
PREDICTED_INT(dml_flightpath); /* guided, homing, spiral */
PREDICTED_INT(dml_detonate); /* on impact, in proximity, timed, when tripped */
PREDICTED_INT(dml_payload); /* explosive, cluster */
PREDICTED_INT(chem_acid);
PREDICTED_INT(chem_neutral);
PREDICTED_INT(chem_base);
PREDICTED_INT(chem_pressure);
int beam_range; int beam_range_net; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
int beam_poweracc; int beam_poweracc_net; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
int beam_lightning; int beam_lightning_net; /* BEAM, CHAIN, BALL */
int gren_detonate; int gren_detonate_net; /* when tripped (tripmine), timed, on impact */
int gren_payload; int gren_payload_net; /* cluster, explosive */
PREDICTED_INT(beam_range); /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
PREDICTED_INT(beam_poweracc); /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
PREDICTED_INT(beam_lightning); /* BEAM, CHAIN, BALL */
PREDICTED_INT(gren_detonate); /* when tripped (tripmine), timed, on impact */
PREDICTED_INT(gren_payload); /* cluster, explosive */
int menu_active; int menu_active_net;
int dml_state; int dml_state_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;
PREDICTED_INT(menu_active);
PREDICTED_INT(dml_state);
#ifdef CLIENT
/* External model */
@ -176,39 +175,40 @@ player::PredictPreFrame(void)
{
base_player::PredictPreFrame();
ammo_battery_net = ammo_battery; // beamgun
ammo_chem_net = ammo_chem; // chemicalgun
ammo_rocket_net = ammo_rocket; // dml / grenades
ammo_gauss_net = ammo_gauss; // gauspistol
ammo_minigun_net = ammo_minigun; // minigun
ammo_buckshot_net = ammo_buckshot; // shotgun
fist_mode_net = fist_mode; // knife/fists
gauss_mode_net = gauss_mode;
shotgun_shells_net = shotgun_shells;
shotgun_spread_net = shotgun_spread;
dml_launch_net = dml_launch; /* when fired, when targeted */
dml_flightpath_net = dml_flightpath; /* guided, homing, spiral */
dml_detonate_net = dml_detonate; /* on impact, in proximity, timed, when tripped */
dml_payload_net = dml_payload; /* explosive, cluster */
chem_acid_net = chem_acid;
chem_neutral_net = chem_neutral;
chem_base_net = chem_base;
chem_pressure_net = chem_pressure;
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
beam_range_net = beam_range; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
beam_poweracc_net = beam_poweracc; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
beam_lightning_net = beam_lightning; /* BEAM, CHAIN, BALL */
gren_detonate_net = gren_detonate; /* when tripped (tripmine), timed, on impact */
gren_payload_net = gren_payload; /* cluster, explosive */
menu_active_net = menu_active;
dml_state_net = dml_state;
SAVE_STATE(ammo_battery);
SAVE_STATE(ammo_chem);
SAVE_STATE(ammo_rocket);
SAVE_STATE(ammo_gauss);
SAVE_STATE(ammo_minigun);
SAVE_STATE(ammo_buckshot);
SAVE_STATE(fist_mode);
SAVE_STATE(gauss_mode);
SAVE_STATE(shotgun_shells);
SAVE_STATE(shotgun_spread);
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;
SAVE_STATE(dml_launch);
SAVE_STATE(dml_flightpath);
SAVE_STATE(dml_detonate);
SAVE_STATE(dml_payload);
SAVE_STATE(chem_acid);
SAVE_STATE(chem_neutral);
SAVE_STATE(chem_base);
SAVE_STATE(chem_pressure);
SAVE_STATE(beam_range);
SAVE_STATE(beam_poweracc);
SAVE_STATE(beam_lightning);
SAVE_STATE(gren_detonate);
SAVE_STATE(gren_payload);
SAVE_STATE(menu_active);
SAVE_STATE(dml_state);
}
/*
@ -223,38 +223,40 @@ player::PredictPostFrame(void)
{
base_player::PredictPostFrame();
ammo_battery = ammo_battery_net; // beamgun
ammo_chem = ammo_chem_net; // chemicalgun
ammo_rocket = ammo_rocket_net; // dml / grenades
ammo_gauss = ammo_gauss_net; // gauspistol
ammo_minigun = ammo_minigun_net; // minigun
ammo_buckshot = ammo_buckshot_net; // shotgun
fist_mode = fist_mode_net; // knife/fists
gauss_mode = gauss_mode_net;
shotgun_shells = shotgun_shells_net;
shotgun_spread = shotgun_spread_net;
dml_launch = dml_launch_net; /* when fired, when targeted */
dml_flightpath = dml_flightpath_net; /* guided, homing, spiral */
dml_detonate = dml_detonate_net; /* on impact, in proximity, timed, when tripped */
dml_payload = dml_payload_net; /* explosive, cluster */
chem_acid = chem_acid_net;
chem_neutral = chem_neutral_net;
chem_base = chem_base_net;
chem_pressure = chem_pressure_net;
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_time);
ROLL_BACK(anim_top_delay);
ROLL_BACK(anim_bottom);
ROLL_BACK(anim_bottom_time);
beam_range = beam_range_net; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
beam_poweracc = beam_poweracc_net; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
beam_lightning = beam_lightning_net; /* BEAM, CHAIN, BALL */
gren_detonate = gren_detonate_net; /* when tripped (tripmine), timed, on impact */
gren_payload = gren_payload_net; /* cluster, explosive */
menu_active = menu_active_net;
ROLL_BACK(ammo_battery);
ROLL_BACK(ammo_chem);
ROLL_BACK(ammo_rocket);
ROLL_BACK(ammo_gauss);
ROLL_BACK(ammo_minigun);
ROLL_BACK(ammo_buckshot);
ROLL_BACK(fist_mode);
ROLL_BACK(gauss_mode);
ROLL_BACK(shotgun_shells);
ROLL_BACK(shotgun_spread);
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;
ROLL_BACK(dml_launch);
ROLL_BACK(dml_flightpath);
ROLL_BACK(dml_detonate);
ROLL_BACK(dml_payload);
ROLL_BACK(chem_acid);
ROLL_BACK(chem_neutral);
ROLL_BACK(chem_base);
ROLL_BACK(chem_pressure);
ROLL_BACK(beam_range);
ROLL_BACK(beam_poweracc);
ROLL_BACK(beam_lightning);
ROLL_BACK(gren_detonate);
ROLL_BACK(gren_payload);
ROLL_BACK(menu_active);
ROLL_BACK(dml_state);
}
#else
@ -264,98 +266,99 @@ player::EvaluateEntity(void)
base_player::EvaluateEntity();
/* animation */
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
SendFlags |= PLAYER_BOTTOMFRAME;
if (anim_top_net != anim_top || anim_top_time != anim_top_time_net || anim_top_delay != anim_top_delay_net)
if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
SendFlags |= PLAYER_TOPFRAME;
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;
/* ammo 1 type updates */
if (ammo_battery_net == ammo_battery)
if (ATTR_CHANGED(ammo_battery))
SendFlags |= PLAYER_AMMO1;
if (ammo_chem_net == ammo_chem)
if (ATTR_CHANGED(ammo_chem))
SendFlags |= PLAYER_AMMO1;
if (ammo_rocket_net == ammo_rocket)
if (ATTR_CHANGED(ammo_rocket))
SendFlags |= PLAYER_AMMO1;
if (ammo_gauss_net == ammo_gauss)
if (ATTR_CHANGED(ammo_gauss))
SendFlags |= PLAYER_AMMO1;
if (ammo_minigun_net == ammo_minigun)
if (ATTR_CHANGED(ammo_minigun))
SendFlags |= PLAYER_AMMO1;
if (ammo_buckshot_net == ammo_buckshot)
if (ATTR_CHANGED(ammo_buckshot))
SendFlags |= PLAYER_AMMO1;
if (fist_mode_net == fist_mode)
if (ATTR_CHANGED(fist_mode))
SendFlags |= PLAYER_AMMO1;
if (gauss_mode_net == gauss_mode)
if (ATTR_CHANGED(gauss_mode))
SendFlags |= PLAYER_AMMO1;
if (shotgun_shells_net == shotgun_shells)
if (ATTR_CHANGED(shotgun_shells))
SendFlags |= PLAYER_AMMO1;
if (shotgun_spread_net == shotgun_spread)
if (ATTR_CHANGED(shotgun_spread))
SendFlags |= PLAYER_AMMO1;
if (dml_launch_net == dml_launch)
if (ATTR_CHANGED(dml_launch))
SendFlags |= PLAYER_AMMO2;
if (dml_flightpath_net == dml_flightpath)
if (ATTR_CHANGED(dml_flightpath))
SendFlags |= PLAYER_AMMO2;
if (dml_detonate_net == dml_detonate)
if (ATTR_CHANGED(dml_detonate))
SendFlags |= PLAYER_AMMO2;
if (dml_payload_net == dml_payload)
if (ATTR_CHANGED(dml_payload))
SendFlags |= PLAYER_AMMO2;
if (chem_acid_net == chem_acid)
if (ATTR_CHANGED(chem_acid))
SendFlags |= PLAYER_AMMO2;
if (chem_neutral_net == chem_neutral)
if (ATTR_CHANGED(chem_neutral))
SendFlags |= PLAYER_AMMO2;
if (chem_base_net == chem_base)
if (ATTR_CHANGED(chem_base))
SendFlags |= PLAYER_AMMO2;
if (chem_pressure_net == chem_pressure)
if (ATTR_CHANGED(chem_pressure))
SendFlags |= PLAYER_AMMO2;
if (beam_range_net == beam_range)
if (ATTR_CHANGED(beam_range))
SendFlags |= PLAYER_AMMO3;
if (beam_poweracc_net == beam_poweracc)
if (ATTR_CHANGED(beam_poweracc))
SendFlags |= PLAYER_AMMO3;
if (beam_lightning_net == beam_lightning)
if (ATTR_CHANGED(beam_lightning))
SendFlags |= PLAYER_AMMO3;
if (gren_detonate_net == gren_detonate)
if (ATTR_CHANGED(gren_detonate))
SendFlags |= PLAYER_AMMO3;
if (gren_payload_net == gren_payload)
if (ATTR_CHANGED(gren_payload))
SendFlags |= PLAYER_AMMO3;
if (menu_active_net == menu_active)
if (ATTR_CHANGED(menu_active))
SendFlags |= PLAYER_AMMO3;
if (dml_state_net == dml_state)
if (ATTR_CHANGED(dml_state))
SendFlags |= PLAYER_AMMO3;
ammo_battery_net = ammo_battery;
ammo_chem_net = ammo_chem;
ammo_rocket_net = ammo_rocket;
ammo_gauss_net = ammo_gauss;
ammo_minigun_net = ammo_minigun;
ammo_buckshot_net = ammo_buckshot;
fist_mode_net = fist_mode;
gauss_mode_net = gauss_mode;
shotgun_shells_net = shotgun_shells;
shotgun_spread_net = shotgun_spread;
dml_launch_net = dml_launch;
dml_flightpath_net = dml_flightpath;
dml_detonate_net = dml_detonate;
dml_payload_net = dml_payload;
chem_acid_net = chem_acid;
chem_neutral_net = chem_neutral;
chem_base_net = chem_base;
chem_pressure_net = chem_pressure;
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
beam_range_net = beam_range;
beam_poweracc_net = beam_poweracc;
beam_lightning_net = beam_lightning;
gren_detonate_net = gren_detonate;
gren_payload_net = gren_payload;
menu_active_net = menu_active;
dml_state_net = dml_state;
SAVE_STATE(ammo_battery);
SAVE_STATE(ammo_chem);
SAVE_STATE(ammo_rocket);
SAVE_STATE(ammo_gauss);
SAVE_STATE(ammo_minigun);
SAVE_STATE(ammo_buckshot);
SAVE_STATE(fist_mode);
SAVE_STATE(gauss_mode);
SAVE_STATE(shotgun_shells);
SAVE_STATE(shotgun_spread);
SAVE_STATE(dml_launch);
SAVE_STATE(dml_flightpath);
SAVE_STATE(dml_detonate);
SAVE_STATE(dml_payload);
SAVE_STATE(chem_acid);
SAVE_STATE(chem_neutral);
SAVE_STATE(chem_base);
SAVE_STATE(chem_pressure);
SAVE_STATE(beam_range);
SAVE_STATE(beam_poweracc);
SAVE_STATE(beam_lightning);
SAVE_STATE(gren_detonate);
SAVE_STATE(gren_payload);
SAVE_STATE(menu_active);
SAVE_STATE(dml_state);
}
/*
@ -367,11 +370,11 @@ float
player::SendEntity(entity ePEnt, float fChanged)
{
if (health <= 0 && ePEnt != this) {
return FALSE;
return (0);
}
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
return FALSE;
return (0);
}
if (ePEnt != self) {
@ -433,6 +436,6 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, dml_state);
}
return TRUE;
return (1);
}
#endif

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@ -95,7 +95,7 @@ w_aicore_deathmsg(void)
float
w_aicore_aimanim(void)
{
return 0;
return (0);
}
void

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@ -137,7 +137,7 @@ w_beamgun_deathmsg(void)
float
w_beamgun_aimanim(void)
{
return 0;
return (0);
}
void
@ -289,7 +289,7 @@ int
w_beamgun_hudforward(player pl)
{
if (pl.a_ammo1 <= 0) {
return TRUE;
return (1);
}
switch (pl.a_ammo1) {
@ -303,14 +303,14 @@ w_beamgun_hudforward(player pl)
sendevent("w_beamgun_light", "i", 1i);
break;
}
return FALSE;
return (0);
}
int
w_beamgun_hudback(player pl)
{
if (pl.a_ammo1 <= 0) {
return TRUE;
return (1);
}
switch (pl.a_ammo1) {
@ -324,7 +324,7 @@ w_beamgun_hudback(player pl)
sendevent("w_beamgun_light", "i", -1i);
break;
}
return FALSE;
return (0);
}
#else
void

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@ -133,7 +133,7 @@ w_chemicalgun_deathmsg(void)
float
w_chemicalgun_aimanim(void)
{
return 0;
return (0);
}
int
@ -152,10 +152,10 @@ w_chemicalgun_pickup(int new, int startammo)
if (pl.ammo_chem < 50) {
pl.ammo_chem = bound(0, pl.ammo_chem + 10, 50);
} else {
return FALSE;
return (0);
}
#endif
return TRUE;
return (1);
}
#ifdef CLIENT
@ -391,7 +391,7 @@ int
w_chemgun_hudforward(player pl)
{
if (pl.a_ammo1 <= 0) {
return TRUE;
return (1);
}
switch (pl.a_ammo1) {
@ -408,14 +408,14 @@ w_chemgun_hudforward(player pl)
sendevent("w_chem_p", "i", 1i);
break;
}
return FALSE;
return (0);
}
int
w_chemgun_hudback(player pl)
{
if (pl.a_ammo1 <= 0) {
return TRUE;
return (1);
}
switch (pl.a_ammo1) {
@ -432,7 +432,7 @@ w_chemgun_hudback(player pl)
sendevent("w_chem_p", "i", -1i);
break;
}
return FALSE;
return (0);
}
#else
void

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@ -218,7 +218,7 @@ w_dml_deathmsg(void)
float
w_dml_aimanim(void)
{
return 0;
return (0);
}
int
@ -230,10 +230,10 @@ w_dml_pickup(int new, int startammo)
if (pl.ammo_rocket < 100) {
pl.ammo_rocket = bound(0, pl.ammo_rocket + 2, 100);
} else {
return FALSE;
return (0);
}
#endif
return TRUE;
return (1);
}
void
@ -411,7 +411,7 @@ int
w_dml_hudforward(player pl)
{
if (pl.menu_active <= 0) {
return TRUE;
return (1);
}
switch (pl.menu_active) {
@ -428,13 +428,13 @@ w_dml_hudforward(player pl)
sendevent("w_dml_pay", "i", 1i);
break;
}
return FALSE;
return (0);
}
int
w_dml_hudback(player pl)
{
if (pl.menu_active <= 0) {
return TRUE;
return (1);
}
switch (pl.menu_active) {
@ -451,7 +451,7 @@ w_dml_hudback(player pl)
sendevent("w_dml_pay", "i", -1i);
break;
}
return FALSE;
return (0);
}
#else
void

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@ -217,7 +217,7 @@ w_fists_deathmsg(void)
float
w_fists_aimanim(void)
{
return 0;
return (0);
}
int
@ -229,10 +229,10 @@ w_fists_pickup(int new, int startammo)
if (pl.ammo_minigun < 100) {
pl.ammo_minigun = bound(0, pl.ammo_minigun + 30, 100);
} else {
return FALSE;
return (0);
}
#endif
return TRUE;
return (1);
}
void

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@ -193,7 +193,7 @@ w_gausspistol_deathmsg(void)
float
w_gausspistol_aimanim(void)
{
return 0;
return (0);
}
int
@ -205,10 +205,10 @@ w_gausspistol_pickup(int new, int startammo)
if (pl.ammo_gauss < 150) {
pl.ammo_gauss = bound(0, pl.ammo_gauss + 35, 150);
} else {
return FALSE;
return (0);
}
#endif
return TRUE;
return (1);
}
void
@ -399,24 +399,24 @@ int
w_gausspistol_hudforward(player pl)
{
if (pl.a_ammo1 <= 0) {
return TRUE;
return (1);
}
pl.a_ammo3 = bound(GM_SINGLE, pl.a_ammo3 - 1, GM_FAST);
sendevent("w_gp_setmode", "i", pl.a_ammo3);
return FALSE;
return (0);
}
int
w_gausspistol_hudback(player pl)
{
if (pl.a_ammo1 <= 0) {
return TRUE;
return (1);
}
pl.a_ammo3 = bound(GM_SINGLE, pl.a_ammo3 + 1, GM_FAST);
sendevent("w_gp_setmode", "i", pl.a_ammo3);
return FALSE;
return (0);
}
#else
void

View File

@ -139,7 +139,7 @@ w_grenade_deathmsg(void)
float
w_grenade_aimanim(void)
{
return 0;
return (0);
}
void
@ -253,7 +253,7 @@ int
w_grenade_hudforward(player pl)
{
if (pl.a_ammo1 <= 0) {
return TRUE;
return (1);
}
switch (pl.a_ammo1) {
@ -264,14 +264,14 @@ w_grenade_hudforward(player pl)
sendevent("w_gren_pay", "i", 1i);
break;
}
return FALSE;
return (0);
}
int
w_grenade_hudback(player pl)
{
if (pl.a_ammo1 <= 0) {
return TRUE;
return (1);
}
switch (pl.a_ammo1) {
@ -282,7 +282,7 @@ w_grenade_hudback(player pl)
sendevent("w_gren_pay", "i", -1i);
break;
}
return FALSE;
return (0);
}
#else
void

View File

@ -168,7 +168,7 @@ w_minigun_deathmsg(void)
float
w_minigun_aimanim(void)
{
return 0;
return (0);
}
int
@ -180,10 +180,10 @@ w_minigun_pickup(int new, int startammo)
if (pl.ammo_minigun < 100) {
pl.ammo_minigun = bound(0, pl.ammo_minigun + 30, 100);
} else {
return FALSE;
return (0);
}
#endif
return TRUE;
return (1);
}
void

View File

@ -210,7 +210,7 @@ w_shotgun_deathmsg(void)
float
w_shotgun_aimanim(void)
{
return 0;
return (0);
}
int
@ -227,10 +227,10 @@ w_shotgun_pickup(int new, int startammo)
if (pl.ammo_buckshot < 90) {
pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 16, 90);
} else {
return FALSE;
return (0);
}
#endif
return TRUE;
return (1);
}
void
@ -361,7 +361,7 @@ int
w_shotgun_hudforward(player pl)
{
if (pl.menu_active <= 0) {
return TRUE;
return (1);
}
switch (pl.menu_active) {
@ -372,14 +372,14 @@ w_shotgun_hudforward(player pl)
sendevent("w_shot_spread", "i", 1i);
break;
}
return FALSE;
return (0);
}
int
w_shotgun_hudback(player pl)
{
if (pl.menu_active <= 0) {
return TRUE;
return (1);
}
switch (pl.menu_active) {
@ -390,7 +390,7 @@ w_shotgun_hudback(player pl)
sendevent("w_shot_spread", "i", -1i);
break;
}
return FALSE;
return (0);
}
#else
void

View File

@ -61,7 +61,7 @@ int Weapons_InputForward(player pl)
if (gp_inputforward[pl.activeweapon] != __NULL__) {
return gp_inputforward[pl.activeweapon](pl);
}
return TRUE;
return (1);
}
int Weapons_InputBack(player pl)
@ -69,6 +69,6 @@ int Weapons_InputBack(player pl)
if (gp_inputback[pl.activeweapon] != __NULL__) {
return gp_inputback[pl.activeweapon](pl);
}
return TRUE;
return (1);
}
#endif