Fix compilation against latest Nuclide

This commit is contained in:
Marco Cawthorne 2023-09-18 18:53:31 -07:00
parent 687953f825
commit 77678cf09c
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
6 changed files with 22 additions and 56 deletions

View File

@ -28,28 +28,6 @@ ClientGame_EventParse(float fHeader)
case EV_OBITUARY:{
Obituary_Parse();
}break;
case EV_SPARK:{
vector vSparkPos, vSparkAngle;
vSparkPos[0] = readcoord();
vSparkPos[1] = readcoord();
vSparkPos[2] = readcoord();
vSparkAngle[0] = readcoord();
vSparkAngle[1] = readcoord();
vSparkAngle[2] = readcoord();
FX_Spark(vSparkPos, vSparkAngle);
}break;
case EV_GIBHUMAN:
vector vGibPos;
vGibPos[0] = readcoord();
vGibPos[1] = readcoord();
vGibPos[2] = readcoord();
vector vDir;
vDir[0] = readcoord();
vDir[1] = readcoord();
vDir[2] = readcoord();
float flForce = readfloat();
FX_GibHuman(vGibPos, vDir, flForce);
break;
case EV_BLOOD:{
vector vBloodPos;
vector vBloodColor;
@ -64,15 +42,6 @@ ClientGame_EventParse(float fHeader)
FX_Blood(vBloodPos, vBloodColor);
}break;
case EV_EXPLOSION:{
vector vExploPos;
vExploPos[0] = readcoord();
vExploPos[1] = readcoord();
vExploPos[2] = readcoord();
FX_Explosion(vExploPos);
}break;
case EVENT_TS::FX_TS_EXPLOSION_GRENADE:{
vector vExploPos2;
@ -82,21 +51,6 @@ ClientGame_EventParse(float fHeader)
FX_TS_Explosion_Grenade(vExploPos2);
}break;
case EV_MODELGIB:{
vector vecPos;
vecPos[0] = readcoord();
vecPos[1] = readcoord();
vecPos[2] = readcoord();
vector vSize;
vSize[0] = readcoord();
vSize[1] = readcoord();
vSize[2] = readcoord();
float fStyle = readbyte();
int count = readbyte();
FX_BreakModel(count, vecPos, vSize, [0,0,0], fStyle);
}break;
case EV_IMPACT:{
int iType;
vector vOrigin, vNormal;

View File

@ -14,10 +14,6 @@ void ClientGame_Precache(void){
// All forked effects!
FX_Blood_Init();
FX_BreakModel_Init();
FX_Explosion_Init();
FX_GibHuman_Init();
FX_Spark_Init();
FX_Impact_Init();
////////////////////////////////////////////////////////////////////////////////////

View File

@ -119,6 +119,7 @@ class TSMultiplayerRules:TSGameRules
virtual void(NSClientPlayer pp) PlayerMakeSpectatorDelayed;
virtual void(NSClientPlayer, int) PlayerRespawn;
virtual entity(float) PlayerFindSpawn;
virtual bool PlayerRequestRespawn(NSClientPlayer);
virtual void(player pl) setPlayerMoneyDefault;

View File

@ -29,6 +29,21 @@ TSMultiplayerRules::TSMultiplayerRules(void)
*/
}
bool
TSMultiplayerRules::PlayerRequestRespawn(NSClientPlayer bp)
{
if (bp.TimeSinceDeath() > 0.5f) {
TSMultiplayerRules rules;
rules = (TSMultiplayerRules)g_grMode;
rules.PlayerMakePlayableWithDefaultMoney(bp);
return true;
}
return false;
}
// respawn absolutely everything
// (check out init_respawn in case the var checked or any other part of the process changes)
@ -260,7 +275,9 @@ TSMultiplayerRules::PlayerDeath(NSClientPlayer pp)
/* either gib, or make a corpse */
if (pl.health < -50) {
FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
float gibStrength = g_dmg_iDamage * 2.0f;
BreakModel_Entity(pl, gibDir, gibStrength);
} else {
/* Let's handle corpses on the clientside */
entity corpse = spawn();

View File

@ -45,7 +45,9 @@ TSSingleplayerRules::PlayerDeath(NSClientPlayer pp)
}
if (pp.health < -50) {
FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
float gibStrength = g_dmg_iDamage * 2.0f;
BreakModel_Entity(pl, gibDir, gibStrength);
}
/* Let's handle corpses on the clientside */

View File

@ -54,10 +54,6 @@ pmove_water.qc
// refer to the FreeHL fx_ files instead of forking
// (remove any that turn out to never be involved)
../../../valve/src/shared/fx_blood.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
// except that one
fx_impact.qc
// NEW