Remove references to client/player.qc and make the codebase compile again.
This commit is contained in:
parent
005bda8f8b
commit
fa43448853
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@ -18,7 +18,6 @@
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void
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Game_RunClientCommand(void)
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{
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Footsteps_Update();
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//TAGGG
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// FreeHL does it this way instead now (further down)?
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// I don't think this is even significant.
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@ -32,13 +32,13 @@ enum PLAYER_STATE{
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#define ATTR_CHANGED_ARY(ary, i) (ary ##_net[i] != ary[i])
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#define PREDICTED_ARY_INT(ary, size) int ary[size]; int ary ##_net[size]
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#define PREDICTED_ARY_FLOAT(ary, size) float ary[size]; float ary ##_net[size]
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#define PREDICTED_ARY_INT(ary, size) int ary[size]; int ary ##_net[size];
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#define PREDICTED_ARY_FLOAT(ary, size) float ary[size]; float ary ##_net[size];
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#define ROLL_BACK_ARY(ary, i) ary[i] = ary ##_net[i]
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#define SAVE_STATE_ARY(ary, i) ary ##_net[i] = ary[i]
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#define PREDICTED_CUSTOM(arg_t, x) arg_t x; arg_t x ##_net
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#define PREDICTED_CUSTOM(arg_t, x) arg_t x; arg_t x ##_net;
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/*
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#define ROLL_BACK_ARRAY_MEMBER(ary, i, sub) ary[i].sub = ary ##_net[i].sub
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#define SAVE_STATE_ARRAY_MEMBER(ary, i, sub) x ##_net = x // did not do
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@ -79,11 +79,11 @@ class player:NSClientPlayer
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/* animation */
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PREDICTED_INT(anim_top);
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PREDICTED_FLOAT(anim_top_time);
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PREDICTED_FLOAT(anim_top_delay);
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PREDICTED_INT(anim_bottom);
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PREDICTED_FLOAT(anim_bottom_time);
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PREDICTED_INT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_INT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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////////////////////////////////////////////////////////////////////
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@ -91,7 +91,7 @@ class player:NSClientPlayer
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//TAGGG - TODO! Put the PREDICTED_INT/FLOAT/whatever stuff on what needs it.
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PREDICTED_CUSTOM(PLAYER_STATE, iState);
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PREDICTED_CUSTOM(PLAYER_STATE, iState)
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#ifdef SERVER
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@ -130,7 +130,7 @@ class player:NSClientPlayer
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// 0 is the default (no zoom). There is no standard for what zoom value there is for each
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// zoom level in general, that is up to the equipped weapon's secondaryfire method to fill
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// on right-clicking to change the zoom level.
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PREDICTED_INT(iZoomLevel);
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PREDICTED_INT(iZoomLevel)
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// Set this (or the setZoom method) to tap into the lerp system properly.
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// When noticed (client/view.qc), the current zoom value goes to flZoomStart and
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// flZoomTarget goes to flZoomEnd. The lerp goes from Start to End for a smooth transition.
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@ -232,29 +232,29 @@ class player:NSClientPlayer
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// (reload with karate out, I assume?) is supposed to do.
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float flKarateBlockCooldown;
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PREDICTED_INT(iMeleeCycler);
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PREDICTED_INT(iMeleeCycler)
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PREDICTED_FLOAT(flViewAngleOffsetTarget);
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PREDICTED_VECTOR(vViewAngleOffsetTargetDir);
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PREDICTED_FLOAT(flViewAngleOffsetTarget)
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PREDICTED_VECTOR(vViewAngleOffsetTargetDir)
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PREDICTED_VECTOR(vViewAngleOffsetTotalChange);
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PREDICTED_VECTOR(vViewAngleOffsetTotalChange)
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#ifdef SERVER
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vector vViewAngleOffsetTotalChangeAlt;
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#endif
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PREDICTED_FLOAT(fAccuracyKickback);
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PREDICTED_FLOAT(fAccuracyKickbackStartCooldown);
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PREDICTED_FLOAT(fAccuracyKickback)
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PREDICTED_FLOAT(fAccuracyKickbackStartCooldown)
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// The client can keep its own in mind as prediction between frames if needed. Server
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// time and client time aren't really compatible to send like this.
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PREDICTED_FLOAT(fMoveBlockDelay);
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PREDICTED_FLOAT(fUncrouchBlockDelay);
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PREDICTED_FLOAT(fMoveBlockDelay)
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PREDICTED_FLOAT(fUncrouchBlockDelay)
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// not networked, set by the player individually client and serverside on picking
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// the weapon. Might not even be necessary to do this.
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float fMoveBlockCapSpeed;
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PREDICTED_FLOAT(fKarateStamina);
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PREDICTED_FLOAT(fKarateStamina)
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// These will be shared and help with slowdown logic.
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@ -330,11 +330,11 @@ class player:NSClientPlayer
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// would complicate that, maybe still do the SAVE/ROLL_BACK stuff?
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// aryNextBurstShotTime_listenIndex depends on the time and updates a lot,
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// that one most likely has to stay networked and predicted.
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PREDICTED_INT(aryNextBurstShotTime_softLength);
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PREDICTED_ARY_FLOAT(aryNextBurstShotTime, 5);
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PREDICTED_INT(aryNextBurstShotTime_listenIndex);
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PREDICTED_INT(aryNextBurstShotTime_softLength)
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PREDICTED_ARY_FLOAT(aryNextBurstShotTime, 5)
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PREDICTED_INT(aryNextBurstShotTime_listenIndex)
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PREDICTED_ARY_INT(ary_ammoTotal, AMMO_ID::LAST_ID);
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PREDICTED_ARY_INT(ary_ammoTotal, AMMO_ID::LAST_ID)
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//shotgun stuff
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//////////////////////////////////////////////////////////////////////////////
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@ -348,12 +348,12 @@ class player:NSClientPlayer
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// 1 = doing reload2 (intermediate; ammo loading)
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// 2 = doing reload3 (end)
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// ALSO! Call Byte vars 'floats' because FTE makes 'readbyte' give a float.
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PREDICTED_FLOAT(shotgunReloadIndex);
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PREDICTED_FLOAT(shotgunReloadIndex)
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// do these even need to be networked in the end? Works now as it is,
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// anything involving networking in even the most remote sense do be a finicky beast at times
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PREDICTED_FLOAT(shotgunAddAmmoTime);
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PREDICTED_FLOAT(shotgunAddAmmoSoundTime);
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PREDICTED_FLOAT(shotgunAddAmmoTime)
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PREDICTED_FLOAT(shotgunAddAmmoSoundTime)
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#ifdef CLIENT
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// This time must pass before re-setting the shotgunAddAmmoTime/shotgunAddAmmoSoundTime counters is allowed.
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@ -389,13 +389,13 @@ class player:NSClientPlayer
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// finishes, decide whether to bring another grenade up (has ammo), other-
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// wise, discard the weapon and pick another.
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PREDICTED_INT(grenadeFireIndex);
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PREDICTED_INT(grenadeFireIndex)
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// at what time do I throw the grenade after starting the throw/toss anim?
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//TAGGG - should these be predicted too? Unsure. Possibly not.
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PREDICTED_FLOAT(grenadeSpawnTime);
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PREDICTED_FLOAT(grenadeHeldDuration);
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PREDICTED_FLOAT(grenadeSpawnTime)
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PREDICTED_FLOAT(grenadeHeldDuration)
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// Same for this, but it has been for a while
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PREDICTED_FLOAT(bGrenadeToss); //set to FALSE if it's a typical throw instead.
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PREDICTED_FLOAT(bGrenadeToss) //set to FALSE if it's a typical throw instead.
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// shared
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@ -410,21 +410,21 @@ class player:NSClientPlayer
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// sure what flags are guaranteed open / nonconflicting with anything else.
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// was BOOL
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PREDICTED_FLOAT(isReloading);
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PREDICTED_FLOAT(isReloading)
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// was BOOL
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PREDICTED_FLOAT(isChangingIronsight);
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PREDICTED_FLOAT(isChangingIronsight)
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PREDICTED_FLOAT(w_attack_akimbo_next);
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PREDICTED_FLOAT(w_attack_akimbo_next)
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int akimboTest;
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int akimboFirePrev;
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PREDICTED_FLOAT(akimboDualFireToleranceTime);
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PREDICTED_FLOAT(akimboDualFireToleranceTime)
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// What is the next way I want to try firing if only primary is supposed to be used?
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// Only used for certain firemode(s).
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PREDICTED_FLOAT(nextAkimboAttackPreference);
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PREDICTED_FLOAT(nextAkimboAttackPreference)
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// Only used by akimbo to tell something about a recently chosen attack.
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// Pending a rename to make that more clear
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@ -440,7 +440,7 @@ class player:NSClientPlayer
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// currently equipped weapon, set 'activeweapon' to the type of weapon in that inventory
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// space to let Nuclide tap into weapon info as needed, best of both worlds.
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//int activeweapon;
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PREDICTED_INT(inventoryEquippedIndex);
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PREDICTED_INT(inventoryEquippedIndex)
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// for akimbo weapons, the ID of the singular version for easy reference.
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float activeweapon_singular;
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@ -456,10 +456,10 @@ class player:NSClientPlayer
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// weapon select, are still tied to the exact same element in ary_myWeapons.
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// was BOOL.
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PREDICTED_FLOAT(weaponEquippedAkimbo);
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PREDICTED_FLOAT(weaponEquippedAkimbo)
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weapondynamic_t ary_myWeapons[ary_myWeapons_length];
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PREDICTED_INT(ary_myWeapons_softMax);
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PREDICTED_INT(ary_myWeapons_softMax)
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// Have one space for each type of ammo available.
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// If there were a large number of ammunitions and a low likelihood that all/most were
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@ -467,8 +467,8 @@ class player:NSClientPlayer
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// of ammunitions expected and keep track of which one an index (0, 1, 2, 3, etc.) refers
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// to. Sounds like a lot of extra work for a single ammo counter per type of ammo which
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// is all this is.
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//int ary_ammoTotal[AMMO_ID::LAST_ID];
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PREDICTED_ARY_INT(ary_ammoTotal, AMMO_ID::LAST_ID);
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//int ary_ammoTotal[AMMO_ID::LAST_ID]
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PREDICTED_ARY_INT(ary_ammoTotal, AMMO_ID::LAST_ID)
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// Provided for quick reference. How many slots does the current loadout take?
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// There is a record of how much money has been spent, similar to config, but that isn't
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@ -563,9 +563,6 @@ class player:NSClientPlayer
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// FeeHL clones
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#ifdef CLIENT
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virtual void(void) draw;
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virtual float() predraw;
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virtual void(void) postdraw;
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virtual void(float,float) ReceiveEntity;
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// NEW
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virtual void(int i) ReceiveEntity_ary_myWeapons;
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@ -315,12 +315,12 @@ typedef struct{
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// TODO. make this a struct instead? should be feasible.
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// yes this is a class... hm. fix later.
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class weapondynamic_t{
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PREDICTED_INT(weaponID); //what weapon is this referring to in the array of weapon data (glock, SOCOM, SMG, M4A1, etc.)
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PREDICTED_INT(weaponTypeID); //what type of struct does the weapon use for convenient casting in lookups (gun, ironsight, melee, throwable)?
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PREDICTED_INT(weaponID) //what weapon is this referring to in the array of weapon data (glock, SOCOM, SMG, M4A1, etc.)
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PREDICTED_INT(weaponTypeID) //what type of struct does the weapon use for convenient casting in lookups (gun, ironsight, melee, throwable)?
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// what did the player actually buy?
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// Also set this even for forced buyopts, such as the ruger's silencer.
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PREDICTED_INT(iBitsUpgrade);
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PREDICTED_INT(iBitsUpgrade)
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// How many of this weapon are equipped? The Akimbo BuyOpt makes this potentially 2.
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// Weapons that come akimbo (golden colts) will still treat this as "1".
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@ -328,39 +328,39 @@ class weapondynamic_t{
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// This is for whether the current weapon should be treated as one (golden colts drop together in one
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// model) or whether dropping just removes the akimbo version.
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// Throwing knives can also use this iCount to stack instead.
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PREDICTED_INT(iCount);
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PREDICTED_INT(iCount)
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//Does keeping track of these things on an actual inventory'd weapon even makes sense?
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//Ah well, lazy client-server logic compatability for now.
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PREDICTED_INT(iPrice);
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PREDICTED_INT(iSlots);
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PREDICTED_INT(iPrice)
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PREDICTED_INT(iSlots)
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PREDICTED_INT(iClipLeft);
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PREDICTED_INT(iClipAkimboLeft); //ammo left of the 2nd weapon if the akimbo option is present.
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PREDICTED_INT(iClipLeft)
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PREDICTED_INT(iClipAkimboLeft) //ammo left of the 2nd weapon if the akimbo option is present.
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// Buyopts flashlight and lasersight can be toggled on/off. The rest don't need
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// to be part of this bitmask to be on at all times.
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PREDICTED_INT(iBitsUpgrade_on);
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PREDICTED_INT(iBitsUpgrade_on)
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// What firemode is the player using for this weapon now?
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PREDICTED_INT(iFireMode);
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PREDICTED_INT(iFireModeAkimbo);
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PREDICTED_INT(iFireMode)
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PREDICTED_INT(iFireModeAkimbo)
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// Is the player using ironsight (right-click)? Also include checks for scoping / drawing overlays
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// in logic later if needed.
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// This is usually a boolean (0 or 1... off or on), but weapons with multiple magnifications can use
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// this to count too, such as for 2times or 10times. 0(off), 1(2x), 2(10x).
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PREDICTED_INT(iIronSight);
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PREDICTED_INT(iIronSight)
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// Do I force the first bodygroup's submodel to a certain choice?
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// NOTE - do not set to 0 during intended use! That is only a lazy default to say, don't do anything
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// to the submodel on drawing this weapon. Submodels actually start at 1, even if the only one.
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// If set to 0, the change will only be noticed on undrawing/drawing the weapon as the submodel will
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// not be applied then. Set to 1 to change in real time (likely the intention).
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PREDICTED_INT(iForceBodygroup1Submodel);
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PREDICTED_INT(iForceBodygroup1Submodel)
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// In pump-action mode, set to TRUE after firing the shotgun. The next click pumps
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// instead.
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// leaves this flag unaffected).
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// Reloading also disables this flag, as it always ends in a visual pump.
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// (was BOOL)
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PREDICTED_FLOAT(bNeedsPump);
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PREDICTED_FLOAT(bNeedsPump)
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void(void) weapondynamic_t;
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@ -123,8 +123,10 @@ weapon_base_meleeHitEffect(void)
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// FLESH, BLOODYFLESH, SLOSH, FOLIAGE, ALIEN, and CONCRETE are all guesses.
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// Several others might be anyway, just extra unsure of these, if any TS map
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// even uses them.
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switch ((float)hash_get(hashMaterials, texFilter)) {
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/* Obsolete, use the new surfaceproperty based system instead */
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/*
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switch ((float)hash_get(hashMaterials, texFilter)) {
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case MATID_FLESH:
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case MATID_BLOODYFLESH:
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case MATID_SLOSH:
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FX_Impact_Melee(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
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resultHit = MELEE_HIT_RESPONSE::METAL;
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break;
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default:
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default:*/
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FX_Impact_Melee(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
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resultHit = MELEE_HIT_RESPONSE::METAL;
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/*
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break;
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}
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} */
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return resultHit;
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}
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#endif
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