Remove references to client/player.qc and make the codebase compile again.

This commit is contained in:
Marco Cawthorne 2022-11-30 14:32:28 -08:00
parent 005bda8f8b
commit fa43448853
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
4 changed files with 1021 additions and 1021 deletions

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@ -18,7 +18,6 @@
void
Game_RunClientCommand(void)
{
Footsteps_Update();
//TAGGG
// FreeHL does it this way instead now (further down)?
// I don't think this is even significant.

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@ -32,13 +32,13 @@ enum PLAYER_STATE{
#define ATTR_CHANGED_ARY(ary, i) (ary ##_net[i] != ary[i])
#define PREDICTED_ARY_INT(ary, size) int ary[size]; int ary ##_net[size]
#define PREDICTED_ARY_FLOAT(ary, size) float ary[size]; float ary ##_net[size]
#define PREDICTED_ARY_INT(ary, size) int ary[size]; int ary ##_net[size];
#define PREDICTED_ARY_FLOAT(ary, size) float ary[size]; float ary ##_net[size];
#define ROLL_BACK_ARY(ary, i) ary[i] = ary ##_net[i]
#define SAVE_STATE_ARY(ary, i) ary ##_net[i] = ary[i]
#define PREDICTED_CUSTOM(arg_t, x) arg_t x; arg_t x ##_net
#define PREDICTED_CUSTOM(arg_t, x) arg_t x; arg_t x ##_net;
/*
#define ROLL_BACK_ARRAY_MEMBER(ary, i, sub) ary[i].sub = ary ##_net[i].sub
#define SAVE_STATE_ARRAY_MEMBER(ary, i, sub) x ##_net = x // did not do
@ -79,11 +79,11 @@ class player:NSClientPlayer
/* animation */
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(anim_top)
PREDICTED_FLOAT(anim_top_time)
PREDICTED_FLOAT(anim_top_delay)
PREDICTED_INT(anim_bottom)
PREDICTED_FLOAT(anim_bottom_time)
////////////////////////////////////////////////////////////////////
@ -91,7 +91,7 @@ class player:NSClientPlayer
//TAGGG - TODO! Put the PREDICTED_INT/FLOAT/whatever stuff on what needs it.
PREDICTED_CUSTOM(PLAYER_STATE, iState);
PREDICTED_CUSTOM(PLAYER_STATE, iState)
#ifdef SERVER
@ -130,7 +130,7 @@ class player:NSClientPlayer
// 0 is the default (no zoom). There is no standard for what zoom value there is for each
// zoom level in general, that is up to the equipped weapon's secondaryfire method to fill
// on right-clicking to change the zoom level.
PREDICTED_INT(iZoomLevel);
PREDICTED_INT(iZoomLevel)
// Set this (or the setZoom method) to tap into the lerp system properly.
// When noticed (client/view.qc), the current zoom value goes to flZoomStart and
// flZoomTarget goes to flZoomEnd. The lerp goes from Start to End for a smooth transition.
@ -232,29 +232,29 @@ class player:NSClientPlayer
// (reload with karate out, I assume?) is supposed to do.
float flKarateBlockCooldown;
PREDICTED_INT(iMeleeCycler);
PREDICTED_INT(iMeleeCycler)
PREDICTED_FLOAT(flViewAngleOffsetTarget);
PREDICTED_VECTOR(vViewAngleOffsetTargetDir);
PREDICTED_FLOAT(flViewAngleOffsetTarget)
PREDICTED_VECTOR(vViewAngleOffsetTargetDir)
PREDICTED_VECTOR(vViewAngleOffsetTotalChange);
PREDICTED_VECTOR(vViewAngleOffsetTotalChange)
#ifdef SERVER
vector vViewAngleOffsetTotalChangeAlt;
#endif
PREDICTED_FLOAT(fAccuracyKickback);
PREDICTED_FLOAT(fAccuracyKickbackStartCooldown);
PREDICTED_FLOAT(fAccuracyKickback)
PREDICTED_FLOAT(fAccuracyKickbackStartCooldown)
// The client can keep its own in mind as prediction between frames if needed. Server
// time and client time aren't really compatible to send like this.
PREDICTED_FLOAT(fMoveBlockDelay);
PREDICTED_FLOAT(fUncrouchBlockDelay);
PREDICTED_FLOAT(fMoveBlockDelay)
PREDICTED_FLOAT(fUncrouchBlockDelay)
// not networked, set by the player individually client and serverside on picking
// the weapon. Might not even be necessary to do this.
float fMoveBlockCapSpeed;
PREDICTED_FLOAT(fKarateStamina);
PREDICTED_FLOAT(fKarateStamina)
// These will be shared and help with slowdown logic.
@ -330,11 +330,11 @@ class player:NSClientPlayer
// would complicate that, maybe still do the SAVE/ROLL_BACK stuff?
// aryNextBurstShotTime_listenIndex depends on the time and updates a lot,
// that one most likely has to stay networked and predicted.
PREDICTED_INT(aryNextBurstShotTime_softLength);
PREDICTED_ARY_FLOAT(aryNextBurstShotTime, 5);
PREDICTED_INT(aryNextBurstShotTime_listenIndex);
PREDICTED_INT(aryNextBurstShotTime_softLength)
PREDICTED_ARY_FLOAT(aryNextBurstShotTime, 5)
PREDICTED_INT(aryNextBurstShotTime_listenIndex)
PREDICTED_ARY_INT(ary_ammoTotal, AMMO_ID::LAST_ID);
PREDICTED_ARY_INT(ary_ammoTotal, AMMO_ID::LAST_ID)
//shotgun stuff
//////////////////////////////////////////////////////////////////////////////
@ -348,12 +348,12 @@ class player:NSClientPlayer
// 1 = doing reload2 (intermediate; ammo loading)
// 2 = doing reload3 (end)
// ALSO! Call Byte vars 'floats' because FTE makes 'readbyte' give a float.
PREDICTED_FLOAT(shotgunReloadIndex);
PREDICTED_FLOAT(shotgunReloadIndex)
// do these even need to be networked in the end? Works now as it is,
// anything involving networking in even the most remote sense do be a finicky beast at times
PREDICTED_FLOAT(shotgunAddAmmoTime);
PREDICTED_FLOAT(shotgunAddAmmoSoundTime);
PREDICTED_FLOAT(shotgunAddAmmoTime)
PREDICTED_FLOAT(shotgunAddAmmoSoundTime)
#ifdef CLIENT
// This time must pass before re-setting the shotgunAddAmmoTime/shotgunAddAmmoSoundTime counters is allowed.
@ -389,13 +389,13 @@ class player:NSClientPlayer
// finishes, decide whether to bring another grenade up (has ammo), other-
// wise, discard the weapon and pick another.
PREDICTED_INT(grenadeFireIndex);
PREDICTED_INT(grenadeFireIndex)
// at what time do I throw the grenade after starting the throw/toss anim?
//TAGGG - should these be predicted too? Unsure. Possibly not.
PREDICTED_FLOAT(grenadeSpawnTime);
PREDICTED_FLOAT(grenadeHeldDuration);
PREDICTED_FLOAT(grenadeSpawnTime)
PREDICTED_FLOAT(grenadeHeldDuration)
// Same for this, but it has been for a while
PREDICTED_FLOAT(bGrenadeToss); //set to FALSE if it's a typical throw instead.
PREDICTED_FLOAT(bGrenadeToss) //set to FALSE if it's a typical throw instead.
// shared
@ -410,21 +410,21 @@ class player:NSClientPlayer
// sure what flags are guaranteed open / nonconflicting with anything else.
// was BOOL
PREDICTED_FLOAT(isReloading);
PREDICTED_FLOAT(isReloading)
// was BOOL
PREDICTED_FLOAT(isChangingIronsight);
PREDICTED_FLOAT(isChangingIronsight)
PREDICTED_FLOAT(w_attack_akimbo_next);
PREDICTED_FLOAT(w_attack_akimbo_next)
int akimboTest;
int akimboFirePrev;
PREDICTED_FLOAT(akimboDualFireToleranceTime);
PREDICTED_FLOAT(akimboDualFireToleranceTime)
// What is the next way I want to try firing if only primary is supposed to be used?
// Only used for certain firemode(s).
PREDICTED_FLOAT(nextAkimboAttackPreference);
PREDICTED_FLOAT(nextAkimboAttackPreference)
// Only used by akimbo to tell something about a recently chosen attack.
// Pending a rename to make that more clear
@ -440,7 +440,7 @@ class player:NSClientPlayer
// currently equipped weapon, set 'activeweapon' to the type of weapon in that inventory
// space to let Nuclide tap into weapon info as needed, best of both worlds.
//int activeweapon;
PREDICTED_INT(inventoryEquippedIndex);
PREDICTED_INT(inventoryEquippedIndex)
// for akimbo weapons, the ID of the singular version for easy reference.
float activeweapon_singular;
@ -456,10 +456,10 @@ class player:NSClientPlayer
// weapon select, are still tied to the exact same element in ary_myWeapons.
// was BOOL.
PREDICTED_FLOAT(weaponEquippedAkimbo);
PREDICTED_FLOAT(weaponEquippedAkimbo)
weapondynamic_t ary_myWeapons[ary_myWeapons_length];
PREDICTED_INT(ary_myWeapons_softMax);
PREDICTED_INT(ary_myWeapons_softMax)
// Have one space for each type of ammo available.
// If there were a large number of ammunitions and a low likelihood that all/most were
@ -467,8 +467,8 @@ class player:NSClientPlayer
// of ammunitions expected and keep track of which one an index (0, 1, 2, 3, etc.) refers
// to. Sounds like a lot of extra work for a single ammo counter per type of ammo which
// is all this is.
//int ary_ammoTotal[AMMO_ID::LAST_ID];
PREDICTED_ARY_INT(ary_ammoTotal, AMMO_ID::LAST_ID);
//int ary_ammoTotal[AMMO_ID::LAST_ID]
PREDICTED_ARY_INT(ary_ammoTotal, AMMO_ID::LAST_ID)
// Provided for quick reference. How many slots does the current loadout take?
// There is a record of how much money has been spent, similar to config, but that isn't
@ -563,9 +563,6 @@ class player:NSClientPlayer
// FeeHL clones
#ifdef CLIENT
virtual void(void) draw;
virtual float() predraw;
virtual void(void) postdraw;
virtual void(float,float) ReceiveEntity;
// NEW
virtual void(int i) ReceiveEntity_ary_myWeapons;

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@ -315,12 +315,12 @@ typedef struct{
// TODO. make this a struct instead? should be feasible.
// yes this is a class... hm. fix later.
class weapondynamic_t{
PREDICTED_INT(weaponID); //what weapon is this referring to in the array of weapon data (glock, SOCOM, SMG, M4A1, etc.)
PREDICTED_INT(weaponTypeID); //what type of struct does the weapon use for convenient casting in lookups (gun, ironsight, melee, throwable)?
PREDICTED_INT(weaponID) //what weapon is this referring to in the array of weapon data (glock, SOCOM, SMG, M4A1, etc.)
PREDICTED_INT(weaponTypeID) //what type of struct does the weapon use for convenient casting in lookups (gun, ironsight, melee, throwable)?
// what did the player actually buy?
// Also set this even for forced buyopts, such as the ruger's silencer.
PREDICTED_INT(iBitsUpgrade);
PREDICTED_INT(iBitsUpgrade)
// How many of this weapon are equipped? The Akimbo BuyOpt makes this potentially 2.
// Weapons that come akimbo (golden colts) will still treat this as "1".
@ -328,39 +328,39 @@ class weapondynamic_t{
// This is for whether the current weapon should be treated as one (golden colts drop together in one
// model) or whether dropping just removes the akimbo version.
// Throwing knives can also use this iCount to stack instead.
PREDICTED_INT(iCount);
PREDICTED_INT(iCount)
//Does keeping track of these things on an actual inventory'd weapon even makes sense?
//Ah well, lazy client-server logic compatability for now.
PREDICTED_INT(iPrice);
PREDICTED_INT(iSlots);
PREDICTED_INT(iPrice)
PREDICTED_INT(iSlots)
PREDICTED_INT(iClipLeft);
PREDICTED_INT(iClipAkimboLeft); //ammo left of the 2nd weapon if the akimbo option is present.
PREDICTED_INT(iClipLeft)
PREDICTED_INT(iClipAkimboLeft) //ammo left of the 2nd weapon if the akimbo option is present.
// Buyopts flashlight and lasersight can be toggled on/off. The rest don't need
// to be part of this bitmask to be on at all times.
PREDICTED_INT(iBitsUpgrade_on);
PREDICTED_INT(iBitsUpgrade_on)
// What firemode is the player using for this weapon now?
PREDICTED_INT(iFireMode);
PREDICTED_INT(iFireModeAkimbo);
PREDICTED_INT(iFireMode)
PREDICTED_INT(iFireModeAkimbo)
// Is the player using ironsight (right-click)? Also include checks for scoping / drawing overlays
// in logic later if needed.
// This is usually a boolean (0 or 1... off or on), but weapons with multiple magnifications can use
// this to count too, such as for 2times or 10times. 0(off), 1(2x), 2(10x).
PREDICTED_INT(iIronSight);
PREDICTED_INT(iIronSight)
// Do I force the first bodygroup's submodel to a certain choice?
// NOTE - do not set to 0 during intended use! That is only a lazy default to say, don't do anything
// to the submodel on drawing this weapon. Submodels actually start at 1, even if the only one.
// If set to 0, the change will only be noticed on undrawing/drawing the weapon as the submodel will
// not be applied then. Set to 1 to change in real time (likely the intention).
PREDICTED_INT(iForceBodygroup1Submodel);
PREDICTED_INT(iForceBodygroup1Submodel)
// In pump-action mode, set to TRUE after firing the shotgun. The next click pumps
// instead.
@ -369,7 +369,7 @@ class weapondynamic_t{
// leaves this flag unaffected).
// Reloading also disables this flag, as it always ends in a visual pump.
// (was BOOL)
PREDICTED_FLOAT(bNeedsPump);
PREDICTED_FLOAT(bNeedsPump)
void(void) weapondynamic_t;

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@ -123,8 +123,10 @@ weapon_base_meleeHitEffect(void)
// FLESH, BLOODYFLESH, SLOSH, FOLIAGE, ALIEN, and CONCRETE are all guesses.
// Several others might be anyway, just extra unsure of these, if any TS map
// even uses them.
switch ((float)hash_get(hashMaterials, texFilter)) {
/* Obsolete, use the new surfaceproperty based system instead */
/*
switch ((float)hash_get(hashMaterials, texFilter)) {
case MATID_FLESH:
case MATID_BLOODYFLESH:
case MATID_SLOSH:
@ -168,11 +170,13 @@ weapon_base_meleeHitEffect(void)
FX_Impact_Melee(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
resultHit = MELEE_HIT_RESPONSE::METAL;
break;
default:
default:*/
FX_Impact_Melee(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
resultHit = MELEE_HIT_RESPONSE::METAL;
/*
break;
}
} */
return resultHit;
}
#endif