diff --git a/src/shared/NSClientPlayer.qc b/src/shared/NSClientPlayer.qc index 8273ac46..13687619 100644 --- a/src/shared/NSClientPlayer.qc +++ b/src/shared/NSClientPlayer.qc @@ -899,7 +899,7 @@ NSClientPlayer::OptimiseChangedFlags(entity ePEnt, float flChanged) flChanged &= ~PLAYER_AMMO1; flChanged &= ~PLAYER_AMMO2; flChanged &= ~PLAYER_AMMO3; - flChanged &= ~PLAYER_FLAGS; + //flChanged &= ~PLAYER_FLAGS; flChanged &= ~PLAYER_PUNCHANGLE; flChanged &= ~PLAYER_VIEWZOOM; flChanged &= ~PLAYER_SPECTATE; @@ -1067,7 +1067,7 @@ NSClientPlayer::Footsteps_Update(void) step_time = time + 2.0f; } else { /* make it so we step once we land */ - if (!(flags & FL_ONGROUND) && !(flags & FL_ONLADDER)) { + if (!(GetFlags() & FL_ONGROUND) && !(GetFlags() & FL_ONLADDER)) { step_time = 0.0f; return; } @@ -1080,9 +1080,9 @@ NSClientPlayer::Footsteps_Update(void) traceline(origin + view_ofs, origin + [0,0,-48], FALSE, this); tex_name = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos)); - if (!(flags & FL_ONGROUND)) { + if (!(GetFlags() & FL_ONGROUND) && (!GetFlags() & FL_ONLADDER)) { return; - } else if (flags & FL_ONLADDER) { + } else if (GetFlags() & FL_ONLADDER) { if (step) StartSoundDef("step_ladder.left", CHAN_BODY, true); else diff --git a/src/shared/NSEntity.h b/src/shared/NSEntity.h index 8f16d8e5..7b9f75d6 100644 --- a/src/shared/NSEntity.h +++ b/src/shared/NSEntity.h @@ -100,6 +100,15 @@ public: /* overrides */ virtual void SpawnKey(string,string); virtual void Spawned(void); + + /** Handles what happens before the entity gets removed from the client game. */ + virtual void OnRemoveEntity(void); + + /** Tells the engine to make the entity static, effectively making it inaccessible. + It will be removed from the game-logic but remain visible and it will retain its + collision and maintain the appearance it had before getting removed. */ + virtual void MakeStatic(void); + #ifdef SERVER virtual void Respawn(void); virtual void Input(entity,string,string); @@ -334,12 +343,4 @@ public: of any entity class that you want to support think functions in. This saves you the effort of writing your own routines and methods. */ nonvirtual void HandleThink(void); - - /** Handles what happens before the entity gets removed from the client game. */ - virtual void OnRemoveEntity(void); - - /** Tells the engine to make the entity static, effectively making it inaccessible. - It will be removed from the game-logic but remain visible and it will retain its - collision and maintain the appearance it had before getting removed. */ - virtual void MakeStatic(void); }; diff --git a/src/shared/materials.qc b/src/shared/materials.qc index 0d64eb82..b9d3423b 100644 --- a/src/shared/materials.qc +++ b/src/shared/materials.qc @@ -28,7 +28,7 @@ Materials_LoadFromText(string filename) fileMaterial = fopen(filename, FILE_READ); if (fileMaterial >= 0) { - print(strcat("parsing material assignments from ", filename,"\n")); + //print(strcat("parsing material assignments from ", filename,"\n")); while ((sTemp = fgets(fileMaterial))) { /* tokenize and just parse this stuff in */ @@ -67,7 +67,7 @@ Materials_LoadFromMat(string filename) if (command == "surfaceprop") { hash_add(g_hashMaterials, materialname, parameters, EV_STRING); - print(sprintf("added Material %S type %S\n", materialname, parameters)); + //print(sprintf("added Material %S type %S\n", materialname, parameters)); break; } } @@ -162,7 +162,7 @@ Materials_LoadFromLegacyText(string filename) fileMaterial = fopen(filename, FILE_READ); if (fileMaterial >= 0) { - print(strcat("parsing material definitions from ", filename,"\n")); + //print(strcat("parsing material definitions from ", filename,"\n")); while ((sTemp = fgets(fileMaterial))) { /* tokenize and just parse this stuff in */ if (tokenize_console(sTemp) == 2) {