Remove view.qc and modelevent.qc
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parent
8bf7e5a221
commit
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3 changed files with 0 additions and 85 deletions
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@ -1,24 +0,0 @@
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/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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ClientGame_ModelEvent(float flTimeStamp, int iCode, string strData)
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{
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switch (iCode) {
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default:
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Event_ProcessModel(flTimeStamp, iCode, strData);
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}
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}
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@ -29,7 +29,6 @@ cmds.qc
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game_event.qc
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../../../valve/src/client/camera.qc
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../../../valve/src/client/viewmodel.qc
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view.qc
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obituary.qc
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hud_sprite.qc
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hud_itemnotify.qc
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@ -38,7 +37,6 @@ hud_ammonotify.qc
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hud.qc
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hud_weaponselect.qc
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scoreboard.qc
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modelevent.qc
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../../../src/client/include.src
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vgui_motd.qc
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@ -1,59 +0,0 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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View_UpdateWeapon(player pl, entity vm, entity mflash)
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{
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/* only bother upon change */
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if (pSeat->m_iLastWeapon == pl.activeweapon) {
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return;
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}
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pSeat->m_iOldWeapon = pSeat->m_iLastWeapon;
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pSeat->m_iLastWeapon = pl.activeweapon;
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if (!pl.activeweapon) {
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return;
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}
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/* we forced a weapon call outside the prediction,
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* thus we need to update all the net variables to
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* make sure these updates are recognized. this is
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* vile but it'll have to do for now */
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SAVE_STATE(pl.w_attack_next)
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SAVE_STATE(pl.w_idle_next)
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SAVE_STATE(pl.viewzoom)
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SAVE_STATE(pl.weapontime)
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SAVE_STATE(pl.weaponframe)
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/* hack, we changed the wep, move this into Game_Input/PMove */
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Weapons_Draw(pl);
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/* we forced a weapon call outside the prediction,
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* thus we need to update all the net variables to
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* make sure these updates are recognized. this is
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* vile but it'll have to do for now */
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ROLL_BACK(pl.w_attack_next)
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ROLL_BACK(pl.w_idle_next)
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ROLL_BACK(pl.viewzoom)
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ROLL_BACK(pl.weapontime)
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ROLL_BACK(pl.weaponframe)
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/* figure out when the attachments start. in FTE attachments for
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* HLMDL are treated as bones. they start at numbones + 1 */
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skel_delete(mflash.skeletonindex);
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mflash.skeletonindex = skel_create(vm.modelindex);
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pSeat->m_iVMBones = skel_get_numbones(mflash.skeletonindex) + 1;
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}
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