Simplify prediction code with the help from upstream SDK changes.

Fix some weapon code.
This commit is contained in:
Marco Cawthorne 2021-05-08 17:47:25 +02:00
parent 9678955694
commit 35de6c1ea5
11 changed files with 285 additions and 676 deletions

View file

@ -117,7 +117,8 @@ ammo_spore::Death(void)
nextthink = time + 10.0f;
}
void ammo_spore::Respawn(void)
void
ammo_spore::Respawn(void)
{
frame = 1;
m_iBody = 2;

View file

@ -42,123 +42,59 @@ enumflags
PLAYER_UNUSED2
};
/* ammo 1 type updates */
enumflags
{
AMMO1_GLOCK,
AMMO1_MP5,
AMMO1_PYTHON,
AMMO1_SHOTGUN,
AMMO1_CROSSBOW,
AMMO1_RPG,
AMMO1_SATCHEL
};
/* ammo 2 type updates */
enumflags
{
AMMO2_9MM,
AMMO2_357,
AMMO2_BUCKSHOT,
AMMO2_BOLT,
AMMO2_ROCKET,
AMMO2_URANIUM,
AMMO2_HANDGRENADE,
AMMO2_SATCHEL,
AMMO2_TRIPMINE,
AMMO2_SNARK,
AMMO2_HORNET,
};
enumflags
{
AMMO3_M203_GRENADE,
AMMO3_SHOTGUN_STATE,
AMMO3_GAUSS_STATE,
AMMO3_GAUSS_VOLUME,
AMMO3_EGON_STATE,
AMMO3_RPG_STATE,
AMMO3_HANDGRENADE_STATE
};
noref int input_sequence;
class player:base_player
{
/* Weapon specific */
int glock_mag;
int glock_mag_net;
int mp5_mag;
int mp5_mag_net;
int python_mag;
int python_mag_net;
int shotgun_mag;
int shotgun_mag_net;
int crossbow_mag;
int crossbow_mag_net;
int rpg_mag;
int rpg_mag_net;
int satchel_chg;
int satchel_chg_net;
/* animation */
PREDICTED_INT(anim_top);
PREDICTED_FLOAT(anim_top_time);
PREDICTED_FLOAT(anim_top_delay);
PREDICTED_INT(anim_bottom);
PREDICTED_FLOAT(anim_bottom_time);
int ammo_9mm;
int ammo_9mm_net;
int ammo_357;
int ammo_357_net;
int ammo_buckshot;
int ammo_buckshot_net;
int ammo_bolt;
int ammo_bolt_net;
int ammo_rocket;
int ammo_rocket_net;
int ammo_uranium;
int ammo_uranium_net;
int ammo_handgrenade;
int ammo_handgrenade_net;
int ammo_satchel;
int ammo_satchel_net;
int ammo_tripmine;
int ammo_tripmine_net;
int ammo_snark;
int ammo_snark_net;
int ammo_hornet;
int ammo_hornet_net;
/* ammo 1 */
PREDICTED_INT(glock_mag);
PREDICTED_INT(mp5_mag);
PREDICTED_INT(python_mag);
PREDICTED_INT(shotgun_mag);
PREDICTED_INT(crossbow_mag);
PREDICTED_INT(rpg_mag);
PREDICTED_INT(satchel_chg);
int ammo_m203_grenade;
int ammo_m203_grenade_net;
int ammo_shotgun_state;
int ammo_shotgun_state_net;
int ammo_gauss_state;
int ammo_gauss_state_net;
int ammo_gauss_volume;
int ammo_gauss_volume_net;
int ammo_egon_state;
int ammo_egon_state_net;
int ammo_rpg_state;
int ammo_rpg_state_net;
int mode_tempstate;
int mode_tempstate_net;
/* ammo 2 */
PREDICTED_INT(ammo_9mm);
PREDICTED_INT(ammo_357);
PREDICTED_INT(ammo_buckshot);
PREDICTED_INT(ammo_bolt);
PREDICTED_INT(ammo_rocket);
PREDICTED_INT(ammo_uranium);
PREDICTED_INT(ammo_handgrenade);
PREDICTED_INT(ammo_satchel);
PREDICTED_INT(ammo_tripmine);
PREDICTED_INT(ammo_snark);
PREDICTED_INT(ammo_hornet);
/* ammo 3 */
PREDICTED_INT(ammo_m203_grenade);
PREDICTED_INT(ammo_gauss_volume);
PREDICTED_INT(ammo_rpg_state);
PREDICTED_INT(mode_tempstate);
/* gearbox */
int eagle_mag; int eagle_mag_net;
int sniper_mag; int sniper_mag_net;
int m249_mag; int m249_mag_net;
int sporelauncher_mag; int sporelauncher_mag_net;
int ammo_556; int ammo_556_net;
int ammo_762; int ammo_762_net;
int ammo_spore; int ammo_spore_net;
int ammo_shock; int ammo_shock_net;
int ammo_penguin; int ammo_penguin_net;
int mode_displacer; int mode_displacer_net;
int mode_eagle; int mode_eagle_net;
int mode_wrench; int mode_wrench_net;
int mode_sporelauncher; int mode_sporelauncher_net;
int mode_m249; int mode_m249_net;
float anim_top; float anim_top_net;
float anim_top_time; float anim_top_time_net;
float anim_top_delay; float anim_top_delay_net;
float anim_bottom; float anim_bottom_net;
float anim_bottom_time; float anim_bottom_time_net;
PREDICTED_INT(eagle_mag);
PREDICTED_INT(sniper_mag);
PREDICTED_INT(m249_mag);
PREDICTED_INT(sporelauncher_mag);
PREDICTED_INT(ammo_556);
PREDICTED_INT(ammo_762);
PREDICTED_INT(ammo_spore);
PREDICTED_INT(ammo_shock);
PREDICTED_INT(ammo_penguin);
PREDICTED_INT(mode_displacer);
PREDICTED_INT(mode_eagle);
PREDICTED_INT(mode_wrench);
PREDICTED_INT(mode_sporelauncher);
PREDICTED_INT(mode_m249);
#ifdef CLIENT
/* External model */
@ -170,7 +106,7 @@ class player:base_player
virtual void(void) draw;
virtual float() predraw;
virtual void(void) postdraw;
virtual void(float) ReceiveEntity;
virtual void(float,float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
#else
@ -187,61 +123,9 @@ player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new)
player::ReceiveEntity(float new, float fl)
{
float fl;
/* seed for our prediction table */
sequence = servercommandframe;
fl = readfloat();
/* HACK: we need to make this more reliable */
if (fl == UPDATE_ALL) {
/* we respawned */
gravity = __NULL__;
}
if (fl & PLAYER_MODELINDEX)
modelindex = readshort();
if (fl & PLAYER_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
}
if (fl & PLAYER_ORIGIN_Z)
origin[2] = readcoord();
if (fl & PLAYER_ANGLES_X)
pitch = readfloat();
if (fl & PLAYER_ANGLES_Y)
angles[1] = readfloat();
if (fl & PLAYER_ANGLES_Z)
angles[2] = readfloat();
if (fl & PLAYER_VELOCITY) {
velocity[0] = readcoord();
velocity[1] = readcoord();
}
if (fl & PLAYER_VELOCITY_Z)
velocity[2] = readcoord();
if (fl & PLAYER_FLAGS) {
flags = readfloat();
gflags = readfloat();
}
if (fl & PLAYER_WEAPON)
activeweapon = readbyte();
if (fl & PLAYER_ITEMS)
g_items = (__variant)readfloat();
if (fl & PLAYER_HEALTH)
health = readbyte();
if (fl & PLAYER_ARMOR)
armor = readbyte();
if (fl & PLAYER_MOVETYPE)
movetype = readbyte();
if (fl & PLAYER_VIEWOFS)
view_ofs[2] = readfloat();
base_player::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
@ -293,10 +177,7 @@ player::ReceiveEntity(float new)
if (fl & PLAYER_AMMO3) {
ammo_m203_grenade = readbyte();
ammo_shotgun_state = readbyte();
ammo_gauss_state = readbyte();
ammo_gauss_volume = readbyte();
ammo_egon_state = readbyte();
ammo_rpg_state = readbyte();
mode_tempstate = readbyte();
@ -325,54 +206,54 @@ so we can roll them back later.
void
player::PredictPreFrame(void)
{
glock_mag_net = glock_mag;
mp5_mag_net = mp5_mag;
python_mag_net = python_mag;
shotgun_mag_net = shotgun_mag;
crossbow_mag_net = crossbow_mag;
rpg_mag_net = rpg_mag;
satchel_chg_net = satchel_chg;
ammo_9mm_net = ammo_9mm;
ammo_357_net = ammo_357;
ammo_buckshot_net = ammo_buckshot;
ammo_bolt_net = ammo_bolt;
ammo_rocket_net = ammo_rocket;
ammo_uranium_net = ammo_uranium;
ammo_handgrenade_net = ammo_handgrenade;
ammo_satchel_net = ammo_satchel;
ammo_tripmine_net = ammo_tripmine;
ammo_snark_net = ammo_snark;
ammo_hornet_net = ammo_hornet;
base_player::PredictPreFrame();
ammo_m203_grenade_net = ammo_m203_grenade;
ammo_shotgun_state_net = ammo_shotgun_state;
ammo_gauss_state_net = ammo_gauss_state;
ammo_gauss_volume_net = ammo_gauss_volume;
ammo_egon_state_net = ammo_egon_state;
ammo_rpg_state_net = ammo_rpg_state;
mode_tempstate_net = mode_tempstate;
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
SAVE_STATE(glock_mag);
SAVE_STATE(mp5_mag);
SAVE_STATE(python_mag);
SAVE_STATE(shotgun_mag);
SAVE_STATE(crossbow_mag);
SAVE_STATE(rpg_mag);
SAVE_STATE(satchel_chg);
SAVE_STATE(ammo_9mm);
SAVE_STATE(ammo_357);
SAVE_STATE(ammo_buckshot);
SAVE_STATE(ammo_bolt);
SAVE_STATE(ammo_rocket);
SAVE_STATE(ammo_uranium);
SAVE_STATE(ammo_handgrenade);
SAVE_STATE(ammo_satchel);
SAVE_STATE(ammo_tripmine);
SAVE_STATE(ammo_snark);
SAVE_STATE(ammo_hornet);
SAVE_STATE(ammo_m203_grenade);
SAVE_STATE(ammo_gauss_volume);
SAVE_STATE(ammo_rpg_state);
SAVE_STATE(mode_tempstate);
/* gearbox */
eagle_mag_net = eagle_mag;
sniper_mag_net = sniper_mag;
m249_mag_net = m249_mag;
sporelauncher_mag_net = sporelauncher_mag;
ammo_556_net = ammo_556;
ammo_762_net = ammo_762;
ammo_spore_net = ammo_spore;
ammo_shock_net = ammo_shock;
ammo_penguin_net = ammo_penguin;
mode_displacer_net = mode_displacer;
mode_eagle_net = mode_eagle;
mode_wrench_net = mode_wrench;
mode_sporelauncher_net = mode_sporelauncher;
mode_m249_net = mode_m249;
anim_top_net = anim_top;
anim_top_delay_net = anim_top_delay;
anim_top_time_net = anim_top_time;
anim_bottom_net = anim_bottom;
anim_bottom_time_net = anim_bottom_time;
SAVE_STATE(eagle_mag);
SAVE_STATE(sniper_mag);
SAVE_STATE(m249_mag);
SAVE_STATE(sporelauncher_mag);
SAVE_STATE(ammo_556);
SAVE_STATE(ammo_762);
SAVE_STATE(ammo_spore);
SAVE_STATE(ammo_shock);
SAVE_STATE(ammo_penguin);
SAVE_STATE(mode_displacer);
SAVE_STATE(mode_eagle);
SAVE_STATE(mode_wrench);
SAVE_STATE(mode_sporelauncher);
SAVE_STATE(mode_m249);
}
/*
@ -385,247 +266,146 @@ Where we roll back our values to the ones last sent/verified by the server.
void
player::PredictPostFrame(void)
{
glock_mag = glock_mag_net;
mp5_mag = mp5_mag_net;
python_mag = python_mag_net;
shotgun_mag = shotgun_mag_net;
crossbow_mag = crossbow_mag_net;
rpg_mag = rpg_mag_net;
satchel_chg = satchel_chg_net;
ammo_9mm = ammo_9mm_net;
ammo_357 = ammo_357_net;
ammo_buckshot = ammo_buckshot_net;
ammo_m203_grenade = ammo_m203_grenade_net;
ammo_bolt = ammo_bolt_net;
ammo_rocket = ammo_rocket_net;
ammo_uranium = ammo_uranium_net;
ammo_handgrenade = ammo_handgrenade_net;
ammo_satchel = ammo_satchel_net;
ammo_tripmine = ammo_tripmine_net;
ammo_snark = ammo_snark_net;
ammo_hornet = ammo_hornet_net;
base_player::PredictPostFrame();
ammo_m203_grenade = ammo_m203_grenade_net;
ammo_shotgun_state = ammo_shotgun_state_net;
ammo_gauss_state = ammo_gauss_state_net;
ammo_gauss_volume = ammo_gauss_volume_net;
ammo_egon_state = ammo_egon_state_net;
ammo_rpg_state = ammo_rpg_state_net;
mode_tempstate = mode_tempstate_net;
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_delay);
ROLL_BACK(anim_top_time);
ROLL_BACK(anim_bottom);
ROLL_BACK(anim_bottom_time);
ROLL_BACK(glock_mag);
ROLL_BACK(mp5_mag);
ROLL_BACK(python_mag);
ROLL_BACK(shotgun_mag);
ROLL_BACK(crossbow_mag);
ROLL_BACK(rpg_mag);
ROLL_BACK(satchel_chg);
ROLL_BACK(ammo_9mm);
ROLL_BACK(ammo_357);
ROLL_BACK(ammo_buckshot);
ROLL_BACK(ammo_bolt);
ROLL_BACK(ammo_rocket);
ROLL_BACK(ammo_uranium);
ROLL_BACK(ammo_handgrenade);
ROLL_BACK(ammo_satchel);
ROLL_BACK(ammo_tripmine);
ROLL_BACK(ammo_snark);
ROLL_BACK(ammo_hornet);
ROLL_BACK(ammo_m203_grenade);
ROLL_BACK(ammo_gauss_volume);
ROLL_BACK(ammo_rpg_state);
ROLL_BACK(mode_tempstate);
/* gearbox */
eagle_mag = eagle_mag_net;
sniper_mag = sniper_mag_net;
m249_mag = m249_mag_net;
sporelauncher_mag = sporelauncher_mag_net;
ammo_556 = ammo_556_net;
ammo_762 = ammo_762_net;
ammo_spore = ammo_spore_net;
ammo_shock = ammo_shock_net;
ammo_penguin = ammo_penguin_net;
mode_displacer = mode_displacer_net;
mode_eagle = mode_eagle_net;
mode_wrench = mode_wrench_net;
mode_sporelauncher = mode_sporelauncher_net;
mode_m249 = mode_m249_net;
anim_top = anim_top_net;
anim_top_delay = anim_top_delay_net;
anim_top_time = anim_top_time_net;
anim_bottom = anim_bottom_net;
anim_bottom_time = anim_bottom_time_net;
ROLL_BACK(eagle_mag);
ROLL_BACK(sniper_mag);
ROLL_BACK(m249_mag);
ROLL_BACK(sporelauncher_mag);
ROLL_BACK(ammo_556);
ROLL_BACK(ammo_762);
ROLL_BACK(ammo_spore);
ROLL_BACK(ammo_shock);
ROLL_BACK(ammo_penguin);
ROLL_BACK(mode_displacer);
ROLL_BACK(mode_eagle);
ROLL_BACK(mode_wrench);
ROLL_BACK(mode_sporelauncher);
ROLL_BACK(mode_m249);
}
#else
void
player::EvaluateEntity(void)
{
SendFlags |= PLAYER_KEEPALIVE;
if (old_modelindex != modelindex)
SendFlags |= PLAYER_MODELINDEX;
if (old_origin[0] != origin[0])
SendFlags |= PLAYER_ORIGIN;
if (old_origin[1] != origin[1])
SendFlags |= PLAYER_ORIGIN;
if (old_origin[2] != origin[2])
SendFlags |= PLAYER_ORIGIN_Z;
if (old_angles[0] != v_angle[0])
SendFlags |= PLAYER_ANGLES_X;
if (old_angles[1] != angles[1])
SendFlags |= PLAYER_ANGLES_Y;
if (old_angles[2] != angles[2])
SendFlags |= PLAYER_ANGLES_Z;
if (old_velocity[0] != velocity[0])
SendFlags |= PLAYER_VELOCITY;
if (old_velocity[1] != velocity[1])
SendFlags |= PLAYER_VELOCITY;
if (old_velocity[2] != velocity[2])
SendFlags |= PLAYER_VELOCITY_Z;
if (old_flags != flags)
SendFlags |= PLAYER_FLAGS;
if (old_gflags != gflags)
SendFlags |= PLAYER_FLAGS;
if (old_activeweapon != activeweapon)
SendFlags |= PLAYER_WEAPON;
if (old_items != g_items)
SendFlags |= PLAYER_ITEMS;
if (old_health != health)
SendFlags |= PLAYER_HEALTH;
if (old_armor != armor)
SendFlags |= PLAYER_ARMOR;
if (old_movetype != movetype)
SendFlags |= PLAYER_MOVETYPE;
if (old_viewofs != view_ofs[2])
SendFlags |= PLAYER_VIEWOFS;
base_player::EvaluateEntity();
/* animation */
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
SendFlags |= PLAYER_BOTTOMFRAME;
if (anim_top_net != anim_top || anim_top_time != anim_top_time_net || anim_top_delay != anim_top_delay_net)
if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
SendFlags |= PLAYER_TOPFRAME;
/* ammo 1 type updates */
if (glock_mag != glock_mag_net) {
if (ATTR_CHANGED(glock_mag))
SendFlags |= PLAYER_AMMO1;
}
if (mp5_mag != mp5_mag_net) {
if (ATTR_CHANGED(mp5_mag))
SendFlags |= PLAYER_AMMO1;
}
if (python_mag != python_mag_net) {
if (ATTR_CHANGED(python_mag))
SendFlags |= PLAYER_AMMO1;
}
if (shotgun_mag != shotgun_mag_net) {
if (ATTR_CHANGED(shotgun_mag))
SendFlags |= PLAYER_AMMO1;
}
if (crossbow_mag != crossbow_mag_net) {
if (ATTR_CHANGED(crossbow_mag))
SendFlags |= PLAYER_AMMO1;
}
if (rpg_mag != rpg_mag_net) {
if (ATTR_CHANGED(rpg_mag))
SendFlags |= PLAYER_AMMO1;
}
if (satchel_chg != satchel_chg_net) {
if (ATTR_CHANGED(satchel_chg))
SendFlags |= PLAYER_AMMO1;
}
/* ammo 2 type updates */
if (ammo_9mm != ammo_9mm_net) {
if (ATTR_CHANGED(ammo_9mm))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_357 != ammo_357_net) {
if (ATTR_CHANGED(ammo_357))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_buckshot != ammo_buckshot_net) {
if (ATTR_CHANGED(ammo_buckshot))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_bolt != ammo_bolt_net) {
if (ATTR_CHANGED(ammo_bolt))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_rocket != ammo_rocket_net) {
if (ATTR_CHANGED(ammo_rocket))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_uranium != ammo_uranium_net) {
if (ATTR_CHANGED(ammo_uranium))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_handgrenade != ammo_handgrenade_net) {
if (ATTR_CHANGED(ammo_handgrenade))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_satchel != ammo_satchel_net) {
if (ATTR_CHANGED(ammo_satchel))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_tripmine != ammo_tripmine_net) {
if (ATTR_CHANGED(ammo_tripmine))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_snark != ammo_snark_net) {
if (ATTR_CHANGED(ammo_snark))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_hornet != ammo_hornet_net) {
if (ATTR_CHANGED(ammo_hornet))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_m203_grenade != ammo_m203_grenade_net) {
if (ATTR_CHANGED(ammo_m203_grenade))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_shotgun_state != ammo_shotgun_state_net) {
if (ATTR_CHANGED(ammo_gauss_volume))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_gauss_state != ammo_gauss_state_net) {
if (ATTR_CHANGED(ammo_rpg_state))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_gauss_volume != ammo_gauss_volume_net) {
if (ATTR_CHANGED(mode_tempstate))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_egon_state != ammo_egon_state_net) {
SendFlags |= PLAYER_AMMO3;
}
if (ammo_rpg_state != ammo_rpg_state_net) {
SendFlags |= PLAYER_AMMO3;
}
if (mode_tempstate != mode_tempstate_net) {
SendFlags |= PLAYER_AMMO3;
}
old_modelindex = modelindex;
old_origin = origin;
old_angles = angles;
old_angles[0] = v_angle[0];
old_velocity = velocity;
old_flags = flags;
old_gflags = gflags;
old_activeweapon = activeweapon;
old_items = g_items;
old_health = health;
old_armor = armor;
old_movetype = movetype;
old_viewofs = view_ofs[2];
old_baseframe = baseframe;
old_frame = frame;
SAVE_STATE(glock_mag);
SAVE_STATE(mp5_mag);
SAVE_STATE(python_mag);
SAVE_STATE(shotgun_mag);
SAVE_STATE(crossbow_mag);
SAVE_STATE(rpg_mag);
SAVE_STATE(satchel_chg);
SAVE_STATE(ammo_9mm);
SAVE_STATE(ammo_357);
SAVE_STATE(ammo_buckshot);
SAVE_STATE(ammo_bolt);
SAVE_STATE(ammo_rocket);
SAVE_STATE(ammo_uranium);
SAVE_STATE(ammo_handgrenade);
SAVE_STATE(ammo_satchel);
SAVE_STATE(ammo_tripmine);
SAVE_STATE(ammo_snark);
SAVE_STATE(ammo_hornet);
glock_mag_net = glock_mag;
mp5_mag_net = mp5_mag;
python_mag_net = python_mag;
shotgun_mag_net = shotgun_mag;
crossbow_mag_net = crossbow_mag;
rpg_mag_net = rpg_mag;
satchel_chg_net = satchel_chg;
SAVE_STATE(ammo_m203_grenade);
SAVE_STATE(ammo_gauss_volume);
SAVE_STATE(ammo_rpg_state);
SAVE_STATE(mode_tempstate);
ammo_9mm_net = ammo_9mm;
ammo_357_net = ammo_357;
ammo_buckshot_net = ammo_buckshot;
ammo_m203_grenade_net = ammo_m203_grenade;
ammo_bolt_net = ammo_bolt;
ammo_rocket_net = ammo_rocket;
ammo_uranium_net = ammo_uranium;
ammo_handgrenade_net = ammo_handgrenade;
ammo_satchel_net = ammo_satchel;
ammo_tripmine_net = ammo_tripmine;
ammo_snark_net = ammo_snark;
ammo_hornet_net = ammo_hornet;
ammo_m203_grenade_net = ammo_m203_grenade;
ammo_shotgun_state_net = ammo_shotgun_state;
ammo_gauss_state_net = ammo_gauss_state;
ammo_gauss_volume_net = ammo_gauss_volume;
ammo_egon_state_net = ammo_egon_state;
ammo_rpg_state_net = ammo_rpg_state;
mode_tempstate_net = mode_tempstate;
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
/* gearbox */
if (eagle_mag_net != eagle_mag)
@ -657,26 +437,21 @@ player::EvaluateEntity(void)
if (mode_sporelauncher_net != mode_sporelauncher)
SendFlags |= PLAYER_AMMO3;
eagle_mag_net = eagle_mag;
sniper_mag_net = sniper_mag;
m249_mag_net = m249_mag;
sporelauncher_mag_net = sporelauncher_mag;
ammo_556_net = ammo_556;
ammo_762_net = ammo_762;
ammo_spore_net = ammo_spore;
ammo_shock_net = ammo_shock;
ammo_penguin_net = ammo_penguin;
mode_displacer_net = mode_displacer;
mode_eagle_net = mode_eagle;
mode_wrench_net = mode_wrench;
mode_sporelauncher_net = mode_sporelauncher;
mode_m249_net = mode_m249;
anim_top_net = anim_top;
anim_top_delay_net = anim_top_delay;
anim_top_time_net = anim_top_time;
anim_bottom_net = anim_bottom;
anim_bottom_time_net = anim_bottom_time;
/* gearbox */
SAVE_STATE(eagle_mag);
SAVE_STATE(sniper_mag);
SAVE_STATE(m249_mag);
SAVE_STATE(sporelauncher_mag);
SAVE_STATE(ammo_556);
SAVE_STATE(ammo_762);
SAVE_STATE(ammo_spore);
SAVE_STATE(ammo_shock);
SAVE_STATE(ammo_penguin);
SAVE_STATE(mode_displacer);
SAVE_STATE(mode_eagle);
SAVE_STATE(mode_wrench);
SAVE_STATE(mode_sporelauncher);
SAVE_STATE(mode_m249);
}
/*
@ -708,43 +483,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged);
/* really trying to get our moneys worth with 23 bits of mantissa */
if (fChanged & PLAYER_MODELINDEX)
WriteShort(MSG_ENTITY, modelindex);
if (fChanged & PLAYER_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
}
if (fChanged & PLAYER_ORIGIN_Z)
WriteCoord(MSG_ENTITY, origin[2]);
if (fChanged & PLAYER_ANGLES_X)
WriteFloat(MSG_ENTITY, v_angle[0]);
if (fChanged & PLAYER_ANGLES_Y)
WriteFloat(MSG_ENTITY, angles[1]);
if (fChanged & PLAYER_ANGLES_Z)
WriteFloat(MSG_ENTITY, angles[2]);
if (fChanged & PLAYER_VELOCITY) {
WriteCoord(MSG_ENTITY, velocity[0]);
WriteCoord(MSG_ENTITY, velocity[1]);
}
if (fChanged & PLAYER_VELOCITY_Z)
WriteCoord(MSG_ENTITY, velocity[2]);
if (fChanged & PLAYER_FLAGS) {
WriteFloat(MSG_ENTITY, flags);
WriteFloat(MSG_ENTITY, gflags);
}
if (fChanged & PLAYER_WEAPON)
WriteByte(MSG_ENTITY, activeweapon);
if (fChanged & PLAYER_ITEMS)
WriteFloat(MSG_ENTITY, (__variant)g_items);
if (fChanged & PLAYER_HEALTH)
WriteByte(MSG_ENTITY, bound(0, health, 255));
if (fChanged & PLAYER_ARMOR)
WriteByte(MSG_ENTITY, armor);
if (fChanged & PLAYER_MOVETYPE)
WriteByte(MSG_ENTITY, movetype);
if (fChanged & PLAYER_VIEWOFS)
WriteFloat(MSG_ENTITY, view_ofs[2]);
base_player::SendEntity(ePEnt, fChanged);
if (fChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top);
@ -795,10 +534,7 @@ player::SendEntity(entity ePEnt, float fChanged)
if (fChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, ammo_m203_grenade);
WriteByte(MSG_ENTITY, ammo_shotgun_state);
WriteByte(MSG_ENTITY, ammo_gauss_state);
WriteByte(MSG_ENTITY, ammo_gauss_volume);
WriteByte(MSG_ENTITY, ammo_egon_state);
WriteByte(MSG_ENTITY, ammo_rpg_state);
WriteByte(MSG_ENTITY, mode_tempstate);

View file

@ -100,18 +100,14 @@ w_displacer_pickup(int new, int startammo)
void
w_displacer_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_displacer.mdl");
Weapons_ViewAnimation(DISP_DRAW);
#endif
}
void
w_displacer_holster(void)
{
#ifdef CLIENT
Weapons_ViewAnimation(DISP_HOLSTER);
#endif
}
void
@ -232,9 +228,9 @@ w_displacer_primary(void)
pl.mode_displacer = 1;
#ifdef CLIENT
Weapons_ViewAnimation(DISP_SPINUP);
#else
#ifdef SERVER
sound(pl, CHAN_WEAPON, "weapons/displacer_spin.wav", 1, ATTN_NORM);
#endif
pl.w_idle_next = pl.w_attack_next = 1.0f;
@ -260,10 +256,9 @@ w_displacer_secondary(void)
}
pl.mode_displacer = 2;
#ifdef CLIENT
Weapons_ViewAnimation(DISP_SPINUP);
#else
#ifdef SERVER
sound(pl, CHAN_WEAPON, "weapons/displacer_spin2.wav", 1, ATTN_NORM);
#endif
pl.w_idle_next = pl.w_attack_next = 1.0f;

View file

@ -96,13 +96,8 @@ w_eagle_deathmsg(void)
void
w_eagle_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_desert_eagle.mdl");
Weapons_ViewAnimation(EAGLE_DRAW);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.eagle_mag, pl.ammo_357, -1);
#endif
}
void
@ -127,16 +122,9 @@ w_eagle_release(void)
return;
}
/* these idles don't support the 'empty' animation style */
#ifdef CLIENT
if (pl.eagle_mag <= 0) {
return;
}
#else
if (pl.eagle_mag <= 0) {
return;
}
#endif
int r = (float)input_sequence % 4;
switch (r) {
@ -166,16 +154,9 @@ w_eagle_primary(void)
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.eagle_mag <= 0) {
return;
}
#else
if (pl.eagle_mag <= 0) {
return;
}
#endif
/* Actual firing */
if (pl.mode_eagle == 1) {
@ -190,13 +171,7 @@ w_eagle_primary(void)
pl.w_attack_next = 0.2f;
}
#ifdef SERVER
sound(pl, CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM);
pl.eagle_mag--;
Weapons_UpdateAmmo(pl, pl.eagle_mag, pl.ammo_357, -1);
#else
pl.eagle_mag--;
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-10,0,0]);
if (pl.eagle_mag <= 0) {
@ -204,6 +179,11 @@ w_eagle_primary(void)
} else {
Weapons_ViewAnimation(EAGLE_SHOOT);
}
#ifdef SERVER
sound(pl, CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM);
#else
View_SetMuzzleflash(MUZZLE_SMALL);
#endif
}
@ -235,37 +215,28 @@ void
w_eagle_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.eagle_mag >= 7) {
return;
}
if (pl.ammo_357 <= 0) {
return;
}
#else
if (pl.eagle_mag >= 7) {
return;
}
if (pl.ammo_357 <= 0) {
return;
}
#endif
/* Audio-Visual bit */
#ifdef CLIENT
if (pl.eagle_mag <= 0) {
Weapons_ViewAnimation(EAGLE_RELOAD);
} else {
Weapons_ViewAnimation(EAGLE_RELOAD_NOSHOT);
}
#else
/* Audio-Visual bit */
#ifdef SERVER
Weapons_ReloadWeapon(pl, player::eagle_mag, player::ammo_357, 7);
Weapons_UpdateAmmo(pl, pl.eagle_mag, pl.ammo_357, -1);
#endif
pl.w_attack_next = 1.64f;

View file

@ -101,7 +101,8 @@ w_grapple_holster(void)
}
/* called once the tongue hits a wall */
void Grapple_Touch(void)
void
Grapple_Touch(void)
{
player pl = (player)self.owner;
pl.hook.movetype = MOVETYPE_NONE;

View file

@ -56,7 +56,7 @@ w_knife_precache(void)
#endif
}
void
void
w_knife_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, -1, -1);
@ -246,7 +246,7 @@ w_knife_hudpic(int selected, vector pos, float a)
weapon_t w_knife =
{
.name = "knife",
.id = ITEM_KNIFE,
.id = ITEM_KNIFE,
.slot = 0,
.slot_pos = 2,
.draw = w_knife_draw,
@ -268,7 +268,8 @@ weapon_t w_knife =
/* entity definitions for pickups */
#ifdef SERVER
void weapon_knife(void)
void
weapon_knife(void)
{
Weapons_InitItem(WEAPON_KNIFE);
}

View file

@ -97,10 +97,8 @@ w_m249_deathmsg(void)
void
w_m249_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_saw.mdl");
Weapons_ViewAnimation(M249_DRAW);
#endif
}
void
@ -133,7 +131,8 @@ w_m249_release(void)
return;
}
if (random() < 0.5) {
int r = (float)input_sequence % 2;
if (r < 1) {
Weapons_ViewAnimation(M249_IDLE1);
} else {
Weapons_ViewAnimation(M249_IDLE2);
@ -158,27 +157,21 @@ w_m249_primary(void)
}
/* ammo check */
#ifdef CLIENT
if (pl.m249_mag <= 0) {
return;
}
#else
if (pl.m249_mag <= 0) {
return;
}
#endif
Weapons_ViewPunchAngle([-5,0,0]);
Weapons_ViewAnimation(M249_FIRE);
push = v_forward * -64;
push[2] *= 0.25f; /* gravity duh */
pl.velocity += push;
pl.m249_mag--;
/* actual firing */
#ifdef CLIENT
pl.m249_mag--;
View_SetMuzzleflash(MUZZLE_RIFLE);
Weapons_ViewPunchAngle([-5,0,0]);
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.052,0.052], WEAPON_M249);
@ -193,8 +186,6 @@ w_m249_primary(void)
default:
sound(pl, CHAN_WEAPON, "weapons/saw_fire3.wav", 1, ATTN_NORM);
}
pl.m249_mag--;
#endif
pl.w_attack_next = 0.075f;
@ -211,23 +202,15 @@ w_m249_reload(void)
return;
}
#ifdef CLIENT
if (pl.m249_mag >= 50) {
if (pl.m249_mag >= 50)
return;
}
if (pl.ammo_556 <= 0) {
if (pl.ammo_556 <= 0)
return;
}
Weapons_ViewAnimation(M249_RELOAD1);
#else
if (pl.m249_mag >= 50) {
return;
}
if (pl.ammo_556 <= 0) {
return;
}
#ifdef SERVER
Weapons_ReloadWeapon(pl, player::m249_mag, player::ammo_556, 50);
Weapons_UpdateAmmo(pl, pl.m249_mag, pl.ammo_556, __NULL__);
#endif
pl.mode_m249 = 1;
@ -322,7 +305,7 @@ w_m249_hudpic(int selected, vector pos, float a)
weapon_t w_m249 =
{
.name = "m249",
.id = ITEM_M249,
.id = ITEM_M249,
.slot = 5,
.slot_pos = 0,
.draw = w_m249_draw,
@ -349,4 +332,3 @@ weapon_m249(void)
Weapons_InitItem(WEAPON_M249);
}
#endif

View file

@ -62,7 +62,8 @@ w_penguin_holster(void)
}
#ifdef SERVER
void penguin_squeak(entity p)
void
penguin_squeak(entity p)
{
int r = floor(random(1,4));
@ -186,30 +187,21 @@ void
w_penguin_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.ammo_penguin <= 0) {
return;
}
#else
if (pl.ammo_penguin <= 0) {
return;
}
#endif
pl.ammo_penguin--;
Weapons_ViewAnimation(PENGUIN_THROW);
/* Audio-Visual Bit */
#ifdef CLIENT
pl.ammo_penguin--;
#else
#ifdef SERVER
w_penguin_deploy();
pl.ammo_penguin--;
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_penguin, __NULL__);
if (pl.ammo_penguin <= 0) {
Weapons_RemoveItem(pl, WEAPON_SNARK);
@ -346,7 +338,7 @@ w_penguin_hudpic(int s, vector pos, float a)
weapon_t w_penguin =
{
.name = "penguin",
.id = ITEM_PENGUIN,
.id = ITEM_PENGUIN,
.slot = 4,
.slot_pos = 4,
.draw = w_penguin_draw,

View file

@ -97,10 +97,6 @@ w_shockrifle_draw(void)
{
Weapons_SetModel("models/v_shock.mdl");
Weapons_ViewAnimation(SHOCKRIFLE_DRAW);
#ifdef SERVER
player pl = (player)self;
Weapons_UpdateAmmo(pl, -1, pl.ammo_shock, -1);
#endif
}
void
@ -159,7 +155,8 @@ w_shockrifle_release(void)
return;
}
if (random() < 0.5) {
int r = (float)input_sequence % 2;
if (r < 1) {
Weapons_ViewAnimation(SHOCKRIFLE_IDLE1);
} else {
Weapons_ViewAnimation(SHOCKRIFLE_IDLE2);
@ -176,27 +173,23 @@ w_shockrifle_primary(void)
return;
}
/* Ammo check */
if (pl.ammo_shock <= 0) {
w_shockrifle_release();
return;
}
pl.ammo_shock--;
Weapons_ViewAnimation(SHOCKRIFLE_SHOOT);
#ifdef SERVER
w_shockrifle_shoothornet();
sound(pl, CHAN_WEAPON, "weapons/shock_fire.wav", 1, ATTN_NORM);
pl.ammo_shock--;
Weapons_UpdateAmmo(pl, -1, pl.ammo_shock, -1);
#else
Weapons_MakeVectors();
vector src = Weapons_GetCameraPos() + (v_forward * 16) + (v_up * -8);
pointparticles(PART_SHOCKPIECE, src, v_forward * 1000, 1);
pl.ammo_shock--;
#endif
Weapons_ViewAnimation(SHOCKRIFLE_SHOOT);
pl.w_attack_next = 0.1f;
pl.w_idle_next = 0.5f;
}

View file

@ -97,10 +97,6 @@ w_sniperrifle_draw(void)
{
Weapons_SetModel("models/v_m40a1.mdl");
Weapons_ViewAnimation(SNIPER_DRAW);
#ifdef SERVER
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_762, -1);
#endif
}
void
@ -113,31 +109,13 @@ void
w_sniperrifle_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.sniper_mag <= 0) {
if (pl.w_attack_next > 0.0)
return;
}
#else
if (pl.sniper_mag <= 0) {
if (pl.sniper_mag <= 0)
return;
}
#endif
/* Actual firing */
#ifdef SERVER
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 40, [0.00873, 0.00873], WEAPON_SNIPERRIFLE);
sound(pl, CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
pl.sniper_mag--;
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_762, __NULL__);
#else
pl.sniper_mag--;
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-10,0,0]);
if (pl.sniper_mag) {
@ -145,6 +123,12 @@ w_sniperrifle_primary(void)
} else {
Weapons_ViewAnimation(SNIPER_FIRE2);
}
#ifdef SERVER
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 40, [0.00873, 0.00873], WEAPON_SNIPERRIFLE);
sound(pl, CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
#else
View_SetMuzzleflash(MUZZLE_SMALL);
#endif
pl.w_attack_next = 1.75f;
@ -175,29 +159,19 @@ w_sniperrifle_reload(void)
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.sniper_mag >= 5) {
return;
}
if (pl.ammo_762 <= 0) {
return;
}
#else
if (pl.sniper_mag >= 5) {
return;
}
if (pl.ammo_762 <= 0) {
return;
}
#endif
/* Audio-Visual bit */
/* TODO has a couple reloading states */
Weapons_ViewAnimation(SNIPER_RELOAD1);
#ifdef SERVER
Weapons_ReloadWeapon(pl, player::sniper_mag, player::ammo_762, 5);
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_762, __NULL__);
#endif
pl.w_attack_next = 2.3f;
pl.w_idle_next = 10.0f;
@ -226,6 +200,7 @@ w_sniperrifle_release(void)
}
pl.w_idle_next = 15.0f;
}
void
w_sniperrifle_crosshair(void)
{
@ -298,7 +273,7 @@ w_sniperrifle_hudpic(int s, vector pos, float a)
weapon_t w_sniperrifle =
{
.name = "sniperrifle",
.id = ITEM_SNIPERRIFLE,
.id = ITEM_SNIPERRIFLE,
.slot = 5,
.slot_pos = 2,
.draw = w_sniperrifle_draw,

View file

@ -45,7 +45,8 @@ enum
};
#ifdef SERVER
void Sporelauncher_Fire(entity spawner, vector org, vector dir)
void
Sporelauncher_Fire(entity spawner, vector org, vector dir)
{
static void Spore_Touch(void) {
int r;
@ -87,7 +88,9 @@ void Sporelauncher_Fire(entity spawner, vector org, vector dir)
sound(spawner, CHAN_WEAPON, "weapons/splauncher_fire.wav", 1, ATTN_NORM);
}
void Sporelauncher_AltFire(entity spawner, vector org, vector dir)
void
Sporelauncher_AltFire(entity spawner, vector org, vector dir)
{
static void Spore_Explode(void) {
int r;
@ -156,8 +159,8 @@ w_sporelauncher_precache(void)
precache_model("models/v_spore_launcher.mdl");
precache_model("models/p_spore_launcher.mdl");
#endif
}
void
w_sporelauncher_updateammo(player pl)
{
@ -175,6 +178,7 @@ w_sporelauncher_pmodel(void)
{
return "models/p_spore_launcher.mdl";
}
string
w_sporelauncher_deathmsg(void)
{
@ -203,13 +207,8 @@ w_sporelauncher_pickup(int new, int startammo)
void
w_sporelauncher_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_spore_launcher.mdl");
Weapons_ViewAnimation(SPORE_DRAW);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.sporelauncher_mag, pl.ammo_spore, -1);
#endif
}
void
@ -223,27 +222,18 @@ w_sporelauncher_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
if (pl.w_attack_next > 0.0)
return;
}
#ifdef SERVER
if (pl.sporelauncher_mag <= 0) {
if (pl.sporelauncher_mag <= 0)
return;
}
Weapons_MakeVectors();
Sporelauncher_Fire(self, Weapons_GetCameraPos() + (v_forward * 16), v_forward);
pl.sporelauncher_mag--;
Weapons_UpdateAmmo(pl, pl.sporelauncher_mag, pl.ammo_spore, -1);
#else
if (pl.sporelauncher_mag <= 0) {
return;
}
Weapons_ViewPunchAngle([-2,0,0]);
Weapons_ViewAnimation(SPORE_FIRE);
#ifdef SERVER
Weapons_MakeVectors();
Sporelauncher_Fire(self, Weapons_GetCameraPos() + (v_forward * 16), v_forward);
#endif
pl.w_attack_next = 0.75f;
@ -255,34 +245,27 @@ w_sporelauncher_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
if (pl.w_attack_next > 0.0)
return;
}
#ifdef SERVER
if (pl.sporelauncher_mag <= 0) {
if (pl.sporelauncher_mag <= 0)
return;
}
Weapons_MakeVectors();
Sporelauncher_AltFire(self, Weapons_GetCameraPos() + (v_forward * 16), v_forward);
pl.sporelauncher_mag--;
Weapons_UpdateAmmo(pl, pl.sporelauncher_mag, pl.ammo_spore, -1);
#else
if (pl.sporelauncher_mag <= 0) {
return;
}
Weapons_ViewPunchAngle([-2,0,0]);
Weapons_ViewAnimation(SPORE_FIRE);
#ifdef SERVER
Weapons_MakeVectors();
Sporelauncher_AltFire(self, Weapons_GetCameraPos() + (v_forward * 16), v_forward);
#endif
pl.w_attack_next = 0.75f;
pl.w_idle_next = 10.0f;
}
void w_sporelauncher_release(void)
void
w_sporelauncher_release(void)
{
player pl = (player)self;
@ -319,21 +302,14 @@ void w_sporelauncher_release(void)
pl.w_idle_next = 0.65f;
} else if (pl.mode_sporelauncher == SLSTATE_RELOAD) {
Weapons_ViewAnimation(SPORE_RELOAD2);
#ifdef CLIENT
pl.sporelauncher_mag++;
pl.ammo_spore--;
if (pl.ammo_spore <= 0 || pl.sporelauncher_mag >= 5) {
pl.mode_sporelauncher = SLSTATE_RELOAD_END;
}
#else
pl.sporelauncher_mag++;
pl.ammo_spore--;
if (pl.ammo_spore <= 0 || pl.sporelauncher_mag >= 5) {
pl.mode_sporelauncher = SLSTATE_RELOAD_END;
}
#endif
pl.w_idle_next = 1.0f;
} else if (pl.mode_sporelauncher == SLSTATE_RELOAD_END) {
Weapons_ViewAnimation(SPORE_RELOAD3);
@ -349,25 +325,12 @@ w_sporelauncher_reload(void)
{
player pl = (player)self;
#ifdef CLIENT
if (pl.sporelauncher_mag >= 5) {
if (pl.sporelauncher_mag >= 5)
return;
}
if (pl.ammo_spore <= 0) {
if (pl.ammo_spore <= 0)
return;
}
#else
if (pl.sporelauncher_mag >= 5) {
if (pl.mode_sporelauncher > SLSTATE_IDLE)
return;
}
if (pl.ammo_spore <= 0) {
return;
}
#endif
if (pl.mode_sporelauncher > SLSTATE_IDLE) {
return;
}
pl.mode_sporelauncher = SLSTATE_RELOAD_START;
pl.w_idle_next = 0.0f;
@ -488,4 +451,3 @@ weapon_sporelauncher(void)
Weapons_InitItem(WEAPON_SPORELAUNCHER);
}
#endif