Fixed compiling with the latest Nuclide networking fixes!
This commit is contained in:
parent
41f5ca7853
commit
4db204411d
11 changed files with 416 additions and 41 deletions
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@ -264,6 +264,19 @@ HUD_DrawAmmo3(void)
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HUD_DrawNums(pl.a_ammo3, pos, pSeat->m_flAmmo3Alpha, g_hud_color);
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}
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/* ammo bar */
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void
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HUD_DrawAmmoBar(vector pos, float val, float max, float a)
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{
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if (val <= 0)
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return;
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float perc;
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perc = val / max;
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drawfill(pos + [10,0], [20,4], g_hud_color, a, DRAWFLAG_NORMAL);
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drawfill(pos + [10,0], [20 * perc,4], [0,1,0], a, DRAWFLAG_NORMAL);
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}
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/* flashlight/torch indicator */
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void
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HUD_DrawFlashlight(void)
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@ -125,7 +125,6 @@ HHDMultiplayerRules::PlayerSpawn(base_player pp)
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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pl.SendEntity = Player_SendEntity;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2021 Marco Hladik <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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@ -14,29 +14,408 @@
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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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int input_sequence;
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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_KEEPALIVE,
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PLAYER_MODELINDEX,
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PLAYER_ORIGIN,
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PLAYER_ORIGIN_Z,
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PLAYER_ANGLES_X,
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PLAYER_ANGLES_Y,
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PLAYER_ANGLES_Z,
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PLAYER_VELOCITY,
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PLAYER_VELOCITY_Z,
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PLAYER_FLAGS,
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PLAYER_WEAPON,
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PLAYER_ITEMS,
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PLAYER_HEALTH,
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PLAYER_ARMOR,
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PLAYER_MOVETYPE,
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PLAYER_VIEWOFS,
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PLAYER_BASEFRAME,
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PLAYER_FRAME,
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PLAYER_AMMO1,
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PLAYER_AMMO2,
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PLAYER_AMMO3,
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PLAYER_UNUSED1,
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PLAYER_UNUSED2
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};
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noref int input_sequence;
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class player:base_player
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{
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/* Weapon specific */
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int ammo_forks; int ammo_forks_net;
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int ammo_knives; int ammo_knives_net;
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int ammo_legogrenade; int ammo_legogrenade_net;
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int ammo_legos; int ammo_legos_net;
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int ammo_soda; int ammo_soda_net;
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int ammo_spray; int ammo_spray_net;
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#ifdef CLIENT
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/* External model */
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entity p_model;
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int p_hand_bone;
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int p_model_bone;
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float pitch;
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float lastweapon;
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virtual void(void) gun_offset;
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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) ReceiveEntity;
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virtual void(void) PredictPreFrame;
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virtual void(void) PredictPostFrame;
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#else
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int ammo_forks;
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int ammo_knives;
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int ammo_legogrenade;
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int ammo_legos;
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int ammo_soda;
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int ammo_spray;
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float powerup_time;
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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#endif
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};
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#ifdef CLIENT
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void Weapons_AmmoUpdate(entity);
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/*
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=================
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player::ReceiveEntity
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=================
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*/
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void
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player::ReceiveEntity(float new)
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{
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float fl;
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if (new == FALSE) {
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/* Go through all the physics code between the last received frame
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* and the newest frame and keep the changes this time around instead
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* of rolling back, because we'll apply the new server-verified values
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* right after anyway. */
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/* FIXME: splitscreen */
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if (entnum == player_localentnum) {
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/* FIXME: splitscreen */
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pSeat = &g_seats[0];
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for (int i = sequence+1; i <= servercommandframe; i++) {
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/* ...maybe the input state is too old? */
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if (!getinputstate(i)) {
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break;
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}
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input_sequence = i;
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PMove_Run();
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}
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/* any differences in things that are read below are now
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* officially from prediction misses. */
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}
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}
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/* seed for our prediction table */
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sequence = servercommandframe;
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fl = readfloat();
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/* HACK: we need to make this more reliable */
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if (fl == UPDATE_ALL) {
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/* we respawned */
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gravity = __NULL__;
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}
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if (fl & PLAYER_MODELINDEX)
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modelindex = readshort();
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if (fl & PLAYER_ORIGIN) {
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origin[0] = readcoord();
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origin[1] = readcoord();
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}
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if (fl & PLAYER_ORIGIN_Z)
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origin[2] = readcoord();
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if (fl & PLAYER_ANGLES_X)
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pitch = readfloat();
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if (fl & PLAYER_ANGLES_Y)
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angles[1] = readfloat();
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if (fl & PLAYER_ANGLES_Z)
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angles[2] = readfloat();
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if (fl & PLAYER_VELOCITY) {
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velocity[0] = readcoord();
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velocity[1] = readcoord();
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}
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if (fl & PLAYER_VELOCITY_Z)
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velocity[2] = readcoord();
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if (fl & PLAYER_FLAGS) {
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flags = readfloat();
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gflags = readfloat();
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}
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if (fl & PLAYER_WEAPON)
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activeweapon = readbyte();
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if (fl & PLAYER_ITEMS)
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g_items = (__variant)readfloat();
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if (fl & PLAYER_HEALTH)
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health = readbyte();
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if (fl & PLAYER_ARMOR)
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armor = readbyte();
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if (fl & PLAYER_MOVETYPE)
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movetype = readbyte();
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if (fl & PLAYER_VIEWOFS)
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view_ofs[2] = readfloat();
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if (fl & PLAYER_BASEFRAME)
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baseframe = readbyte();
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if (fl & PLAYER_FRAME) {
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frame = readbyte();
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frame1time = 0.0f;
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frame2time = 0.0f;
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}
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if (fl & PLAYER_AMMO1) {
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}
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if (fl & PLAYER_AMMO2) {
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ammo_forks = readbyte();
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ammo_knives = readbyte();
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ammo_legogrenade = readbyte();
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ammo_legos = readbyte();
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ammo_soda = readbyte();
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ammo_spray = readbyte();
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}
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if (fl & PLAYER_AMMO3) {
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}
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
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Weapons_AmmoUpdate(this);
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setorigin(this, origin);
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}
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/*
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=================
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player::PredictPostFrame
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Save the last valid server values away in the _net variants of each field
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so we can roll them back later.
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=================
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*/
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void
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player::PredictPreFrame(void)
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{
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ammo_forks_net = ammo_forks;
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ammo_knives_net = ammo_knives;
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ammo_legogrenade_net = ammo_legogrenade;
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ammo_legos_net = ammo_legos;
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ammo_soda_net = ammo_soda;
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ammo_spray_net = ammo_spray;
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}
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/*
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=================
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player::PredictPostFrame
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Where we roll back our values to the ones last sent/verified by the server.
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=================
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*/
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void
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player::PredictPostFrame(void)
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{
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ammo_forks = ammo_forks_net;
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ammo_knives = ammo_knives_net;
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ammo_legogrenade = ammo_legogrenade_net;
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ammo_legos = ammo_legos_net;
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ammo_soda = ammo_soda_net;
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ammo_spray = ammo_spray_net;
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}
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#else
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void
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player::EvaluateEntity(void)
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{
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SendFlags |= PLAYER_KEEPALIVE;
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if (old_modelindex != modelindex)
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SendFlags |= PLAYER_MODELINDEX;
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if (old_origin[0] != origin[0])
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SendFlags |= PLAYER_ORIGIN;
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if (old_origin[1] != origin[1])
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SendFlags |= PLAYER_ORIGIN;
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if (old_origin[2] != origin[2])
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SendFlags |= PLAYER_ORIGIN_Z;
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if (old_angles[0] != v_angle[0])
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SendFlags |= PLAYER_ANGLES_X;
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if (old_angles[1] != angles[1])
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SendFlags |= PLAYER_ANGLES_Y;
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if (old_angles[2] != angles[2])
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SendFlags |= PLAYER_ANGLES_Z;
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if (old_velocity[0] != velocity[0])
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SendFlags |= PLAYER_VELOCITY;
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if (old_velocity[1] != velocity[1])
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SendFlags |= PLAYER_VELOCITY;
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if (old_velocity[2] != velocity[2])
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SendFlags |= PLAYER_VELOCITY_Z;
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if (old_flags != flags)
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SendFlags |= PLAYER_FLAGS;
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if (old_gflags != gflags)
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SendFlags |= PLAYER_FLAGS;
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if (old_activeweapon != activeweapon)
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SendFlags |= PLAYER_WEAPON;
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if (old_items != g_items)
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SendFlags |= PLAYER_ITEMS;
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if (old_health != health)
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SendFlags |= PLAYER_HEALTH;
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if (old_armor != armor)
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SendFlags |= PLAYER_ARMOR;
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if (old_movetype != movetype)
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SendFlags |= PLAYER_MOVETYPE;
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if (old_viewofs != view_ofs[2])
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SendFlags |= PLAYER_VIEWOFS;
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if (old_baseframe != baseframe)
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SendFlags |= PLAYER_BASEFRAME;
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if (old_frame != frame)
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SendFlags |= PLAYER_FRAME;
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old_modelindex = modelindex;
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old_origin = origin;
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old_angles = angles;
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old_angles[0] = v_angle[0];
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old_velocity = velocity;
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old_flags = flags;
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old_gflags = gflags;
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old_activeweapon = activeweapon;
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old_items = g_items;
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old_health = health;
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old_armor = armor;
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old_movetype = movetype;
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old_viewofs = view_ofs[2];
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old_baseframe = baseframe;
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old_frame = frame;
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if (ammo_forks_net == ammo_forks)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_knives_net == ammo_knives)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_legogrenade_net == ammo_legogrenade)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_legos_net == ammo_legos)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_soda_net == ammo_soda)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_spray_net == ammo_spray)
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SendFlags |= PLAYER_AMMO2;
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ammo_forks_net = ammo_forks;
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ammo_knives_net = ammo_knives;
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ammo_legogrenade_net = ammo_legogrenade;
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ammo_legos_net = ammo_legos;
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ammo_soda_net = ammo_soda;
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ammo_spray_net = ammo_spray;
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}
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/*
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=================
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player::SendEntity
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=================
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*/
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float
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player::SendEntity(entity ePEnt, float fChanged)
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{
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if (health <= 0 && ePEnt != this) {
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return FALSE;
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}
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if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
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return FALSE;
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}
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if (ePEnt != self) {
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fChanged &= ~PLAYER_ITEMS;
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fChanged &= ~PLAYER_HEALTH;
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fChanged &= ~PLAYER_ARMOR;
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fChanged &= ~PLAYER_VIEWOFS;
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fChanged &= ~PLAYER_AMMO1;
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fChanged &= ~PLAYER_AMMO2;
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fChanged &= ~PLAYER_AMMO3;
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}
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteFloat(MSG_ENTITY, fChanged);
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/* really trying to get our moneys worth with 23 bits of mantissa */
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if (fChanged & PLAYER_MODELINDEX)
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WriteShort(MSG_ENTITY, modelindex);
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if (fChanged & PLAYER_ORIGIN) {
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WriteCoord(MSG_ENTITY, origin[0]);
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WriteCoord(MSG_ENTITY, origin[1]);
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}
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if (fChanged & PLAYER_ORIGIN_Z)
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WriteCoord(MSG_ENTITY, origin[2]);
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if (fChanged & PLAYER_ANGLES_X)
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WriteFloat(MSG_ENTITY, v_angle[0]);
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if (fChanged & PLAYER_ANGLES_Y)
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WriteFloat(MSG_ENTITY, angles[1]);
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if (fChanged & PLAYER_ANGLES_Z)
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WriteFloat(MSG_ENTITY, angles[2]);
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if (fChanged & PLAYER_VELOCITY) {
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WriteCoord(MSG_ENTITY, velocity[0]);
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WriteCoord(MSG_ENTITY, velocity[1]);
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}
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if (fChanged & PLAYER_VELOCITY_Z)
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WriteCoord(MSG_ENTITY, velocity[2]);
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if (fChanged & PLAYER_FLAGS) {
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WriteFloat(MSG_ENTITY, flags);
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WriteFloat(MSG_ENTITY, gflags);
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}
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if (fChanged & PLAYER_WEAPON)
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WriteByte(MSG_ENTITY, activeweapon);
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if (fChanged & PLAYER_ITEMS)
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WriteFloat(MSG_ENTITY, (__variant)g_items);
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if (fChanged & PLAYER_HEALTH)
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WriteByte(MSG_ENTITY, bound(0, health, 255));
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if (fChanged & PLAYER_ARMOR)
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WriteByte(MSG_ENTITY, armor);
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if (fChanged & PLAYER_MOVETYPE)
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WriteByte(MSG_ENTITY, movetype);
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if (fChanged & PLAYER_VIEWOFS)
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WriteFloat(MSG_ENTITY, view_ofs[2]);
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if (fChanged & PLAYER_BASEFRAME)
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WriteByte(MSG_ENTITY, baseframe);
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if (fChanged & PLAYER_FRAME)
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WriteByte(MSG_ENTITY, frame);
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if (fChanged & PLAYER_AMMO1) {
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}
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if (fChanged & PLAYER_AMMO2) {
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WriteByte(MSG_ENTITY, ammo_forks);
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WriteByte(MSG_ENTITY, ammo_knives);
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WriteByte(MSG_ENTITY, ammo_legogrenade);
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WriteByte(MSG_ENTITY, ammo_legos);
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WriteByte(MSG_ENTITY, ammo_soda);
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WriteByte(MSG_ENTITY, ammo_spray);
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}
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if (fChanged & PLAYER_AMMO3) {
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}
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return TRUE;
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}
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#endif
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@ -44,19 +44,15 @@ w_broom_precache(void)
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void
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w_broom_updateammo(player pl)
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{
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#ifdef SERVER
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Weapons_UpdateAmmo(pl, -1, -1, -1);
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#endif
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}
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string
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w_broom_wmodel(void)
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{
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return "models/w_broom.mdl";
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/* model = "models/w_broom.mdl";
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SetRenderMode(RM_FULLBRIGHT);
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SetRenderAmt(255); */
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}
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string
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w_broom_pmodel(void)
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{
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@ -55,9 +55,7 @@ w_forks_precache(void)
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void
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w_forks_updateammo(player pl)
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{
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#ifdef SERVER
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Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_forks, __NULL__);
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#endif
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Weapons_UpdateAmmo(pl, -1, pl.ammo_forks, -1);
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}
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string
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@ -164,7 +162,7 @@ w_forks_secondary(void)
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/* Ammo check */
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#ifdef CLIENT
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if (pl.a_ammo2 <= 0) {
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if (pl.ammo_forks <= 0) {
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return;
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}
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#else
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@ -236,7 +236,7 @@ w_glove_hudpic(int selected, vector pos, float a)
|
|||
weapon_t w_glove =
|
||||
{
|
||||
.name = "glove",
|
||||
.id = ITEM_GLOVE,
|
||||
.id = ITEM_GLOVE,
|
||||
.slot = 1,
|
||||
.slot_pos = 0,
|
||||
.draw = w_glove_draw,
|
||||
|
|
|
@ -48,9 +48,7 @@ w_hairspray_precache(void)
|
|||
void
|
||||
w_hairspray_updateammo(player pl)
|
||||
{
|
||||
#ifdef SERVER
|
||||
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_spray, __NULL__);
|
||||
#endif
|
||||
Weapons_UpdateAmmo(pl, -1, pl.ammo_spray, -1);
|
||||
}
|
||||
|
||||
string
|
||||
|
@ -125,7 +123,7 @@ w_hairspray_primary(void)
|
|||
|
||||
/* Ammo check */
|
||||
#ifdef CLIENT
|
||||
if (pl.a_ammo2 <= 0) {
|
||||
if (pl.ammo_spray <= 0) {
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
@ -137,7 +135,7 @@ w_hairspray_primary(void)
|
|||
/* Actual firing */
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(HAIRSPRAY_FIRE);
|
||||
pl.a_ammo2--;
|
||||
pl.ammo_spray--;
|
||||
#else
|
||||
Weapons_MakeVectors();
|
||||
entity flame = spawn();
|
||||
|
|
|
@ -52,9 +52,7 @@ w_knife_precache(void)
|
|||
void
|
||||
w_knife_updateammo(player pl)
|
||||
{
|
||||
#ifdef SERVER
|
||||
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_knives, __NULL__);
|
||||
#endif
|
||||
Weapons_UpdateAmmo(pl, -1, pl.ammo_knives, -1);
|
||||
}
|
||||
|
||||
string
|
||||
|
@ -114,7 +112,7 @@ w_knife_primary(void)
|
|||
|
||||
/* Ammo check */
|
||||
#ifdef CLIENT
|
||||
if (pl.a_ammo2 <= 0) {
|
||||
if (pl.ammo_knives <= 0) {
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -41,9 +41,7 @@ void w_lego_precache(void)
|
|||
}
|
||||
void w_lego_updateammo(player pl)
|
||||
{
|
||||
#ifdef SERVER
|
||||
Weapons_UpdateAmmo(pl, -1, pl.ammo_legogrenade, -1);
|
||||
#endif
|
||||
}
|
||||
string w_lego_wmodel(void)
|
||||
{
|
||||
|
@ -140,7 +138,7 @@ void w_lego_primary(void)
|
|||
|
||||
/* Ammo check */
|
||||
#ifdef CLIENT
|
||||
if (pl.a_ammo2 <= 0) {
|
||||
if (pl.ammo_legogrenade <= 0) {
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
@ -198,7 +196,7 @@ void w_lego_release(void)
|
|||
|
||||
if (pl.a_ammo3 == 1) {
|
||||
#ifdef CLIENT
|
||||
pl.a_ammo2--;
|
||||
pl.ammo_legogrenade--;
|
||||
Weapons_ViewAnimation(LEGO_THROW);
|
||||
#else
|
||||
pl.ammo_legogrenade--;
|
||||
|
|
|
@ -48,9 +48,7 @@ w_legolauncher_precache(void)
|
|||
void
|
||||
w_legolauncher_updateammo(player pl)
|
||||
{
|
||||
#ifdef SERVER
|
||||
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_legos, __NULL__);
|
||||
#endif
|
||||
}
|
||||
|
||||
string
|
||||
|
@ -155,7 +153,7 @@ w_legolauncher_primary(void)
|
|||
|
||||
/* Ammo check */
|
||||
#ifdef CLIENT
|
||||
if (pl.a_ammo2 <= 0) {
|
||||
if (pl.ammo_legos <= 0) {
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -68,9 +68,7 @@ w_sodalauncher_pickup(int new, int startammo)
|
|||
void
|
||||
w_sodalauncher_updateammo(player pl)
|
||||
{
|
||||
#ifdef SERVER
|
||||
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_soda, __NULL__);
|
||||
#endif
|
||||
Weapons_UpdateAmmo(pl, -1, pl.ammo_soda, -1);
|
||||
}
|
||||
|
||||
string
|
||||
|
@ -182,7 +180,7 @@ w_sodalauncher_primary(void)
|
|||
|
||||
/* Ammo check */
|
||||
#ifdef CLIENT
|
||||
if (pl.a_ammo2 <= 0) {
|
||||
if (pl.ammo_soda <= 0) {
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
@ -218,7 +216,7 @@ w_sodalauncher_secondary(void)
|
|||
|
||||
/* Ammo check */
|
||||
#ifdef CLIENT
|
||||
if (pl.a_ammo2 <= 0) {
|
||||
if (pl.ammo_soda <= 0) {
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
|
Loading…
Reference in a new issue