Remove references to client/player.qc.
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526b0b2bbe
commit
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2 changed files with 30 additions and 34 deletions
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@ -23,7 +23,6 @@
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../../../base/src/client/draw.qc
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init.qc
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../../../valve/src/client/flashlight.qc
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../../../valve/src/client/player.qc
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entities.qc
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../../../valve/src/client/cmds.qc
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../../../valve/src/client/game_event.qc
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@ -29,46 +29,43 @@ enumflags
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class player:NSClientPlayer
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{
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PREDICTED_INT(anim_top);
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PREDICTED_FLOAT(anim_top_time);
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PREDICTED_FLOAT(anim_top_delay);
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PREDICTED_INT(anim_bottom);
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PREDICTED_FLOAT(anim_bottom_time);
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PREDICTED_INT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_INT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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PREDICTED_INT(ammo_battery); /* beamgun */
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PREDICTED_INT(ammo_chem); /* chemicalgun */
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PREDICTED_INT(ammo_rocket); /* dml / grenades */
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PREDICTED_INT(ammo_gauss); /* gauspistol */
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PREDICTED_INT(ammo_minigun); /* minigun */
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PREDICTED_INT(ammo_buckshot); /* shotgun */
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PREDICTED_INT(ammo_battery) /* beamgun */
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PREDICTED_INT(ammo_chem) /* chemicalgun */
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PREDICTED_INT(ammo_rocket) /* dml / grenades */
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PREDICTED_INT(ammo_gauss) /* gauspistol */
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PREDICTED_INT(ammo_minigun) /* minigun */
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PREDICTED_INT(ammo_buckshot) /* shotgun */
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PREDICTED_INT(fist_mode); /* knife/fists */
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PREDICTED_INT(gauss_mode);
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PREDICTED_INT(shotgun_shells);
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PREDICTED_INT(shotgun_spread);
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PREDICTED_INT(fist_mode) /* knife/fists */
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PREDICTED_INT(gauss_mode)
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PREDICTED_INT(shotgun_shells)
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PREDICTED_INT(shotgun_spread)
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PREDICTED_INT(dml_launch); /* when fired, when targeted */
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PREDICTED_INT(dml_flightpath); /* guided, homing, spiral */
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PREDICTED_INT(dml_detonate); /* on impact, in proximity, timed, when tripped */
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PREDICTED_INT(dml_payload); /* explosive, cluster */
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PREDICTED_INT(chem_acid);
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PREDICTED_INT(chem_neutral);
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PREDICTED_INT(chem_base);
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PREDICTED_INT(chem_pressure);
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PREDICTED_INT(dml_launch) /* when fired, when targeted */
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PREDICTED_INT(dml_flightpath) /* guided, homing, spiral */
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PREDICTED_INT(dml_detonate) /* on impact, in proximity, timed, when tripped */
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PREDICTED_INT(dml_payload) /* explosive, cluster */
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PREDICTED_INT(chem_acid)
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PREDICTED_INT(chem_neutral)
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PREDICTED_INT(chem_base)
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PREDICTED_INT(chem_pressure)
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PREDICTED_INT(beam_range); /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
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PREDICTED_INT(beam_poweracc); /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
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PREDICTED_INT(beam_lightning); /* BEAM, CHAIN, BALL */
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PREDICTED_INT(gren_detonate); /* when tripped (tripmine), timed, on impact */
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PREDICTED_INT(gren_payload); /* cluster, explosive */
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PREDICTED_INT(beam_range) /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
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PREDICTED_INT(beam_poweracc) /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
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PREDICTED_INT(beam_lightning) /* BEAM, CHAIN, BALL */
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PREDICTED_INT(gren_detonate) /* when tripped (tripmine), timed, on impact */
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PREDICTED_INT(gren_payload) /* cluster, explosive */
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PREDICTED_INT(menu_active);
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PREDICTED_INT(dml_state);
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PREDICTED_INT(menu_active)
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PREDICTED_INT(dml_state)
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#ifdef CLIENT
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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,float) ReceiveEntity;
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virtual void(void) PredictPreFrame;
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virtual void(void) PredictPostFrame;
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