Various fixes to get it up and running again.
This commit is contained in:
parent
1a728d1e04
commit
93b4b445a6
11 changed files with 199 additions and 166 deletions
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@ -121,6 +121,10 @@ ClientGame_ConsoleCommand(void)
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//sendevent("WeaponDrop", "");
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TS_playerDropWeapon(); //I do it fine.
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break;
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case "forcespawn":
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sendevent("GamePlayerSpawn", "");
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break;
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default:
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return (0);
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@ -95,6 +95,7 @@ ClientGame_Init(float apilevel, string enginename, float engineversion)
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registercommand("buy");
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registercommand("motd");
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registercommand("forcespawn");
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//registercommand("chooseteam");
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// NO NEED! See CSEv_DropWeapon in nuclide's src/server/weapons.qc, that gets called.
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@ -152,6 +153,8 @@ ClientGame_Init(float apilevel, string enginename, float engineversion)
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void
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ClientGame_InitDone(void)
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{
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//if (serverkeyfloat("sv_playerslots") > 1)
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//VGUI_ShowMOTD();
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}
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@ -23,8 +23,8 @@ drawWeaponOptionBar(
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void
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drawPlayerInventory_TopBar(int arg_iSlotSelected, BOOL arg_fBuyMode)
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{
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vector vWeaponsBar_drawLoc;
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vector vWeaponsBar_drawBase;
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vector vWeaponsBar_drawLoc = g_vec_null;
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vector vWeaponsBar_drawBase = g_vec_null;
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if(arg_fBuyMode){
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// draw the pre-bar
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@ -927,7 +927,7 @@ drawBuyButton(
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arg_opac = 0.71;
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}
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vector vLabelPos;
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vector vLabelPos = g_vec_null;
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BOOL mouseHovered = FALSE;
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// Draw the button label
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@ -1179,6 +1179,7 @@ buymenu_btn_UseNewConfig_clicked(CBuyMenu_BasicButton* arg_this)
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// TODO - check to see whether the config we just used was empty or not, to affect this message...
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CSQC_Parse_CenterPrint("Using new config.\n");
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pSeat->m_bInterfaceFocused = false;
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UI_ChangeScreen(UI_SCREEN::NONE);
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}//buymenu_btn_UseNewConfig_clicked
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@ -91,9 +91,11 @@ void gFun_UI_EventGrabber_Initialize(void){
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void gFun_UI_EventGrabber_Show(void){
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g_UI_EventGrabber.FlagAdd(1);
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g_UI_EventGrabber.m_bVisible = true;
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}
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void gFun_UI_EventGrabber_Hide(void){
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g_UI_EventGrabber.FlagRemove(1);
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g_UI_EventGrabber.m_bVisible = false;
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}
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@ -54,7 +54,7 @@ drawSpriteNumber(
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int digitCount = 0;
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int totalDrawWidth = 0;
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vector vDrawPosYet;
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vector vDrawPosYet = g_vec_null;
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for(int i = arg_digits; i >= 1; i--){
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vDrawPosYet.x = arg_draw_x + (arg_digits - i) * spriteWidth + leftChange;
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vDrawPosYet.y = arg_draw_y + 0;
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@ -155,8 +155,8 @@ void
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Gfx_ScalePicPreserveBounds(string sImage, vector arg_vDrawPos, vector vSize, vector vScale, vector vInset, vector vRGB, float flOpac)
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{
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vector srcpos = [vInset[0], vInset[1]];
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vector srcsz;
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vector sz;
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vector srcsz = g_vec_null;
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vector sz = g_vec_null;
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//srcsz = vSize;
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srcsz[0] = 1.0 - (vInset[0]*2) ;
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@ -165,7 +165,7 @@ Gfx_ScalePicPreserveBounds(string sImage, vector arg_vDrawPos, vector vSize, vec
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sz[0] = vSize[0] * vScale[0];
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sz[1] = vSize[1] * vScale[1];
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vector vecOff;// = [0,0];
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vector vecOff = g_vec_null;// = [0,0];
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vecOff[0] = -sz[0]/2;
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vecOff[1] = -sz[1]/2;
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@ -202,13 +202,13 @@ TS_View_ChangeViewModelPost(void)
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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.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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//TAGGG - NEW VAR
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SAVE_STATE(pl.w_attack_akimbo_next);
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SAVE_STATE(pl.iZoomLevel);
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SAVE_STATE(pl.w_attack_akimbo_next)
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SAVE_STATE(pl.iZoomLevel)
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//SAVE_STATE(pl.flZoomTarget);
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//TAGGG - also new line. It is a good idea to reset the event
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@ -30,14 +30,19 @@ TSMultiplayerRules::TSMultiplayerRules(void)
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}
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void CSEv_GamePlayerSpawn(void);
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bool
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TSMultiplayerRules::PlayerRequestRespawn(NSClientPlayer bp)
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{
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if (bp.TimeSinceDeath() > 0.5f) {
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TSMultiplayerRules rules;
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rules = (TSMultiplayerRules)g_grMode;
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rules.PlayerMakePlayableWithDefaultMoney(bp);
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player pl = (player)bp;
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entity oldSelf = self;
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if (pl.iState == 2 || bp.TimeSinceDeath() > 0.5f) {
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if(pl.iState == PLAYER_STATE::SPAWNED) {
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PlayerRespawn(pl, pl.team);
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} else {
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PlayerMakePlayableWithDefaultMoney(pl);
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}
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return true;
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}
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@ -512,6 +512,7 @@ class player:NSClientPlayer
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virtual weapondata_basic_t*(void) getEquippedWeaponData;
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virtual weapondata_basic_t*(void) getEquippedWeaponData_Singular;
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virtual weapondata_basic_t*(int arg_invID, BOOL arg_preferAkimbo) getInventoryWeaponData;
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virtual weapondata_basic_t*(int arg_invID) getInventoryWeaponData_Singular;
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virtual void(void) updateSlotCountsForEquippedWeapon;
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virtual BOOL(void) equippedWeaponDeleteCheck;
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@ -546,6 +547,7 @@ class player:NSClientPlayer
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// forget what these are for
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virtual void(void) frameThink_fromServer;
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virtual void(void) ProcessInput;
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virtual BOOL(CTSWorldGun arg_pickup) attemptAddWeaponFromPickup;
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virtual void(int arg_weaponID, BOOL completeDrop) dropWeapon;
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virtual BOOL(void) anyAmmoPoolNonEmpty;
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@ -383,75 +383,75 @@ player::PredictPreFrame(void)
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// client's way of calling prethink
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preThink();
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_delay);
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SAVE_STATE(anim_top_time);
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SAVE_STATE(anim_bottom);
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SAVE_STATE(anim_bottom_time);
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SAVE_STATE(anim_top)
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SAVE_STATE(anim_top_delay)
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SAVE_STATE(anim_top_time)
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SAVE_STATE(anim_bottom)
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SAVE_STATE(anim_bottom_time)
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SAVE_STATE(iState);
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SAVE_STATE(inventoryEquippedIndex);
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SAVE_STATE(weaponEquippedAkimbo);
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SAVE_STATE(w_attack_akimbo_next);
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SAVE_STATE(isReloading);
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SAVE_STATE(isChangingIronsight);
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SAVE_STATE(iState)
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SAVE_STATE(inventoryEquippedIndex)
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SAVE_STATE(weaponEquippedAkimbo)
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SAVE_STATE(w_attack_akimbo_next)
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SAVE_STATE(isReloading)
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SAVE_STATE(isChangingIronsight)
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//SAVE_STATE(flZoomTarget);
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SAVE_STATE(iZoomLevel);
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SAVE_STATE(nextAkimboAttackPreference);
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SAVE_STATE(akimboDualFireToleranceTime);
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SAVE_STATE(iZoomLevel)
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SAVE_STATE(nextAkimboAttackPreference)
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SAVE_STATE(akimboDualFireToleranceTime)
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SAVE_STATE(grenadeFireIndex);
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SAVE_STATE(grenadeHeldDuration);
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SAVE_STATE(grenadeSpawnTime);
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SAVE_STATE(bGrenadeToss);
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SAVE_STATE(grenadeFireIndex)
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SAVE_STATE(grenadeHeldDuration)
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SAVE_STATE(grenadeSpawnTime)
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SAVE_STATE(bGrenadeToss)
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//flKarateBlockCooldown
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SAVE_STATE(iMeleeCycler);
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SAVE_STATE(iMeleeCycler)
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SAVE_STATE(vViewAngleOffsetTargetDir);
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SAVE_STATE(vViewAngleOffsetTotalChange);
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SAVE_STATE(flViewAngleOffsetTarget);
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SAVE_STATE(vViewAngleOffsetTargetDir)
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SAVE_STATE(vViewAngleOffsetTotalChange)
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SAVE_STATE(flViewAngleOffsetTarget)
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SAVE_STATE(fAccuracyKickback);
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SAVE_STATE(fAccuracyKickbackStartCooldown);
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SAVE_STATE(fMoveBlockDelay);
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SAVE_STATE(fUncrouchBlockDelay);
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SAVE_STATE(fKarateStamina);
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SAVE_STATE(fAccuracyKickback)
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SAVE_STATE(fAccuracyKickbackStartCooldown)
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SAVE_STATE(fMoveBlockDelay)
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SAVE_STATE(fUncrouchBlockDelay)
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SAVE_STATE(fKarateStamina)
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SAVE_STATE(aryNextBurstShotTime_softLength);
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SAVE_STATE(aryNextBurstShotTime_softLength)
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for(i = 0; i < aryNextBurstShotTime_softLength; i++){
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SAVE_STATE_ARY(ary_ammoTotal, i);
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}
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SAVE_STATE(aryNextBurstShotTime_listenIndex);
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SAVE_STATE(aryNextBurstShotTime_listenIndex)
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SAVE_STATE(shotgunReloadIndex);
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SAVE_STATE(shotgunReloadIndex)
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SAVE_STATE(shotgunAddAmmoTime);
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SAVE_STATE(shotgunAddAmmoSoundTime);
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SAVE_STATE(shotgunAddAmmoTime)
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SAVE_STATE(shotgunAddAmmoSoundTime)
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SAVE_STATE(ary_myWeapons_softMax);
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SAVE_STATE(ary_myWeapons_softMax)
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for(i = 0; i < ary_myWeapons_softMax; i++){
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SAVE_STATE(ary_myWeapons[i].weaponID);
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SAVE_STATE(ary_myWeapons[i].weaponTypeID);
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SAVE_STATE(ary_myWeapons[i].iBitsUpgrade);
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SAVE_STATE(ary_myWeapons[i].iCount);
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SAVE_STATE(ary_myWeapons[i].weaponID)
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SAVE_STATE(ary_myWeapons[i].weaponTypeID)
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SAVE_STATE(ary_myWeapons[i].iBitsUpgrade)
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SAVE_STATE(ary_myWeapons[i].iCount)
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//SAVE_STATE(ary_myWeapons[i].iPrice);
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//SAVE_STATE(ary_myWeapons[i].iSlots);
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SAVE_STATE(ary_myWeapons[i].iClipLeft);
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SAVE_STATE(ary_myWeapons[i].iClipAkimboLeft);
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SAVE_STATE(ary_myWeapons[i].iBitsUpgrade_on);
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SAVE_STATE(ary_myWeapons[i].iFireMode);
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SAVE_STATE(ary_myWeapons[i].iFireModeAkimbo);
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SAVE_STATE(ary_myWeapons[i].iIronSight);
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SAVE_STATE(ary_myWeapons[i].iForceBodygroup1Submodel);
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SAVE_STATE(ary_myWeapons[i].bNeedsPump);
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SAVE_STATE(ary_myWeapons[i].iClipLeft)
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SAVE_STATE(ary_myWeapons[i].iClipAkimboLeft)
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SAVE_STATE(ary_myWeapons[i].iBitsUpgrade_on)
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SAVE_STATE(ary_myWeapons[i].iFireMode)
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SAVE_STATE(ary_myWeapons[i].iFireModeAkimbo)
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SAVE_STATE(ary_myWeapons[i].iIronSight)
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SAVE_STATE(ary_myWeapons[i].iForceBodygroup1Submodel)
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SAVE_STATE(ary_myWeapons[i].bNeedsPump)
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}
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//UNNECESSARY. This array is of fixed length, so known at all times.
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@ -495,77 +495,77 @@ player::PredictPostFrame(void)
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// client's way of calling postthink
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postThink();
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ROLL_BACK(anim_top);
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ROLL_BACK(anim_top_delay);
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ROLL_BACK(anim_top_time);
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ROLL_BACK(anim_bottom);
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ROLL_BACK(anim_bottom_time);
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ROLL_BACK(anim_top)
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ROLL_BACK(anim_top_delay)
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ROLL_BACK(anim_top_time)
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ROLL_BACK(anim_bottom)
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ROLL_BACK(anim_bottom_time)
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ROLL_BACK(iState);
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ROLL_BACK(inventoryEquippedIndex);
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ROLL_BACK(weaponEquippedAkimbo);
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ROLL_BACK(w_attack_akimbo_next);
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ROLL_BACK(isReloading);
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ROLL_BACK(isChangingIronsight);
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ROLL_BACK(iState)
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ROLL_BACK(inventoryEquippedIndex)
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ROLL_BACK(weaponEquippedAkimbo)
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ROLL_BACK(w_attack_akimbo_next)
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ROLL_BACK(isReloading)
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ROLL_BACK(isChangingIronsight)
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//ROLL_BACK(flZoomTarget);
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ROLL_BACK(iZoomLevel);
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ROLL_BACK(iZoomLevel)
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ROLL_BACK(nextAkimboAttackPreference);
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ROLL_BACK(akimboDualFireToleranceTime);
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ROLL_BACK(nextAkimboAttackPreference)
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ROLL_BACK(akimboDualFireToleranceTime)
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ROLL_BACK(grenadeFireIndex);
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ROLL_BACK(grenadeHeldDuration);
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ROLL_BACK(grenadeSpawnTime);
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ROLL_BACK(bGrenadeToss);
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ROLL_BACK(grenadeFireIndex)
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ROLL_BACK(grenadeHeldDuration)
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ROLL_BACK(grenadeSpawnTime)
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ROLL_BACK(bGrenadeToss)
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//flKarateBlockCooldown
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ROLL_BACK(iMeleeCycler);
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ROLL_BACK(iMeleeCycler)
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ROLL_BACK(vViewAngleOffsetTargetDir);
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ROLL_BACK(vViewAngleOffsetTotalChange);
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ROLL_BACK(flViewAngleOffsetTarget);
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ROLL_BACK(vViewAngleOffsetTargetDir)
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ROLL_BACK(vViewAngleOffsetTotalChange)
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ROLL_BACK(flViewAngleOffsetTarget)
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ROLL_BACK(fAccuracyKickback);
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ROLL_BACK(fAccuracyKickbackStartCooldown);
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ROLL_BACK(fAccuracyKickback)
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ROLL_BACK(fAccuracyKickbackStartCooldown)
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ROLL_BACK(fMoveBlockDelay);
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ROLL_BACK(fUncrouchBlockDelay);
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ROLL_BACK(fKarateStamina);
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ROLL_BACK(fMoveBlockDelay)
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ROLL_BACK(fUncrouchBlockDelay)
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ROLL_BACK(fKarateStamina)
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ROLL_BACK(aryNextBurstShotTime_softLength);
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ROLL_BACK(aryNextBurstShotTime_softLength)
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for(i = 0; i < aryNextBurstShotTime_softLength; i++){
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ROLL_BACK_ARY(ary_ammoTotal, i);
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}
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ROLL_BACK(aryNextBurstShotTime_listenIndex);
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ROLL_BACK(aryNextBurstShotTime_listenIndex)
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ROLL_BACK(shotgunReloadIndex);
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ROLL_BACK(shotgunAddAmmoTime);
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ROLL_BACK(shotgunAddAmmoSoundTime);
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ROLL_BACK(shotgunReloadIndex)
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ROLL_BACK(shotgunAddAmmoTime)
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ROLL_BACK(shotgunAddAmmoSoundTime)
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ROLL_BACK(ary_myWeapons_softMax);
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ROLL_BACK(ary_myWeapons_softMax)
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for(i = 0; i < ary_myWeapons_softMax; i++){
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ROLL_BACK(ary_myWeapons[i].weaponID);
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ROLL_BACK(ary_myWeapons[i].weaponTypeID);
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ROLL_BACK(ary_myWeapons[i].iBitsUpgrade);
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ROLL_BACK(ary_myWeapons[i].iCount);
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//ROLL_BACK(ary_myWeapons[i].iPrice);
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//ROLL_BACK(ary_myWeapons[i].iSlots);
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ROLL_BACK(ary_myWeapons[i].iClipLeft);
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ROLL_BACK(ary_myWeapons[i].iClipAkimboLeft);
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ROLL_BACK(ary_myWeapons[i].iBitsUpgrade_on);
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ROLL_BACK(ary_myWeapons[i].iFireMode);
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ROLL_BACK(ary_myWeapons[i].iFireModeAkimbo);
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ROLL_BACK(ary_myWeapons[i].iIronSight);
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ROLL_BACK(ary_myWeapons[i].iForceBodygroup1Submodel);
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ROLL_BACK(ary_myWeapons[i].bNeedsPump);
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ROLL_BACK(ary_myWeapons[i].weaponID)
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ROLL_BACK(ary_myWeapons[i].weaponTypeID)
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ROLL_BACK(ary_myWeapons[i].iBitsUpgrade)
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ROLL_BACK(ary_myWeapons[i].iCount)
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//ROLL_BACK(ary_myWeapons[i].iPrice)
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//ROLL_BACK(ary_myWeapons[i].iSlots)
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ROLL_BACK(ary_myWeapons[i].iClipLeft)
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ROLL_BACK(ary_myWeapons[i].iClipAkimboLeft)
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ROLL_BACK(ary_myWeapons[i].iBitsUpgrade_on)
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ROLL_BACK(ary_myWeapons[i].iFireMode)
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ROLL_BACK(ary_myWeapons[i].iFireModeAkimbo)
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ROLL_BACK(ary_myWeapons[i].iIronSight)
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ROLL_BACK(ary_myWeapons[i].iForceBodygroup1Submodel)
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ROLL_BACK(ary_myWeapons[i].bNeedsPump)
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}
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// UNNECESSARY. This array is of fixed length, so known at all times.
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@ -606,7 +606,7 @@ player::EvaluateEntity(void)
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// set some flag to convey that?
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SAVE_STATE(ary_myWeapons_softMax);
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SAVE_STATE(ary_myWeapons_softMax)
|
||||
|
||||
|
||||
i = inventoryEquippedIndex;
|
||||
|
@ -654,78 +654,78 @@ player::EvaluateEntity(void)
|
|||
}
|
||||
|
||||
|
||||
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(anim_top)
|
||||
SAVE_STATE(anim_top_delay)
|
||||
SAVE_STATE(anim_top_time)
|
||||
SAVE_STATE(anim_bottom)
|
||||
SAVE_STATE(anim_bottom_time)
|
||||
|
||||
SAVE_STATE(iState);
|
||||
SAVE_STATE(inventoryEquippedIndex);
|
||||
SAVE_STATE(weaponEquippedAkimbo);
|
||||
SAVE_STATE(w_attack_akimbo_next);
|
||||
SAVE_STATE(isReloading);
|
||||
SAVE_STATE(isChangingIronsight);
|
||||
//SAVE_STATE(flZoomTarget);
|
||||
SAVE_STATE(iZoomLevel);
|
||||
SAVE_STATE(nextAkimboAttackPreference);
|
||||
SAVE_STATE(akimboDualFireToleranceTime);
|
||||
SAVE_STATE(iState)
|
||||
SAVE_STATE(inventoryEquippedIndex)
|
||||
SAVE_STATE(weaponEquippedAkimbo)
|
||||
SAVE_STATE(w_attack_akimbo_next)
|
||||
SAVE_STATE(isReloading)
|
||||
SAVE_STATE(isChangingIronsight)
|
||||
//SAVE_STATE(flZoomTarget)
|
||||
SAVE_STATE(iZoomLevel)
|
||||
SAVE_STATE(nextAkimboAttackPreference)
|
||||
SAVE_STATE(akimboDualFireToleranceTime)
|
||||
|
||||
SAVE_STATE(grenadeFireIndex);
|
||||
SAVE_STATE(grenadeHeldDuration);
|
||||
SAVE_STATE(grenadeSpawnTime);
|
||||
SAVE_STATE(bGrenadeToss);
|
||||
SAVE_STATE(grenadeFireIndex)
|
||||
SAVE_STATE(grenadeHeldDuration)
|
||||
SAVE_STATE(grenadeSpawnTime)
|
||||
SAVE_STATE(bGrenadeToss)
|
||||
|
||||
//flKarateBlockCooldown
|
||||
SAVE_STATE(iMeleeCycler);
|
||||
SAVE_STATE(iMeleeCycler)
|
||||
|
||||
|
||||
SAVE_STATE(vViewAngleOffsetTargetDir);
|
||||
SAVE_STATE(vViewAngleOffsetTotalChange);
|
||||
SAVE_STATE(flViewAngleOffsetTarget);
|
||||
SAVE_STATE(vViewAngleOffsetTargetDir)
|
||||
SAVE_STATE(vViewAngleOffsetTotalChange)
|
||||
SAVE_STATE(flViewAngleOffsetTarget)
|
||||
|
||||
|
||||
SAVE_STATE(fAccuracyKickback);
|
||||
SAVE_STATE(fAccuracyKickbackStartCooldown);
|
||||
SAVE_STATE(fAccuracyKickback)
|
||||
SAVE_STATE(fAccuracyKickbackStartCooldown)
|
||||
|
||||
SAVE_STATE(fMoveBlockDelay);
|
||||
SAVE_STATE(fUncrouchBlockDelay);
|
||||
SAVE_STATE(fKarateStamina);
|
||||
SAVE_STATE(fMoveBlockDelay)
|
||||
SAVE_STATE(fUncrouchBlockDelay)
|
||||
SAVE_STATE(fKarateStamina)
|
||||
|
||||
|
||||
SAVE_STATE(aryNextBurstShotTime_softLength);
|
||||
SAVE_STATE(aryNextBurstShotTime_softLength)
|
||||
for(i = 0; i < aryNextBurstShotTime_softLength; i++){
|
||||
SAVE_STATE_ARY(ary_ammoTotal, i);
|
||||
}
|
||||
SAVE_STATE(aryNextBurstShotTime_listenIndex);
|
||||
SAVE_STATE(aryNextBurstShotTime_listenIndex)
|
||||
|
||||
|
||||
SAVE_STATE(shotgunReloadIndex);
|
||||
SAVE_STATE(shotgunReloadIndex)
|
||||
|
||||
SAVE_STATE(shotgunAddAmmoTime);
|
||||
SAVE_STATE(shotgunAddAmmoSoundTime);
|
||||
SAVE_STATE(shotgunAddAmmoTime)
|
||||
SAVE_STATE(shotgunAddAmmoSoundTime)
|
||||
|
||||
|
||||
SAVE_STATE(ary_myWeapons_softMax);
|
||||
SAVE_STATE(ary_myWeapons_softMax)
|
||||
|
||||
|
||||
i = inventoryEquippedIndex;
|
||||
if(i != -1){
|
||||
//for(i = 0; i < ary_myWeapons_softMax; i++){
|
||||
SAVE_STATE(ary_myWeapons[i].weaponID);
|
||||
SAVE_STATE(ary_myWeapons[i].weaponTypeID);
|
||||
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade);
|
||||
SAVE_STATE(ary_myWeapons[i].iCount);
|
||||
//SAVE_STATE(ary_myWeapons[i].iPrice);
|
||||
//SAVE_STATE(ary_myWeapons[i].iSlots);
|
||||
SAVE_STATE(ary_myWeapons[i].iClipLeft);
|
||||
SAVE_STATE(ary_myWeapons[i].iClipAkimboLeft);
|
||||
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade_on);
|
||||
SAVE_STATE(ary_myWeapons[i].iFireMode);
|
||||
SAVE_STATE(ary_myWeapons[i].iFireModeAkimbo);
|
||||
SAVE_STATE(ary_myWeapons[i].iIronSight);
|
||||
SAVE_STATE(ary_myWeapons[i].iForceBodygroup1Submodel);
|
||||
SAVE_STATE(ary_myWeapons[i].bNeedsPump);
|
||||
SAVE_STATE(ary_myWeapons[i].weaponID)
|
||||
SAVE_STATE(ary_myWeapons[i].weaponTypeID)
|
||||
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade)
|
||||
SAVE_STATE(ary_myWeapons[i].iCount)
|
||||
//SAVE_STATE(ary_myWeapons[i].iPrice)
|
||||
//SAVE_STATE(ary_myWeapons[i].iSlots)
|
||||
SAVE_STATE(ary_myWeapons[i].iClipLeft)
|
||||
SAVE_STATE(ary_myWeapons[i].iClipAkimboLeft)
|
||||
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade_on)
|
||||
SAVE_STATE(ary_myWeapons[i].iFireMode)
|
||||
SAVE_STATE(ary_myWeapons[i].iFireModeAkimbo)
|
||||
SAVE_STATE(ary_myWeapons[i].iIronSight)
|
||||
SAVE_STATE(ary_myWeapons[i].iForceBodygroup1Submodel)
|
||||
SAVE_STATE(ary_myWeapons[i].bNeedsPump)
|
||||
//}
|
||||
|
||||
|
||||
|
@ -1550,9 +1550,9 @@ player::setInventoryEquippedIndex_Akimbo(int arg_newIndex, BOOL useAkimbo)
|
|||
// Force a sendoff!
|
||||
SendFlags |= PLAYER_WEAPON;
|
||||
#else
|
||||
SAVE_STATE(activeweapon);
|
||||
SAVE_STATE(activeweapon)
|
||||
// unsure if this one's needed
|
||||
SAVE_STATE(inventoryEquippedIndex);
|
||||
SAVE_STATE(inventoryEquippedIndex)
|
||||
#endif
|
||||
|
||||
|
||||
|
@ -2203,6 +2203,22 @@ player::dropAmmo(void){
|
|||
}// dropAmmo
|
||||
|
||||
|
||||
void
|
||||
player::ProcessInput(void)
|
||||
{
|
||||
/* HACK: ugly workaround for some thing I cba to fix right now */
|
||||
if(iState == 2){
|
||||
if (input_buttons & 1) {
|
||||
CGameRules rules = (CGameRules)g_grMode;
|
||||
rules.PlayerRequestRespawn(this);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
super::ProcessInput();
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -406,7 +406,7 @@ TS_View_PlayAnimation(player pl, int iSequence, float fDuration){
|
|||
pSeat->m_eViewModel.frame = (float)iSequence;
|
||||
pl.weapontime = 0.0f;
|
||||
pl.weaponframe = iSequence;
|
||||
SAVE_STATE(pl.weapontime);
|
||||
SAVE_STATE(pl.weapontime)
|
||||
|
||||
//pSeat->m_eViewModel.frame2time = 0;
|
||||
//pSeat->m_eViewModel.frame1time = 0;
|
||||
|
@ -422,7 +422,7 @@ TS_View_PlayAnimation_noLaserLock(player pl, int iSequence, float fDuration){
|
|||
pSeat->m_eViewModel.frame = (float)iSequence;
|
||||
pl.weapontime = 0.0f;
|
||||
pl.weaponframe = iSequence;
|
||||
SAVE_STATE(pl.weapontime);
|
||||
SAVE_STATE(pl.weapontime)
|
||||
|
||||
pl.w_freeze_idle_next = -1; //assume this?
|
||||
pl.lasersightUnlockTime = TRUE;
|
||||
|
@ -434,7 +434,7 @@ TS_View_PlayAnimation_EndIdle(player pl, int iSequence, float fDuration){
|
|||
pSeat->m_eViewModel.frame = (float)iSequence;
|
||||
pl.weapontime = 0.0f;
|
||||
pl.weaponframe = iSequence;
|
||||
SAVE_STATE(pl.weapontime);
|
||||
SAVE_STATE(pl.weapontime)
|
||||
|
||||
// ?? Do we want to do this or not then
|
||||
pl.lasersightUnlockTime = FALSE; //reset
|
||||
|
@ -448,7 +448,7 @@ TS_View_PlayAnimation_EndIdle_custom(player pl, int iSequence, float fDuration,
|
|||
pSeat->m_eViewModel.frame = (float)iSequence;
|
||||
pl.weapontime = 0.0f;
|
||||
pl.weaponframe = iSequence;
|
||||
SAVE_STATE(pl.weapontime);
|
||||
SAVE_STATE(pl.weapontime)
|
||||
|
||||
pl.lasersightUnlockTime = FALSE; //reset
|
||||
pl.w_freeze_idle_next = fDuration + fIdleEndOffset + getViewModelAnimExtraDuration();
|
||||
|
|
Loading…
Reference in a new issue