diff --git a/src/client/view.qc b/src/client/view.qc index 7809ea4..038759b 100644 --- a/src/client/view.qc +++ b/src/client/view.qc @@ -32,11 +32,11 @@ View_UpdateWeapon(player pl, entity vm, entity mflash) * thus we need to update all the net variables to * make sure these updates are recognized. this is * vile but it'll have to do for now */ - SAVE_STATE(pl.w_attack_next); - SAVE_STATE(pl.w_idle_next); - SAVE_STATE(pl.viewzoom); - SAVE_STATE(pl.weapontime); - SAVE_STATE(pl.weaponframe); + SAVE_STATE(pl.w_attack_next) + SAVE_STATE(pl.w_idle_next) + SAVE_STATE(pl.viewzoom) + SAVE_STATE(pl.weapontime) + SAVE_STATE(pl.weaponframe) /* hack, we changed the wep, move this into Game_Input/PMove */ Weapons_Draw(pl); @@ -45,11 +45,11 @@ View_UpdateWeapon(player pl, entity vm, entity mflash) * thus we need to update all the net variables to * make sure these updates are recognized. this is * vile but it'll have to do for now */ - ROLL_BACK(pl.w_attack_next); - ROLL_BACK(pl.w_idle_next); - ROLL_BACK(pl.viewzoom); - ROLL_BACK(pl.weapontime); - ROLL_BACK(pl.weaponframe); + ROLL_BACK(pl.w_attack_next) + ROLL_BACK(pl.w_idle_next) + ROLL_BACK(pl.viewzoom) + ROLL_BACK(pl.weapontime) + ROLL_BACK(pl.weaponframe) /* figure out when the attachments start. in FTE attachments for * HLMDL are treated as bones. they start at numbones + 1 */ diff --git a/src/shared/player.qc b/src/shared/player.qc index 36d5627..29a1258 100644 --- a/src/shared/player.qc +++ b/src/shared/player.qc @@ -342,36 +342,36 @@ player::PredictPreFrame(void) /* the generic client attributes */ NSClientPlayer::PredictPreFrame(); - 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(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(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_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); + SAVE_STATE(ammo_m203_grenade) + SAVE_STATE(ammo_gauss_volume) + SAVE_STATE(ammo_rpg_state) + SAVE_STATE(mode_tempstate) } /* @@ -387,37 +387,37 @@ player::PredictPostFrame(void) /* the generic client attributes */ NSClientPlayer::PredictPostFrame(); - 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(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(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_m203_grenade); - 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_9mm) + ROLL_BACK(ammo_357) + ROLL_BACK(ammo_buckshot) + ROLL_BACK(ammo_m203_grenade) + 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); + ROLL_BACK(ammo_m203_grenade) + ROLL_BACK(ammo_gauss_volume) + ROLL_BACK(ammo_rpg_state) + ROLL_BACK(mode_tempstate) } #else