Rename NSNavAI to NSActor.
This commit is contained in:
parent
935c0fd543
commit
d936e57aa5
9 changed files with 83 additions and 83 deletions
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@ -49,7 +49,7 @@ typedef enum
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@ingroup bot
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@ingroup baseclass
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*/
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class NSBot:NSNavAI
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class NSBot:NSActor
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{
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public:
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@ -60,18 +60,18 @@ Cmd_ParseClientCommand(NSClient sender, string cmd, int commandArguments)
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bprint(PRINT_CHAT, msg);
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break;
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case "listInventory":
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NSNavAI_ListInventory((NSNavAI)self);
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NSActor_ListInventory((NSActor)self);
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break;
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case "giveInventoryItem":
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NSNavAI player = (NSNavAI)self;
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NSActor player = (NSActor)self;
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player.GiveItem(argv(1));
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break;
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case "removeInventoryItem":
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NSNavAI player = (NSNavAI)self;
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NSActor player = (NSActor)self;
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player.RemoveItem(argv(1));
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break;
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case "removeAllInventoryItems":
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NSNavAI player = (NSNavAI)self;
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NSActor player = (NSActor)self;
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player.RemoveAllItems(false);
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break;
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case "listAmmo":
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@ -224,7 +224,7 @@ Cmd_ParseServerCommand(void)
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case "respawnEntities":
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CMD_RespawnEntities();
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break;
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case "spawn":
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case "spawnDef":
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CMD_Spawn();
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break;
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#ifdef BOT_INCLUDED
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@ -523,7 +523,7 @@ void
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NSItem::_AddedCallback(void)
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{
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#ifdef SERVER
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NSNavAI pl = (NSNavAI)owner;
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NSActor pl = (NSActor)owner;
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if (m_iGiveHealth > 0i) {
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if (pl.GetHealth() < 100) {
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@ -321,7 +321,7 @@ capable of fighting if prompted to.
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@ingroup baseclass
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*/
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class NSMonster:NSNavAI
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class NSMonster:NSActor
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{
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public:
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void NSMonster(void);
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@ -19,14 +19,14 @@ var bool autocvar_g_infiniteAmmo = false;
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var bool autocvar_ai_debugNav = false;
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void
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_NSNavAI_Log(string className, string functionName, float edictNum, string warnMessage)
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_NSActor_Log(string className, string functionName, float edictNum, string warnMessage)
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{
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if (autocvar_g_logTimestamps)
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printf("^9%f ^5%s (%d) ^7: %s\n", time, functionName, edictNum, warnMessage);
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else
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printf("^5%s (%d) ^7: %s\n", functionName, edictNum, warnMessage);
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}
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#define NSNavAI_Log(...) _NSNavAI_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
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#define NSActor_Log(...) _NSActor_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
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/* for AI identification purposes */
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typedef enum
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@ -39,18 +39,18 @@ typedef enum
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WPNTYPE_SEMI /* semi automatic */
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} weapontype_t;
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/** This entity class represents a moving/pathfinding object.
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/** This entity class represents an object with choreographed/free-form movement.
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It knows how to deal with waypoint based nodes and possibly other
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types of pathfinding in the future.
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@ingroup baseclass
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*/
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class
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NSNavAI:NSSurfacePropEntity
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NSActor:NSSurfacePropEntity
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{
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public:
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void NSNavAI(void);
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void NSActor(void);
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/** Overridable: Returns whether the client can sprint, with the command +sprint */
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virtual bool CanSprint(void);
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@ -177,5 +177,5 @@ private:
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float m_flFirstInventoryItem;
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};
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void NSNavAI_ListInventory(NSNavAI);
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void NSActor_ListInventory(NSActor);
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@ -15,7 +15,7 @@
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*/
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void
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NSNavAI::NSNavAI(void)
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NSActor::NSActor(void)
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{
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#ifdef SERVER
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m_iNodes = 0i;
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@ -33,81 +33,81 @@ NSNavAI::NSNavAI(void)
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}
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bool
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NSNavAI::IsCrouching(void)
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NSActor::IsCrouching(void)
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{
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return HasVFlags(VFL_CROUCHING);
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}
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bool
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NSNavAI::IsProne(void)
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NSActor::IsProne(void)
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{
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return HasVFlags(VFL_PRONE);
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}
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bool
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NSNavAI::IsStanding(void)
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NSActor::IsStanding(void)
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{
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return !HasVFlags(VFL_PRONE | VFL_CROUCHING | VFL_SPRINTING);
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}
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bool
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NSNavAI::IsSprinting(void)
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NSActor::IsSprinting(void)
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{
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return HasVFlags(VFL_SPRINTING);
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}
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bool
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NSNavAI::IsLeaning(void)
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NSActor::IsLeaning(void)
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{
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return (false);
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}
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bool
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NSNavAI::CanSprint(void)
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NSActor::CanSprint(void)
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{
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return (false);
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}
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bool
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NSNavAI::CanProne(void)
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NSActor::CanProne(void)
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{
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return (false);
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}
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bool
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NSNavAI::CanLean(void)
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NSActor::CanLean(void)
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{
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return (false);
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}
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bool
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NSNavAI::CanCrouch(void)
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NSActor::CanCrouch(void)
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{
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return (false);
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}
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/* filled these in with the (default) client side player movement values */
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float
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NSNavAI::GetForwardSpeed(void)
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NSActor::GetForwardSpeed(void)
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{
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return (PMOVE_FORWARD_SPEED);
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}
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float
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NSNavAI::GetSideSpeed(void)
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NSActor::GetSideSpeed(void)
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{
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return (PMOVE_SIDE_SPEED);
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}
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float
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NSNavAI::GetBackSpeed(void)
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NSActor::GetBackSpeed(void)
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{
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return (PMOVE_BACK_SPEED);
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}
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#ifdef SERVER
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void
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NSNavAI::Save(float handle)
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NSActor::Save(float handle)
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{
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super::Save(handle);
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SaveInt(handle, "m_iNodes", m_iNodes);
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@ -118,7 +118,7 @@ NSNavAI::Save(float handle)
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}
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void
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NSNavAI::Restore(string strKey, string strValue)
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NSActor::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_iNodes":
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@ -142,7 +142,7 @@ NSNavAI::Restore(string strKey, string strValue)
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}
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void
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NSNavAI::RestoreComplete(void)
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NSActor::RestoreComplete(void)
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{
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if (m_iNodes <= 0i)
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return;
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@ -155,13 +155,13 @@ NSNavAI::RestoreComplete(void)
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#ifdef SERVER
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void
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NSNavAI::RouteEnded(void)
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NSActor::RouteEnded(void)
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{
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}
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void
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NSNavAI::CheckRoute_Path(void)
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NSActor::CheckRoute_Path(void)
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{
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float flDist = floor(vlen(m_pathEntity.GetOrigin() - GetOrigin()));
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@ -169,7 +169,7 @@ NSNavAI::CheckRoute_Path(void)
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/* close enough...? */
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if (flDist < 80) {
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NSNavAI_Log("Reached path node %S", m_pathTarget);
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NSActor_Log("Reached path node %S", m_pathTarget);
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m_pathTarget = m_pathEntity.target;
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m_pathEntity = (NSEntity)m_pathEntity.GetTargetEntity();
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@ -178,7 +178,7 @@ NSNavAI::CheckRoute_Path(void)
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}
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void
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NSNavAI::CheckRoute(void)
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NSActor::CheckRoute(void)
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{
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float flDist;
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float flNodeRadius;
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@ -201,10 +201,10 @@ NSNavAI::CheckRoute(void)
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/* HACK: for followers */
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if (m_eFollowing) {
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RouteToPosition(m_eFollowing.origin);
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NSNavAI_Log("Giving up current route to follower, re-calculating");
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NSActor_Log("Giving up current route to follower, re-calculating");
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} else {
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RouteToPosition(m_vecLastNode);
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NSNavAI_Log("Giving up current route, re-calculating.");
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NSActor_Log("Giving up current route, re-calculating.");
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}
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}
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_m_flRouteGiveUp = time + 2.0f;
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@ -228,7 +228,7 @@ NSNavAI::CheckRoute(void)
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flDist = floor(vlen(evenpos - origin));
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if (flDist < flNodeRadius) {
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NSNavAI_Log("%S reached node", targetname);
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NSActor_Log("%S reached node", targetname);
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m_iCurNode--;
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velocity = [0,0,0]; /* clamp friction */
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@ -239,7 +239,7 @@ NSNavAI::CheckRoute(void)
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/* can we walk directly to our target destination? */
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if (trace_fraction == 1.0) {
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NSNavAI_Log("Walking directly to last node at '%v'", m_vecLastNode);
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NSActor_Log("Walking directly to last node at '%v'", m_vecLastNode);
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m_iCurNode = -1;
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}
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}
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@ -258,7 +258,7 @@ NSNavAI::CheckRoute(void)
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if (!trace_startsolid && trace_fraction == 1.0f) {
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evenpos = vecNextNode;
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m_iCurNode = iNextNode;
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NSNavAI_Log("Skipping to next node %i at '%v'", iNextNode, vecNextNode);
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NSActor_Log("Skipping to next node %i at '%v'", iNextNode, vecNextNode);
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return;
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}
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}
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@ -268,7 +268,7 @@ NSNavAI::CheckRoute(void)
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if (m_iCurNode < -1) {
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RouteClear();
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RouteEnded();
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NSNavAI_Log("%S reached end", targetname);
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NSActor_Log("%S reached end", targetname);
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}
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/* crouch attempt */
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@ -305,14 +305,14 @@ NSNavAI::CheckRoute(void)
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m_flLastDist = flDist;
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if (m_flNodeGiveup >= 1.0f) {
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print(sprintf("NSNavAI::CheckNode: %s gave up route\n",
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print(sprintf("NSActor::CheckNode: %s gave up route\n",
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this.netname));
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RouteClear();
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}*/
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}
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vector
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NSNavAI::GetRouteMovevalues(void)
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NSActor::GetRouteMovevalues(void)
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{
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vector vecDirection;
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vector fwdDir, rightDir, upDir;
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@ -337,7 +337,7 @@ NSNavAI::GetRouteMovevalues(void)
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}
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vector
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NSNavAI::GetRouteDirection(void)
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NSActor::GetRouteDirection(void)
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{
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if (m_pathTarget) {
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return vectorToAngles(m_pathEntity.GetOrigin() - GetOrigin());
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@ -356,13 +356,13 @@ NSNavAI::GetRouteDirection(void)
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}
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void
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NSNavAI::RouteToPosition(vector destination)
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NSActor::RouteToPosition(vector destination)
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{
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RouteToPositionDenyFlags(destination, 0i);
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}
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void
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NSNavAI::DebugDraw(void)
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NSActor::DebugDraw(void)
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{
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vector vecStart = GetOrigin();
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vector vecEnd;
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@ -386,12 +386,12 @@ NSNavAI::DebugDraw(void)
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}
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void
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NSNavAI::RouteToPositionDenyFlags(vector destination, int denylinkflags)
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NSActor::RouteToPositionDenyFlags(vector destination, int denylinkflags)
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{
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/* engine calls this upon successfully creating a route */
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static void RouteToPosition_RouteCB(entity ent, vector dest, int numnodes, nodeslist_t *nodelist)
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{
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NSNavAI p = (NSNavAI)ent;
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NSActor p = (NSActor)ent;
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p.m_iNodes = numnodes;
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p.m_iCurNode = numnodes - 1;
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p.m_pRoute = nodelist;
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@ -402,10 +402,10 @@ NSNavAI::RouteToPositionDenyFlags(vector destination, int denylinkflags)
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/* can we walk directly to our target destination? */
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if (trace_fraction == 1.0) {
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NSNavAI_Log("Walking directly to last node");
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NSActor_Log("Walking directly to last node");
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p.m_iCurNode = -1;
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} else {
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NSNavAI_Log("Path obstructed, calculating route");
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NSActor_Log("Path obstructed, calculating route");
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/* run through all nodes, mark the closest direct path possible */
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for (int i = 0; i < p.m_iNodes; i++) {
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@ -441,7 +441,7 @@ NSNavAI::RouteToPositionDenyFlags(vector destination, int denylinkflags)
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}
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void
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NSNavAI::ChasePath(string startPath)
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NSActor::ChasePath(string startPath)
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{
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if (!startPath || startPath == "") {
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m_pathTarget = __NULL__;
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@ -451,11 +451,11 @@ NSNavAI::ChasePath(string startPath)
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m_pathTarget = startPath;
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m_pathEntity = (NSEntity)find(world, ::targetname, m_pathTarget);
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NSNavAI_Log("Actor %S chase Path set to %S", netname, m_pathEntity.targetname);
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NSActor_Log("Actor %S chase Path set to %S", netname, m_pathEntity.targetname);
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}
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void
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NSNavAI::RouteClear(void)
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NSActor::RouteClear(void)
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{
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if (!m_iNodes)
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return;
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@ -463,23 +463,23 @@ NSNavAI::RouteClear(void)
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m_iCurNode = BOTROUTE_END;
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m_iNodes = 0;
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memfree(m_pRoute);
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NSNavAI_Log("Actor %S (%s) cleared their route.", netname, classname);
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NSActor_Log("Actor %S (%s) cleared their route.", netname, classname);
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}
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void
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NSNavAI::SetMoveSpeedScale(float newValue)
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NSActor::SetMoveSpeedScale(float newValue)
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{
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m_flMoveSpeedKey = newValue;
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}
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float
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NSNavAI::GetMoveSpeedScale(void)
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NSActor::GetMoveSpeedScale(void)
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{
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return (m_flMoveSpeedKey == 0.0) ? 1.0f : m_flMoveSpeedKey;
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}
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void
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NSNavAI::Physics_Run(void)
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NSActor::Physics_Run(void)
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{
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input_movevalues *= GetMoveSpeedScale();
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@ -494,7 +494,7 @@ NSNavAI::Physics_Run(void)
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#endif
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void
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NSNavAI::LaunchProjectile(string defName, bool thrown, float timeOfs)
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NSActor::LaunchProjectile(string defName, bool thrown, float timeOfs)
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{
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#ifdef SERVER
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vector throwDirection;
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@ -522,7 +522,7 @@ NSNavAI::LaunchProjectile(string defName, bool thrown, float timeOfs)
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}
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bool
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NSNavAI::PlantCharge(string defName)
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NSActor::PlantCharge(string defName)
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{
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vector forwardVec;
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vector destinationVec;
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@ -563,7 +563,7 @@ NSNavAI::PlantCharge(string defName)
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}
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int
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NSNavAI::GetReserveAmmo(int ammoType)
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NSActor::GetReserveAmmo(int ammoType)
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{
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/* bounds check */
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if (ammoType <= 0i || ammoType >= MAX_AMMO_TYPES)
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@ -573,7 +573,7 @@ NSNavAI::GetReserveAmmo(int ammoType)
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}
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bool
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NSNavAI::GiveAmmo(int ammoType, int ammoAmount)
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NSActor::GiveAmmo(int ammoType, int ammoAmount)
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{
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int maxAmmo = 0i;
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@ -596,7 +596,7 @@ NSNavAI::GiveAmmo(int ammoType, int ammoAmount)
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}
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bool
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NSNavAI::UseAmmo(int ammoType, int ammoAmount)
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NSActor::UseAmmo(int ammoType, int ammoAmount)
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{
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if (autocvar_g_infiniteAmmo == true) {
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return (true);
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@ -611,7 +611,7 @@ NSNavAI::UseAmmo(int ammoType, int ammoAmount)
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}
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bool
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NSNavAI::HasAmmo(int ammoType, int ammoAmount)
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NSActor::HasAmmo(int ammoType, int ammoAmount)
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{
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/* bounds check */
|
||||
if (ammoType < 0i || ammoType >= MAX_AMMO_TYPES)
|
||||
|
@ -625,7 +625,7 @@ NSNavAI::HasAmmo(int ammoType, int ammoAmount)
|
|||
}
|
||||
|
||||
bool
|
||||
NSNavAI::HasExactItem(NSItem itemEntity)
|
||||
NSActor::HasExactItem(NSItem itemEntity)
|
||||
{
|
||||
NSItem linkedList = __NULL__;
|
||||
|
||||
|
@ -657,7 +657,7 @@ NSNavAI::HasExactItem(NSItem itemEntity)
|
|||
|
||||
|
||||
bool
|
||||
NSNavAI::HasItem(string itemName)
|
||||
NSActor::HasItem(string itemName)
|
||||
{
|
||||
NSItem linkedList = __NULL__;
|
||||
|
||||
|
@ -683,13 +683,13 @@ NSNavAI::HasItem(string itemName)
|
|||
}
|
||||
|
||||
bool
|
||||
NSNavAI::GiveItem(string itemName)
|
||||
NSActor::GiveItem(string itemName)
|
||||
{
|
||||
#ifdef SERVER
|
||||
NSItem linkedList = __NULL__;
|
||||
NSItem lastItem = __NULL__;
|
||||
|
||||
bool canCarry stof(EntityDef_GetKeyValue(itemName, "inv_carry")) ? true : false;
|
||||
bool canCarry = stof(EntityDef_GetKeyValue(itemName, "inv_carry")) ? true : false;
|
||||
|
||||
/* we do not have an item yet. */
|
||||
if (!m_itemList) {
|
||||
|
@ -761,7 +761,7 @@ NSNavAI::GiveItem(string itemName)
|
|||
}
|
||||
|
||||
bool
|
||||
NSNavAI::RemoveItem(string itemName)
|
||||
NSActor::RemoveItem(string itemName)
|
||||
{
|
||||
#ifdef SERVER
|
||||
NSItem linkedList = __NULL__;
|
||||
|
@ -817,7 +817,7 @@ NSNavAI::RemoveItem(string itemName)
|
|||
}
|
||||
|
||||
bool
|
||||
NSNavAI::RemoveAllItems(bool ignoreWeapons)
|
||||
NSActor::RemoveAllItems(bool ignoreWeapons)
|
||||
{
|
||||
NSItem linkedList = __NULL__;
|
||||
|
||||
|
@ -854,7 +854,7 @@ NSNavAI::RemoveAllItems(bool ignoreWeapons)
|
|||
}
|
||||
|
||||
bool
|
||||
NSNavAI::RemoveAllWeapons(void)
|
||||
NSActor::RemoveAllWeapons(void)
|
||||
{
|
||||
NSItem linkedList = __NULL__;
|
||||
|
||||
|
@ -891,7 +891,7 @@ NSNavAI::RemoveAllWeapons(void)
|
|||
}
|
||||
|
||||
string
|
||||
NSNavAI::GetCurrentWeapon(void)
|
||||
NSActor::GetCurrentWeapon(void)
|
||||
{
|
||||
if (m_activeWeapon) {
|
||||
return (m_activeWeapon.classname);
|
||||
|
@ -901,7 +901,7 @@ NSNavAI::GetCurrentWeapon(void)
|
|||
}
|
||||
|
||||
void
|
||||
NSNavAI::SwitchToWeapon(string weaponName)
|
||||
NSActor::SwitchToWeapon(string weaponName)
|
||||
{
|
||||
NSItem linkedList = __NULL__;
|
||||
|
||||
|
@ -925,7 +925,7 @@ NSNavAI::SwitchToWeapon(string weaponName)
|
|||
}
|
||||
|
||||
void
|
||||
NSNavAI::SwitchToExactWeapon(NSWeapon item)
|
||||
NSActor::SwitchToExactWeapon(NSWeapon item)
|
||||
{
|
||||
if (item.IsWeapon() == false) {
|
||||
return;
|
||||
|
@ -937,13 +937,13 @@ NSNavAI::SwitchToExactWeapon(NSWeapon item)
|
|||
}
|
||||
|
||||
bool
|
||||
NSNavAI::AddItem(NSItem theItem)
|
||||
NSActor::AddItem(NSItem theItem)
|
||||
{
|
||||
return (false);
|
||||
}
|
||||
|
||||
void
|
||||
NSNavAI_ListInventory(NSNavAI targetEntity)
|
||||
NSActor_ListInventory(NSActor targetEntity)
|
||||
{
|
||||
NSItem itemEntry = targetEntity.m_itemList;
|
||||
NSWeapon activeWeapon = targetEntity.m_activeWeapon;
|
||||
|
|
|
@ -418,7 +418,7 @@ NSWeapon::ClientFX(bool isThirdperson)
|
|||
|
||||
vector src;
|
||||
vector endpos;
|
||||
NSNavAI pl = (NSNavAI)owner;
|
||||
NSActor pl = (NSActor)owner;
|
||||
|
||||
if (isThirdperson == true) {
|
||||
src = pl.GetEyePos();
|
||||
|
@ -1391,7 +1391,7 @@ isWeaponDetonationTimed(string weaponDef)
|
|||
.NSWeapon m_prevWeapon;
|
||||
|
||||
NSWeapon
|
||||
NSWeapon_SortWeaponChain(NSNavAI targetPlayer)
|
||||
NSWeapon_SortWeaponChain(NSActor targetPlayer)
|
||||
{
|
||||
NSWeapon itemChain = (NSWeapon)targetPlayer.m_itemList;
|
||||
int heighestSlot = -1i;
|
||||
|
@ -1463,7 +1463,7 @@ NSWeapon_SortWeaponChain(NSNavAI targetPlayer)
|
|||
|
||||
#ifdef CLIENT
|
||||
bool
|
||||
NSWeapon_CanSwitch(NSNavAI pl)
|
||||
NSWeapon_CanSwitch(NSActor pl)
|
||||
{
|
||||
if (!pl.m_activeWeapon)
|
||||
return false;
|
||||
|
@ -1485,7 +1485,7 @@ NSWeapon_SelectWeapon(NSWeapon nextWeapon)
|
|||
|
||||
/** Select the next item in the list. */
|
||||
void
|
||||
NSWeapon_NextWeapon(NSNavAI pl)
|
||||
NSWeapon_NextWeapon(NSActor pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
NSWeapon firstWeapon;
|
||||
|
@ -1506,7 +1506,7 @@ NSWeapon_NextWeapon(NSNavAI pl)
|
|||
|
||||
/** Select the previous item in the list. */
|
||||
void
|
||||
NSWeapon_PrevWeapon(NSNavAI pl)
|
||||
NSWeapon_PrevWeapon(NSActor pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
NSWeapon firstWeapon;
|
||||
|
@ -1527,7 +1527,7 @@ NSWeapon_PrevWeapon(NSNavAI pl)
|
|||
|
||||
/** Select the previous item in the list. */
|
||||
void
|
||||
NSWeapon_LastWeapon(NSNavAI pl)
|
||||
NSWeapon_LastWeapon(NSActor pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
NSWeapon firstWeapon;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
|
||||
void NSWeapon_NextWeapon(NSNavAI);
|
||||
void NSWeapon_PrevWeapon(NSNavAI);
|
||||
void NSWeapon_LastWeapon(NSNavAI);
|
||||
void NSWeapon_NextWeapon(NSActor);
|
||||
void NSWeapon_PrevWeapon(NSActor);
|
||||
void NSWeapon_LastWeapon(NSActor);
|
Loading…
Reference in a new issue