Merge branch 'develop' of https://github.com/mapbase-source/source-sdk-2013 into feature/newer-toolsets

This commit is contained in:
Blixibon 2021-11-06 12:18:08 -05:00
commit 18b49c3778
5 changed files with 11 additions and 10 deletions

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@ -192,7 +192,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
} }
inline bool C_BaseViewModel::ShouldFlipViewModel() bool C_BaseViewModel::ShouldFlipViewModel()
{ {
#if defined(CSTRIKE_DLL) || defined (MAPBASE) #if defined(CSTRIKE_DLL) || defined (MAPBASE)
// If cl_righthand is set, then we want them all right-handed. // If cl_righthand is set, then we want them all right-handed.

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@ -104,7 +104,7 @@ C_BaseAnimating *FX_AffectRagdolls_GetHit( Vector vecOrigin, Vector vecStart, in
{ {
// don't do this when lots of ragdolls are simulating // don't do this when lots of ragdolls are simulating
if ( s_RagdollLRU.CountRagdolls(true) > 1 ) if ( s_RagdollLRU.CountRagdolls(true) > 1 )
return false; return NULL;
Ray_t shotRay; Ray_t shotRay;
shotRay.Init( vecStart, vecOrigin ); shotRay.Init( vecStart, vecOrigin );

View File

@ -758,7 +758,7 @@ CON_COMMAND_F( r_screenoverlay_indexed, "Draw specified material as an overlay i
} }
else else
{ {
Warning( "Format: r_screenoverlay_indexed <index> <material> %s\n" ); Warning( "Format: r_screenoverlay_indexed <index> [<material>]\n" );
} }
} }
#endif #endif

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@ -1948,7 +1948,7 @@ ConVar ai_setupbones_debug( "ai_setupbones_debug", "0", 0, "Shows that bones tha
inline bool CBaseAnimating::CanSkipAnimation( void ) bool CBaseAnimating::CanSkipAnimation( void )
{ {
if ( !sv_pvsskipanimation.GetBool() ) if ( !sv_pvsskipanimation.GetBool() )
return false; return false;

View File

@ -22,6 +22,7 @@
#include "gameweaponmanager.h" #include "gameweaponmanager.h"
#include "hl2_gamerules.h" #include "hl2_gamerules.h"
#include "weapon_physcannon.h" #include "weapon_physcannon.h"
#include "globalstate.h"
#define COMBINE_AE_GREN_TOSS ( 7 ) #define COMBINE_AE_GREN_TOSS ( 7 )
@ -118,7 +119,7 @@ public:
} }
// Use secondary ammo as a way of checking if this is a weapon which can be alt-fired (e.g. AR2 or SMG) // Use secondary ammo as a way of checking if this is a weapon which can be alt-fired (e.g. AR2 or SMG)
virtual bool IsAltFireCapable() { return (GetActiveWeapon() && GetActiveWeapon()->UsesSecondaryAmmo()); } virtual bool IsAltFireCapable() { return (this->GetActiveWeapon() && this->GetActiveWeapon()->UsesSecondaryAmmo()); }
virtual bool IsGrenadeCapable() { return true; } virtual bool IsGrenadeCapable() { return true; }
inline bool HasGrenades() { return m_iNumGrenades > 0; } inline bool HasGrenades() { return m_iNumGrenades > 0; }
@ -646,9 +647,9 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
{ {
CBaseEntity *pItem; CBaseEntity *pItem;
if (this->GetActiveWeapon() && FClassnameIs( this->GetActiveWeapon(), "weapon_smg1" )) if (this->GetActiveWeapon() && FClassnameIs( this->GetActiveWeapon(), "weapon_smg1" ))
pItem = this->DropItem( "item_ammo_smg1_grenade", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pItem = this->DropItem( "item_ammo_smg1_grenade", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
else else
pItem = this->DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) ); pItem = this->DropItem( "item_ammo_ar2_altfire", this->WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
if ( pItem ) if ( pItem )
{ {
@ -688,14 +689,14 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
// Attempt to drop a grenade // Attempt to drop a grenade
if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) ) if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
{ {
this->DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); this->DropItem( "weapon_frag", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
pHL2GameRules->NPC_DroppedGrenade(); pHL2GameRules->NPC_DroppedGrenade();
} }
} }
// if I was killed before I could finish throwing my grenade, drop // if I was killed before I could finish throwing my grenade, drop
// a grenade item that the player can retrieve. // a grenade item that the player can retrieve.
if (GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades()) if (this->GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades())
{ {
if( m_iLastAnimEventHandled != COMBINE_AE_GREN_TOSS ) if( m_iLastAnimEventHandled != COMBINE_AE_GREN_TOSS )
{ {
@ -703,7 +704,7 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
Vector vecStart; Vector vecStart;
this->GetAttachment( GetGrenadeAttachment(), vecStart ); this->GetAttachment( GetGrenadeAttachment(), vecStart );
CBaseEntity *pItem = DropItem( "weapon_frag", vecStart, RandomAngle(0,360) ); CBaseEntity *pItem = this->DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
if ( pItem ) if ( pItem )
{ {