mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
Fix nade drops
Move m_bHasSecondaryAttack to CCSPlayerWeapon
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c0edbd551d
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@ -129,7 +129,7 @@ void CTriggerSetOrigin::SetupEntities()
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m_bSetupEntities = false;
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m_entityNum = 0;
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m_hCopyPointer = UTIL_FindEntityByTargetname(m_hCopyPointer, STRING(m_copyPointer));
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m_hCopyPointer = UTIL_FindEntityByTargetname(m_hCopyPointer, m_copyPointer);
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if (!m_hCopyPointer.IsValid() && hPrevEnt.IsValid())
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{
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@ -137,7 +137,7 @@ void CTriggerSetOrigin::SetupEntities()
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}
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CBaseEntity *pEntity = nullptr;
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while ((pEntity = UTIL_FindEntityByTargetname(pEntity, STRING(pev->target))))
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while ((pEntity = UTIL_FindEntityByTargetname(pEntity, pev->target)))
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{
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if (m_entityNum > MAX_SETORIGIN_ENTITIES)
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break;
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@ -169,10 +169,6 @@ bool CCSBotManager::IsWeaponUseable(CBasePlayerItem *item) const
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if ((!AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
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|| (!AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN)
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|| (!AllowRifles() && weaponClass == WEAPONCLASS_RIFLE)
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#ifndef REGAMEDLL_FIXES
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// TODO: already is checked shotguns!
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|| (!AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
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#endif
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|| (!AllowSnipers() && weaponClass == WEAPONCLASS_SNIPERRIFLE)
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|| (!AllowSubMachineGuns() && weaponClass == WEAPONCLASS_SUBMACHINEGUN)
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|| (!AllowTacticalShield() && item->m_iId == WEAPON_SHIELDGUN)
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@ -722,13 +718,6 @@ void CCSBotManager::ServerCommand(const char *pcmd)
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BOOL CCSBotManager::ClientCommand(CBasePlayer *pPlayer, const char *pcmd)
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{
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#ifndef REGAMEDLL_FIXES
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if (pPlayer && UTIL_GetLocalPlayer())
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{
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UTIL_GetLocalPlayer();
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}
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#endif
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return FALSE;
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}
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@ -1298,7 +1298,7 @@ void PackPlayerNade(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
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break;
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}
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if ((pPlayer->pev->button & IN_ATTACK) && pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()] <= 0) {
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if (pItem->m_flStartThrow && pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()] <= 0) {
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return;
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}
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@ -795,7 +795,7 @@ bool CBasePlayerWeapon::HasSecondaryAttack()
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}
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#ifdef REGAMEDLL_API
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if (CSPlayerItem()->m_bHasSecondaryAttack)
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if (CSPlayerWeapon()->m_bHasSecondaryAttack)
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{
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return true;
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}
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@ -1092,7 +1092,7 @@ void CBasePlayerWeapon::Spawn()
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CSPlayerItem()->SetItemInfo(&info);
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}
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CSPlayerItem()->m_bHasSecondaryAttack = HasSecondaryAttack();
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CSPlayerWeapon()->m_bHasSecondaryAttack = HasSecondaryAttack();
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}
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// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
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@ -317,6 +317,7 @@ inline CCSPlayerItem *CBasePlayerItem::CSPlayerItem() const
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#endif
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// inventory items that
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class CCSPlayerWeapon;
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class CBasePlayerWeapon: public CBasePlayerItem
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{
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public:
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@ -375,6 +376,10 @@ public:
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bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
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void InstantReload(bool bCanRefillBPAmmo = false);
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#ifdef REGAMEDLL_API
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CCSPlayerWeapon *CSPlayerWeapon() const;
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#endif
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public:
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static TYPEDESCRIPTION m_SaveData[];
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@ -417,6 +422,13 @@ public:
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float m_flLastFireTime;
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};
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#ifdef REGAMEDLL_API
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inline CCSPlayerWeapon *CBasePlayerWeapon::CSPlayerWeapon() const
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{
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return reinterpret_cast<CCSPlayerWeapon *>(this->m_pEntity);
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}
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#endif
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class CWeaponBox: public CBaseEntity
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{
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public:
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@ -270,10 +270,14 @@ void BotProfileManager::Init(const char *filename, unsigned int *checksum)
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profile->m_name = CloneString(SharedGetToken());
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#ifdef REGAMEDLL_FIXES
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if (RANDOM_LONG(0, 2) == 2)
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#else
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// HACK HACK
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// Until we have a generalized means of storing bot preferences, we're going to hardcode the bot's
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// preference towards silencers based on his name.
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if (profile->m_name[0] % 2)
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#endif
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{
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profile->m_prefersSilencer = true;
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}
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@ -39,7 +39,6 @@ class CCSShield: public CCSEntity {};
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class CCSDeadHEV: public CCSMonster {};
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class CCSSprayCan: public CCSEntity {};
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class CCSBloodSplat: public CCSEntity {};
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class CCSPlayerWeapon: public CCSPlayerItem {};
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class CCSWorld: public CCSEntity {};
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class CCSDecal: public CCSEntity {};
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class CCSCorpse: public CCSEntity {};
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@ -29,6 +29,7 @@
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#pragma once
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#include <API/CSPlayerItem.h>
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#include <API/CSPlayerWeapon.h>
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class CCSPlayer: public CCSMonster {
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public:
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@ -32,8 +32,7 @@ class CBasePlayerItem;
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class CCSPlayerItem: public CCSAnimating
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{
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public:
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CCSPlayerItem() :
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m_bHasSecondaryAttack(false)
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CCSPlayerItem()
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{
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Q_memset(&m_ItemInfo, 0, sizeof(m_ItemInfo));
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}
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@ -44,7 +43,6 @@ public:
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public:
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ItemInfo m_ItemInfo;
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bool m_bHasSecondaryAttack;
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};
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// Inlines
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50
regamedll/public/regamedll/API/CSPlayerWeapon.h
Normal file
50
regamedll/public/regamedll/API/CSPlayerWeapon.h
Normal file
@ -0,0 +1,50 @@
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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class CBasePlayerWeapon;
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class CCSPlayerWeapon: public CCSPlayerItem
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{
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public:
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CCSPlayerWeapon() :
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m_bHasSecondaryAttack(false)
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{
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}
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CBasePlayerWeapon *BasePlayerWeapon() const;
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public:
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bool m_bHasSecondaryAttack;
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};
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// Inlines
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inline CBasePlayerWeapon *CCSPlayerWeapon::BasePlayerWeapon() const
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{
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return reinterpret_cast<CBasePlayerWeapon *>(this->m_pContainingEntity);
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}
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