Revert "Have clients select weapons by ID, rather than by name"
This reverts commit 20b66b95fa
.
This commit is contained in:
parent
9784339cbb
commit
d0f31f3200
7 changed files with 36 additions and 63 deletions
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@ -372,7 +372,7 @@ void CHudAmmo::Think()
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{
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if (gpActiveSel != (WEAPON*)1)
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{
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// ServerCmd(gpActiveSel->szName);
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ServerCmd(gpActiveSel->szName);
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g_weaponselect = gpActiveSel->iId;
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}
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@ -445,7 +445,7 @@ void WeaponsResource::SelectSlot(int iSlot, bool fAdvance, int iDirection)
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WEAPON* p2 = GetNextActivePos(p->iSlot, p->iSlotPos);
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if (!p2)
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{ // only one active item in bucket, so change directly to weapon
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// ServerCmd(p->szName);
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ServerCmd(p->szName);
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g_weaponselect = p->iId;
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return;
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}
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@ -258,8 +258,6 @@ bool CBasePlayer::Restore(CRestore& restore) { return false; }
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void CBasePlayer::SelectNextItem(int iItem) {}
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bool CBasePlayer::HasWeapons() { return false; }
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void CBasePlayer::SelectPrevItem(int iItem) {}
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void CBasePlayer::SelectItem(const char* pstr) {}
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void CBasePlayer::SelectItem(int iId) {}
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bool CBasePlayer::FlashlightIsOn() { return false; }
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void CBasePlayer::FlashlightTurnOn() {}
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void CBasePlayer::FlashlightTurnOff() {}
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@ -256,6 +256,39 @@ Vector CBaseEntity::FireBulletsPlayer(unsigned int cShots, Vector vecSrc, Vector
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return Vector(x * vecSpread.x, y * vecSpread.y, 0.0);
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}
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/*
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=====================
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CBasePlayer::SelectItem
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Switch weapons
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=====================
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*/
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void CBasePlayer::SelectItem(const char* pstr)
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{
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if (!pstr)
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return;
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CBasePlayerItem* pItem = NULL;
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if (!pItem)
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return;
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if (pItem == m_pActiveItem)
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return;
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if (m_pActiveItem)
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m_pActiveItem->Holster();
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m_pLastItem = m_pActiveItem;
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m_pActiveItem = pItem;
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if (m_pActiveItem)
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{
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m_pActiveItem->Deploy();
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}
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}
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/*
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=====================
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CBasePlayer::Killed
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@ -1917,12 +1917,6 @@ void CmdStart(const edict_t* player, const struct usercmd_s* cmd, unsigned int r
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if (!pl)
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return;
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if (cmd->weaponselect != 0)
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{
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pl->SelectItem(cmd->weaponselect);
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((usercmd_t*)cmd)->weaponselect = 0;
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}
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if (pl->pev->groupinfo != 0)
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{
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UTIL_SetGroupTrace(pl->pev->groupinfo, GROUP_OP_AND);
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@ -3106,56 +3106,6 @@ void CBasePlayer::SelectItem(const char* pstr)
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}
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}
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void CBasePlayer::SelectItem(int iId)
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{
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if (iId <= WEAPON_NONE)
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return;
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CBasePlayerItem* pItem = NULL;
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for (int i = 0; i < MAX_ITEM_TYPES; i++)
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{
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if (m_rgpPlayerItems[i])
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{
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pItem = m_rgpPlayerItems[i];
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while (pItem)
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{
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if (pItem->m_iId == iId)
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break;
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pItem = pItem->m_pNext;
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}
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}
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if (pItem)
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break;
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}
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if (!pItem)
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return;
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if (pItem == m_pActiveItem)
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return;
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ResetAutoaim();
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// FIX, this needs to queue them up and delay
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if (m_pActiveItem)
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m_pActiveItem->Holster();
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m_pLastItem = m_pActiveItem;
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m_pActiveItem = pItem;
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if (m_pActiveItem)
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{
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m_pActiveItem->m_ForceSendAnimations = true;
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m_pActiveItem->Deploy();
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m_pActiveItem->m_ForceSendAnimations = false;
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m_pActiveItem->UpdateItemInfo();
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}
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}
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//==============================================
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// HasWeapons - do I have any weapons at all?
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//==============================================
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@ -288,7 +288,6 @@ public:
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void SelectNextItem(int iItem);
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void SelectLastItem();
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void SelectItem(const char* pstr);
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void SelectItem(int iId);
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void ItemPreFrame();
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void ItemPostFrame();
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void GiveNamedItem(const char* szName);
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@ -222,8 +222,7 @@ usercmd_t none
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DEFINE_DELTA( impact_index, DT_INTEGER, 6, 1.0 ),
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DEFINE_DELTA( impact_position[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
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DEFINE_DELTA( impact_position[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
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DEFINE_DELTA( impact_position[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
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DEFINE_DELTA( weaponselect, DT_BYTE, 6, 1.0 )
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DEFINE_DELTA( impact_position[2], DT_SIGNED | DT_FLOAT, 16, 8.0 )
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}
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weapon_data_t none
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