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Comparing 2006 Base SDK to Fortress Forever 2.46

dlls/basecombatweapon.cpp

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ConVar weapon_showproficiency( "weapon_showproficiency", "0" ); extern ConVar ai_debug_shoot_positions; //----------------------------------------------------------------------------- // Purpose: Precache global weapon sounds //-----------------------------------------------------------------------------
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ConVar weapon_showproficiency( "weapon_showproficiency", "0" ); extern ConVar ai_debug_shoot_positions; extern void PrecacheFileGrenadeInfoDatabase(IFileSystem *filesystem, const unsigned char *pICEKey); extern void PrecacheFilePlayerClassInfoDatabase(IFileSystem *filesystem, const unsigned char *pICEKey); //----------------------------------------------------------------------------- // Purpose: Precache global weapon sounds //-----------------------------------------------------------------------------
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void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball
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void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); // --> Mirv: Add some more here PrecacheFileGrenadeInfoDatabase(filesystem, g_pGameRules->GetEncryptionKey()); PrecacheFilePlayerClassInfoDatabase(filesystem, g_pGameRules->GetEncryptionKey()); // <-- g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball
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//----------------------------------------------------------------------------- int CBaseCombatWeapon::UpdateTransmitState( void) { // If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic // about whether or not to transmit it. if ( GetOwner() )
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//----------------------------------------------------------------------------- int CBaseCombatWeapon::UpdateTransmitState( void) { // --> FF #ifdef GAME_DLL // always transmit if you're an objective if ( m_ObjectivePlayerRefs.Count() > 0 ) return SetTransmitState( FL_EDICT_ALWAYS ); #endif // GAME_DLL // <-- FF // If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic // about whether or not to transmit it. if ( GetOwner() )
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if ( IsSequenceFinished() ) { if ( SequenceLoops() ) { // animation does loop, which means we're playing subtle idle. Might need to fidget. int iSequence = SelectWeightedSequence( GetActivity() ); if ( iSequence != ACTIVITY_NOT_AVAILABLE ) { ResetSequence( iSequence ); // Set to new anim (if it's there) } } #if 0 else {
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if ( IsSequenceFinished() ) { // --> Mirv: Removed for world model fix // Don't allow this to happen. It won't affect the viewmodel loops because // they are done separately. If something comes up later with w_ model loops, // reset to the current sequence and not the new SelectWeightedSequence //if ( SequenceLoops() ) //{ // // animation does loop, which means we're playing subtle idle. Might need to fidget. // int iSequence = SelectWeightedSequence( GetActivity() ); // if ( iSequence != ACTIVITY_NOT_AVAILABLE ) // { // ResetSequence( iSequence ); // Set to new anim (if it's there) // } //} // <-- Mirv #if 0 else {