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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-20 04:26:03 +08:00

Modified SDK for GCC 4.2

This commit is contained in:
Scott Ehlert
2008-09-15 02:50:57 -05:00
parent 86f3bc8a60
commit 7ff7f366d5
696 changed files with 23423 additions and 22634 deletions

View File

@ -944,7 +944,7 @@ void CBasePlayer::DamageEffect(float flDamage, int fDamageType)
UTIL_ScreenFade( this, blue, 0.2, 0.4, FFADE_MODULATE );
// Very small screen shake
ViewPunch(QAngle(random->RandomInt(-0.1,0.1), random->RandomInt(-0.1,0.1), random->RandomInt(-0.1,0.1)));
ViewPunch(QAngle(random->RandomFloat(-0.1f,0.1f), random->RandomFloat(-0.1f,0.1f), random->RandomFloat(-0.1f,0.1f)));
// Burn sound
EmitSound( "Player.PlasmaDamage" );
@ -1102,7 +1102,7 @@ int CBasePlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
}
// keep track of amount of damage last sustained
m_lastDamageAmount = info.GetDamage();
m_lastDamageAmount = (int)info.GetDamage();
// Armor.
if (m_ArmorValue && !(info.GetDamageType() & (DMG_FALL | DMG_DROWN | DMG_POISON | DMG_RADIATION)) )// armor doesn't protect against fall or drown damage!
@ -1252,7 +1252,7 @@ int CBasePlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
if (bitsDamage & DMG_POISON)
{
m_nPoisonDmg += info.GetDamage();
m_nPoisonDmg += (int)info.GetDamage();
m_tbdPrev = gpGlobals->curtime;
m_rgbTimeBasedDamage[itbd_PoisonRecover] = 0;
}
@ -1402,7 +1402,7 @@ void CBasePlayer::PackDeadPlayerItems( void )
int iPW = 0;// index into packweapons array
int iPA = 0;// index into packammo array
memset(rgpPackWeapons, NULL, sizeof(rgpPackWeapons) );
memset(rgpPackWeapons, 0, sizeof(rgpPackWeapons) );
memset(iPackAmmo, -1, sizeof(iPackAmmo) );
// get the game rules
@ -3636,7 +3636,7 @@ void CBasePlayer::HandleFuncTrain(void)
if (vel)
{
m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
m_iTrain = TrainSpeed((int)pTrain->m_flSpeed, (int)((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
}
}
@ -3812,14 +3812,12 @@ void CBasePlayer::CheckTimeBasedDamage()
int i;
byte bDuration = 0;
static float gtbdPrev = 0.0;
// If we don't have any time based damage return.
if ( !g_pGameRules->Damage_IsTimeBased( m_bitsDamageType ) )
return;
// only check for time based damage approx. every 2 seconds
if ( abs( gpGlobals->curtime - m_tbdPrev ) < 2.0 )
if ( fabs( gpGlobals->curtime - m_tbdPrev ) < 2.0f )
return;
m_tbdPrev = gpGlobals->curtime;
@ -4094,7 +4092,7 @@ void CBasePlayer::CheckSuitUpdate()
// seconds, then we won't repeat playback of this word or sentence
// for at least that number of seconds.
void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime)
void CBasePlayer::SetSuitUpdate(const char *name, int fgroup, int iNoRepeatTime)
{
int i;
int isentence;
@ -4214,7 +4212,7 @@ void CBasePlayer::UpdatePlayerSound ( void )
// now figure out how loud the player's movement is.
if ( GetFlags() & FL_ONGROUND )
{
iBodyVolume = GetAbsVelocity().Length();
iBodyVolume = (int)GetAbsVelocity().Length();
// clamp the noise that can be made by the body, in case a push trigger,
// weapon recoil, or anything shoves the player abnormally fast.
@ -4250,7 +4248,7 @@ void CBasePlayer::UpdatePlayerSound ( void )
}
else if ( iVolume > m_iTargetVolume )
{
iVolume -= 250 * gpGlobals->frametime;
iVolume = static_cast<int>(iVolume - 250 * gpGlobals->frametime);
if ( iVolume < m_iTargetVolume )
{
@ -7669,9 +7667,9 @@ void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const voi
// If HL2_DLL is defined, then baseflex.cpp already sends these.
#ifndef HL2_DLL
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 0), 8, SPROP_ROUNDDOWN, -32.0, 32.0f),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 1), 8, SPROP_ROUNDDOWN, -32.0, 32.0f),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 2), 10, SPROP_CHANGES_OFTEN, 0.0f, 128.0f),
SendPropFloat ( SENDINFO_VECTORELEM2(m_vecViewOffset, 0, x), 8, SPROP_ROUNDDOWN, -32.0, 32.0f),
SendPropFloat ( SENDINFO_VECTORELEM2(m_vecViewOffset, 1, y), 8, SPROP_ROUNDDOWN, -32.0, 32.0f),
SendPropFloat ( SENDINFO_VECTORELEM2(m_vecViewOffset, 2, z), 10, SPROP_CHANGES_OFTEN, 0.0f, 128.0f),
#endif
SendPropFloat ( SENDINFO(m_flFriction), 8, SPROP_ROUNDDOWN, 0.0f, 4.0f),
@ -7686,9 +7684,9 @@ void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const voi
SendPropEHandle ( SENDINFO( m_hLastWeapon ) ),
SendPropEHandle ( SENDINFO( m_hGroundEntity ), SPROP_CHANGES_OFTEN ),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecVelocity, 0), 32, SPROP_NOSCALE|SPROP_CHANGES_OFTEN ),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecVelocity, 1), 32, SPROP_NOSCALE|SPROP_CHANGES_OFTEN ),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecVelocity, 2), 32, SPROP_NOSCALE|SPROP_CHANGES_OFTEN ),
SendPropFloat ( SENDINFO_VECTORELEM2(m_vecVelocity, 0, x), 32, SPROP_NOSCALE|SPROP_CHANGES_OFTEN ),
SendPropFloat ( SENDINFO_VECTORELEM2(m_vecVelocity, 1, y), 32, SPROP_NOSCALE|SPROP_CHANGES_OFTEN ),
SendPropFloat ( SENDINFO_VECTORELEM2(m_vecVelocity, 2, z), 32, SPROP_NOSCALE|SPROP_CHANGES_OFTEN ),
#if PREDICTION_ERROR_CHECK_LEVEL > 1
SendPropVector ( SENDINFO( m_vecBaseVelocity ), -1, SPROP_COORD ),
@ -8140,7 +8138,7 @@ int CBasePlayer::GetFOV( void )
}
else
{
fFOV = SimpleSplineRemapValClamped( deltaTime, 0.0f, 1.0f, m_iFOVStart, fFOV );
fFOV = (int)SimpleSplineRemapValClamped( deltaTime, 0.0f, 1.0f, m_iFOVStart, fFOV );
}
return fFOV;