diff --git a/cl_dll/hl/hl_baseentity.cpp b/cl_dll/hl/hl_baseentity.cpp index e185330cd..123bf0eb6 100644 --- a/cl_dll/hl/hl_baseentity.cpp +++ b/cl_dll/hl/hl_baseentity.cpp @@ -326,7 +326,7 @@ void CBasePlayerItem::DestroyItem() { } int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { return TRUE; } void CBasePlayerItem::Drop() { } void CBasePlayerItem::Kill() { } -void CBasePlayerItem::Holster( int skiplocal ) { } +void CBasePlayerItem::Holster() { } void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { } int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { return 0; } int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { return FALSE; } diff --git a/cl_dll/hl/hl_weapons.cpp b/cl_dll/hl/hl_weapons.cpp index 574da9401..259bc019f 100644 --- a/cl_dll/hl/hl_weapons.cpp +++ b/cl_dll/hl/hl_weapons.cpp @@ -160,14 +160,14 @@ CBasePlayerWeapon :: DefaultDeploy ===================== */ -BOOL CBasePlayerWeapon :: DefaultDeploy(const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal, int body ) +BOOL CBasePlayerWeapon :: DefaultDeploy(const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int body ) { if ( !CanDeploy() ) return FALSE; gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); - SendWeaponAnim( iAnim, skiplocal, body ); + SendWeaponAnim( iAnim, body ); g_irunninggausspred = false; m_pPlayer->m_flNextAttack = 0.5; @@ -199,7 +199,7 @@ CBasePlayerWeapon::Holster Put away weapon ===================== */ -void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ ) +void CBasePlayerWeapon::Holster() { m_fInReload = FALSE; // cancel any reload in progress. g_irunninggausspred = false; @@ -213,7 +213,7 @@ CBasePlayerWeapon::SendWeaponAnim Animate weapon model ===================== */ -void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) +void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int body ) { m_pPlayer->pev->weaponanim = iAnim; diff --git a/dlls/crossbow.cpp b/dlls/crossbow.cpp index 6589e32bb..733b42ced 100644 --- a/dlls/crossbow.cpp +++ b/dlls/crossbow.cpp @@ -286,7 +286,7 @@ BOOL CCrossbow::Deploy( ) return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" ); } -void CCrossbow::Holster( int skiplocal /* = 0 */ ) +void CCrossbow::Holster() { m_fInReload = FALSE;// cancel any reload in progress. diff --git a/dlls/crowbar.cpp b/dlls/crowbar.cpp index df8e8536b..053a94e14 100644 --- a/dlls/crowbar.cpp +++ b/dlls/crowbar.cpp @@ -76,7 +76,7 @@ BOOL CCrowbar::Deploy( ) return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" ); } -void CCrowbar::Holster( int skiplocal /* = 0 */ ) +void CCrowbar::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( CROWBAR_HOLSTER ); diff --git a/dlls/egon.cpp b/dlls/egon.cpp index 93f892f28..1b998a0b1 100644 --- a/dlls/egon.cpp +++ b/dlls/egon.cpp @@ -87,7 +87,7 @@ int CEgon::AddToPlayer( CBasePlayer *pPlayer ) -void CEgon::Holster( int skiplocal /* = 0 */ ) +void CEgon::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( EGON_HOLSTER ); diff --git a/dlls/gauss.cpp b/dlls/gauss.cpp index dd2328616..40c9bfdbb 100644 --- a/dlls/gauss.cpp +++ b/dlls/gauss.cpp @@ -115,7 +115,7 @@ BOOL CGauss::Deploy( ) return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" ); } -void CGauss::Holster( int skiplocal /* = 0 */ ) +void CGauss::Holster() { PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); diff --git a/dlls/h_cycler.cpp b/dlls/h_cycler.cpp index 2d27e482b..0cd3ec1d3 100644 --- a/dlls/h_cycler.cpp +++ b/dlls/h_cycler.cpp @@ -315,7 +315,7 @@ class CWeaponCycler : public CBasePlayerWeapon void PrimaryAttack() override; void SecondaryAttack() override; BOOL Deploy() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; int m_iszModel; int m_iModel; }; @@ -349,7 +349,7 @@ BOOL CWeaponCycler::Deploy( ) } -void CWeaponCycler::Holster( int skiplocal /* = 0 */ ) +void CWeaponCycler::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; } diff --git a/dlls/handgrenade.cpp b/dlls/handgrenade.cpp index c5ff0aebc..a1249e0c9 100644 --- a/dlls/handgrenade.cpp +++ b/dlls/handgrenade.cpp @@ -79,7 +79,7 @@ BOOL CHandGrenade::CanHolster() return ( m_flStartThrow == 0 ); } -void CHandGrenade::Holster( int skiplocal /* = 0 */ ) +void CHandGrenade::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; diff --git a/dlls/hornetgun.cpp b/dlls/hornetgun.cpp index 218d2cc0c..cfe786c82 100644 --- a/dlls/hornetgun.cpp +++ b/dlls/hornetgun.cpp @@ -107,7 +107,7 @@ BOOL CHgun::Deploy( ) return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" ); } -void CHgun::Holster( int skiplocal /* = 0 */ ) +void CHgun::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( HGUN_DOWN ); diff --git a/dlls/python.cpp b/dlls/python.cpp index c909a6960..d556e7da7 100644 --- a/dlls/python.cpp +++ b/dlls/python.cpp @@ -101,11 +101,11 @@ BOOL CPython::Deploy( ) pev->body = 0; } - return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body ); + return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", pev->body ); } -void CPython::Holster( int skiplocal /* = 0 */ ) +void CPython::Holster() { m_fInReload = FALSE;// cancel any reload in progress. @@ -260,7 +260,7 @@ void CPython::WeaponIdle() bUseScope = g_pGameRules->IsMultiplayer(); #endif - SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, bUseScope ); + SendWeaponAnim( iAnim, bUseScope ); } diff --git a/dlls/rpg.cpp b/dlls/rpg.cpp index 05a1b3cc2..8d3823d91 100644 --- a/dlls/rpg.cpp +++ b/dlls/rpg.cpp @@ -410,7 +410,7 @@ BOOL CRpg::CanHolster() return TRUE; } -void CRpg::Holster( int skiplocal /* = 0 */ ) +void CRpg::Holster() { m_fInReload = FALSE;// cancel any reload in progress. diff --git a/dlls/satchel.cpp b/dlls/satchel.cpp index 2f7aa20eb..9b7709e1a 100644 --- a/dlls/satchel.cpp +++ b/dlls/satchel.cpp @@ -293,7 +293,7 @@ BOOL CSatchel::Deploy( ) } -void CSatchel::Holster( int skiplocal /* = 0 */ ) +void CSatchel::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; diff --git a/dlls/squeakgrenade.cpp b/dlls/squeakgrenade.cpp index 225b8947f..1dc81cd3b 100644 --- a/dlls/squeakgrenade.cpp +++ b/dlls/squeakgrenade.cpp @@ -474,7 +474,7 @@ BOOL CSqueak::Deploy( ) } -void CSqueak::Holster( int skiplocal /* = 0 */ ) +void CSqueak::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; diff --git a/dlls/tripmine.cpp b/dlls/tripmine.cpp index 850070416..e14d1c27a 100644 --- a/dlls/tripmine.cpp +++ b/dlls/tripmine.cpp @@ -397,7 +397,7 @@ BOOL CTripmine::Deploy( ) } -void CTripmine::Holster( int skiplocal /* = 0 */ ) +void CTripmine::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index c815853f8..b3e8b97f6 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -628,7 +628,7 @@ void CBasePlayerItem::Kill() pev->nextthink = gpGlobals->time + .1; } -void CBasePlayerItem::Holster( int skiplocal /* = 0 */ ) +void CBasePlayerItem::Holster() { m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; @@ -736,12 +736,9 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) } -void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) +void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int body ) { - if ( UseDecrement() ) - skiplocal = 1; - else - skiplocal = 0; + const bool skiplocal = UseDecrement() != FALSE; m_pPlayer->pev->weaponanim = iAnim; @@ -852,7 +849,7 @@ BOOL CBasePlayerWeapon :: IsUseable() return FALSE; } -BOOL CBasePlayerWeapon :: DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal /* = 0 */, int body ) +BOOL CBasePlayerWeapon :: DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int body ) { if (!CanDeploy( )) return FALSE; @@ -861,7 +858,7 @@ BOOL CBasePlayerWeapon :: DefaultDeploy( const char *szViewModel, const char *sz m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel); strcpy( m_pPlayer->m_szAnimExtention, szAnimExt ); - SendWeaponAnim( iAnim, skiplocal, body ); + SendWeaponAnim( iAnim, body ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; @@ -895,7 +892,7 @@ int CBasePlayerWeapon::SecondaryAmmoIndex() return m_iSecondaryAmmoType; } -void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ ) +void CBasePlayerWeapon::Holster() { m_fInReload = FALSE; // cancel any reload in progress. m_pPlayer->pev->viewmodel = 0; diff --git a/dlls/weapons.h b/dlls/weapons.h index 87ec87db0..f31172760 100644 --- a/dlls/weapons.h +++ b/dlls/weapons.h @@ -245,7 +245,7 @@ class CBasePlayerItem : public CBaseAnimating { return TRUE; } virtual BOOL CanHolster() { return TRUE; }// can this weapon be put away right now? - virtual void Holster( int skiplocal = 0 ); + virtual void Holster(); virtual void UpdateItemInfo() {} virtual void ItemPreFrame() {} // called each frame by the player PreThink @@ -316,11 +316,11 @@ class CBasePlayerWeapon : public CBasePlayerItem virtual BOOL PlayEmptySound(); virtual void ResetEmptySound(); - virtual void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations + virtual void SendWeaponAnim( int iAnim, int body = 0 ); BOOL CanDeploy() override; virtual BOOL IsUseable(); - BOOL DefaultDeploy(const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal = 0, int body = 0 ); + BOOL DefaultDeploy(const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int body = 0 ); int DefaultReload( int iClipSize, int iAnim, float fDelay, int body = 0 ); void ItemPostFrame() override; // called each frame by the player PostThink @@ -332,7 +332,7 @@ class CBasePlayerWeapon : public CBasePlayerItem int UpdateClientData( CBasePlayer *pPlayer ) override; // sends hud info to client dll, if things have changed virtual void RetireWeapon(); virtual BOOL ShouldWeaponIdle() {return FALSE; } - void Holster( int skiplocal = 0 ) override; + void Holster() override; virtual BOOL UseDecrement() { return FALSE; } int PrimaryAmmoIndex() override; @@ -542,7 +542,7 @@ class CCrowbar : public CBasePlayerWeapon void PrimaryAttack() override; int Swing( int fFirst ); BOOL Deploy() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; int m_iSwing; TraceResult m_trHit; @@ -581,7 +581,7 @@ class CPython : public CBasePlayerWeapon void PrimaryAttack() override; void SecondaryAttack() override; BOOL Deploy() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void Reload() override; void WeaponIdle() override; @@ -671,7 +671,7 @@ class CCrossbow : public CBasePlayerWeapon void SecondaryAttack() override; int AddToPlayer( CBasePlayer *pPlayer ) override; BOOL Deploy( ) override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void Reload() override; void WeaponIdle() override; @@ -791,7 +791,7 @@ class CRpg : public CBasePlayerWeapon BOOL Deploy() override; BOOL CanHolster() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void PrimaryAttack() override; void SecondaryAttack() override; @@ -869,7 +869,7 @@ class CGauss : public CBasePlayerWeapon int AddToPlayer( CBasePlayer *pPlayer ) override; BOOL Deploy() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void PrimaryAttack() override; void SecondaryAttack() override; @@ -949,7 +949,7 @@ class CEgon : public CBasePlayerWeapon int AddToPlayer( CBasePlayer *pPlayer ) override; BOOL Deploy() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend ); @@ -1020,7 +1020,7 @@ class CHgun : public CBasePlayerWeapon void SecondaryAttack() override; BOOL Deploy() override; BOOL IsUseable() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void Reload() override; void WeaponIdle() override; float m_flNextAnimTime; @@ -1064,7 +1064,7 @@ class CHandGrenade : public CBasePlayerWeapon void PrimaryAttack() override; BOOL Deploy() override; BOOL CanHolster() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void WeaponIdle() override; BOOL UseDecrement() override @@ -1116,7 +1116,7 @@ class CSatchel : public CBasePlayerWeapon BOOL Deploy() override; BOOL IsUseable() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void WeaponIdle() override; void Throw(); @@ -1159,7 +1159,7 @@ class CTripmine : public CBasePlayerWeapon void PrimaryAttack() override; BOOL Deploy() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void WeaponIdle() override; BOOL UseDecrement() override @@ -1197,7 +1197,7 @@ class CSqueak : public CBasePlayerWeapon void PrimaryAttack() override; void SecondaryAttack() override; BOOL Deploy() override; - void Holster( int skiplocal = 0 ) override; + void Holster() override; void WeaponIdle() override; int m_fJustThrown; diff --git a/dlls/weapons_shared.cpp b/dlls/weapons_shared.cpp index 650c3a18c..1bec4f6a5 100644 --- a/dlls/weapons_shared.cpp +++ b/dlls/weapons_shared.cpp @@ -87,7 +87,7 @@ BOOL CBasePlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay, in m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; //!!UNDONE -- reload sound goes here !!! - SendWeaponAnim(iAnim, UseDecrement(), body); + SendWeaponAnim(iAnim, body); m_fInReload = TRUE; diff --git a/dlls/wpn_shared/hl_wpn_glock.cpp b/dlls/wpn_shared/hl_wpn_glock.cpp index 13607adac..9c5f04c8c 100644 --- a/dlls/wpn_shared/hl_wpn_glock.cpp +++ b/dlls/wpn_shared/hl_wpn_glock.cpp @@ -76,7 +76,7 @@ int CGlock::GetItemInfo(ItemInfo *p) BOOL CGlock::Deploy( ) { // pev->body = 1; - return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); + return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded" ); } void CGlock::SecondaryAttack() @@ -207,7 +207,7 @@ void CGlock::WeaponIdle() iAnim = GLOCK_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; } - SendWeaponAnim( iAnim, 1 ); + SendWeaponAnim( iAnim ); } }