Merge pull request #152 from z33ky/mb/gcc-fixes

Fix gcc build errors & warnings
This commit is contained in:
Blixibon
2021-11-06 12:17:42 -05:00
committed by GitHub
5 changed files with 11 additions and 10 deletions

View File

@@ -22,6 +22,7 @@
#include "gameweaponmanager.h"
#include "hl2_gamerules.h"
#include "weapon_physcannon.h"
#include "globalstate.h"
#define COMBINE_AE_GREN_TOSS ( 7 )
@@ -118,7 +119,7 @@ public:
}
// Use secondary ammo as a way of checking if this is a weapon which can be alt-fired (e.g. AR2 or SMG)
virtual bool IsAltFireCapable() { return (GetActiveWeapon() && GetActiveWeapon()->UsesSecondaryAmmo()); }
virtual bool IsAltFireCapable() { return (this->GetActiveWeapon() && this->GetActiveWeapon()->UsesSecondaryAmmo()); }
virtual bool IsGrenadeCapable() { return true; }
inline bool HasGrenades() { return m_iNumGrenades > 0; }
@@ -646,9 +647,9 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
{
CBaseEntity *pItem;
if (this->GetActiveWeapon() && FClassnameIs( this->GetActiveWeapon(), "weapon_smg1" ))
pItem = this->DropItem( "item_ammo_smg1_grenade", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
pItem = this->DropItem( "item_ammo_smg1_grenade", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
else
pItem = this->DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
pItem = this->DropItem( "item_ammo_ar2_altfire", this->WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
if ( pItem )
{
@@ -688,14 +689,14 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
// Attempt to drop a grenade
if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
{
this->DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
this->DropItem( "weapon_frag", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
pHL2GameRules->NPC_DroppedGrenade();
}
}
// if I was killed before I could finish throwing my grenade, drop
// a grenade item that the player can retrieve.
if (GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades())
if (this->GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades())
{
if( m_iLastAnimEventHandled != COMBINE_AE_GREN_TOSS )
{
@@ -703,7 +704,7 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
Vector vecStart;
this->GetAttachment( GetGrenadeAttachment(), vecStart );
CBaseEntity *pItem = DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
CBaseEntity *pItem = this->DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
if ( pItem )
{