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Merge pull request #152 from z33ky/mb/gcc-fixes
Fix gcc build errors & warnings
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@@ -22,6 +22,7 @@
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#include "gameweaponmanager.h"
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#include "hl2_gamerules.h"
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#include "weapon_physcannon.h"
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#include "globalstate.h"
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#define COMBINE_AE_GREN_TOSS ( 7 )
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@@ -118,7 +119,7 @@ public:
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}
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// Use secondary ammo as a way of checking if this is a weapon which can be alt-fired (e.g. AR2 or SMG)
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virtual bool IsAltFireCapable() { return (GetActiveWeapon() && GetActiveWeapon()->UsesSecondaryAmmo()); }
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virtual bool IsAltFireCapable() { return (this->GetActiveWeapon() && this->GetActiveWeapon()->UsesSecondaryAmmo()); }
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virtual bool IsGrenadeCapable() { return true; }
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inline bool HasGrenades() { return m_iNumGrenades > 0; }
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@@ -646,9 +647,9 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
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{
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CBaseEntity *pItem;
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if (this->GetActiveWeapon() && FClassnameIs( this->GetActiveWeapon(), "weapon_smg1" ))
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pItem = this->DropItem( "item_ammo_smg1_grenade", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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pItem = this->DropItem( "item_ammo_smg1_grenade", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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else
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pItem = this->DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
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pItem = this->DropItem( "item_ammo_ar2_altfire", this->WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
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if ( pItem )
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{
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@@ -688,14 +689,14 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
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// Attempt to drop a grenade
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if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
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{
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this->DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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this->DropItem( "weapon_frag", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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pHL2GameRules->NPC_DroppedGrenade();
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}
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}
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// if I was killed before I could finish throwing my grenade, drop
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// a grenade item that the player can retrieve.
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if (GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades())
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if (this->GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades())
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{
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if( m_iLastAnimEventHandled != COMBINE_AE_GREN_TOSS )
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{
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@@ -703,7 +704,7 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
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Vector vecStart;
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this->GetAttachment( GetGrenadeAttachment(), vecStart );
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CBaseEntity *pItem = DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
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CBaseEntity *pItem = this->DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
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if ( pItem )
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{
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