Changed activity preprocessors to use #if instead of #ifdef

This commit is contained in:
Blixibon
2021-11-20 20:37:37 -06:00
parent 5090c8b743
commit d2fdfd3fe1
32 changed files with 88 additions and 88 deletions

View File

@@ -1695,7 +1695,7 @@ Activity CNPC_Alyx::NPC_TranslateActivity( Activity activity )
case ACT_DROP_WEAPON: if ( HasShotgun() ) return (Activity)ACT_DROP_WEAPON_SHOTGUN;
}
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Alyx has her own pistol readiness animations which use the default activities
switch (activity)
{
@@ -1725,7 +1725,7 @@ Activity CNPC_Alyx::Weapon_TranslateActivity( Activity activity, bool *pRequired
{
activity = BaseClass::Weapon_TranslateActivity( activity, pRequired );
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Alyx has her own pistol readiness animations which use the default activities
switch (activity)
{
@@ -1754,7 +1754,7 @@ Activity CNPC_Alyx::Weapon_BackupActivity( Activity activity, bool weaponTransla
{
activity = BaseClass::Weapon_BackupActivity( activity, weaponTranslationWasRequired, pSpecificWeapon );
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Alyx has her own pistol readiness animations which use the default activities
switch (activity)
{