/* ===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */ void HUD_InitClientWeapons( void ) { static int initialized = 0; if ( initialized ) return; initialized = 1; // Set up pointer ( dummy object ) gpGlobals = &Globals; // Fill in current time ( probably not needed ) gpGlobals->time = gEngfuncs.GetClientTime(); // Fake functions g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent; g_engfuncs.pfnNameForFunction = stub_NameForFunction; g_engfuncs.pfnSetModel = stub_SetModel; g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed; // Handled locally g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; g_engfuncs.pfnAlertMessage = AlertMessage; // Pass through to engine g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; // Allocate a slot for the local player HUD_PrepEntity( &player , NULL ); // Allocate slot(s) for each weapon that we are going to be predicting HUD_PrepEntity( &g_Disc , &player ); }
/* ===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */ void HUD_InitClientWeapons( void ) { static int initialized = 0; if ( initialized ) return; initialized = 1; // Set up pointer ( dummy object ) gpGlobals = &Globals; // Fill in current time ( probably not needed ) gpGlobals->time = gEngfuncs.GetClientTime(); // Fake functions g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; g_engfuncs.pfnNameForFunction = stub_NameForFunction; g_engfuncs.pfnSetModel = stub_SetModel; g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed; // Handled locally g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; g_engfuncs.pfnAlertMessage = AlertMessage; // Pass through to engine g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; g_engfuncs.pfnRandomLong = RandomLong; // Allocate a slot for the local player HUD_PrepEntity( &player , NULL ); // Allocate slot(s) for each weapon that we are going to be predicting HUD_PrepEntity( &g_P228, &player); HUD_PrepEntity( &g_SCOUT, &player); HUD_PrepEntity( &g_HEGrenade, &player); HUD_PrepEntity( &g_XM1014, &player); HUD_PrepEntity( &g_C4, &player); HUD_PrepEntity( &g_MAC10, &player); HUD_PrepEntity( &g_AUG, &player); HUD_PrepEntity( &g_SmokeGrenade, &player); HUD_PrepEntity( &g_ELITE, &player); HUD_PrepEntity( &g_FiveSeven, &player); HUD_PrepEntity( &g_UMP45, &player); HUD_PrepEntity( &g_SG550, &player); HUD_PrepEntity( &g_Galil, &player); HUD_PrepEntity( &g_Famas, &player); HUD_PrepEntity( &g_USP, &player); HUD_PrepEntity( &g_GLOCK18, &player); HUD_PrepEntity( &g_AWP, &player); HUD_PrepEntity( &g_MP5N, &player); HUD_PrepEntity( &g_M249, &player); HUD_PrepEntity( &g_M4A1, &player); HUD_PrepEntity( &g_M3, &player ); HUD_PrepEntity( &g_TMP, &player); HUD_PrepEntity( &g_G3SG1, &player); HUD_PrepEntity( &g_Flashbang, &player); HUD_PrepEntity( &g_DEAGLE, &player); HUD_PrepEntity( &g_SG552, &player); HUD_PrepEntity( &g_AK47, &player); HUD_PrepEntity( &g_Knife, &player); HUD_PrepEntity( &g_P90, &player ); }
/* ===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */ void HUD_InitClientWeapons( void ) { static int initialized = 0; if ( initialized ) return; initialized = 1; // Set up pointer ( dummy object ) gpGlobals = &Globals; // Fill in current time ( probably not needed ) gpGlobals->time = gEngfuncs.GetClientTime(); // Fake functions g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent; g_engfuncs.pfnNameForFunction = stub_NameForFunction; g_engfuncs.pfnSetModel = stub_SetModel; g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed; // Handled locally g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; g_engfuncs.pfnAlertMessage = AlertMessage; // Pass through to engine g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; // Allocate a slot for the local player HUD_PrepEntity( &player , NULL ); // Allocate slot(s) for each weapon that we are going to be predicting // Fograin92: Weapon prediction is OFF, but let's keep this code anyways HUD_PrepEntity( &g_Glock , &player ); //HUD_PrepEntity( &g_Crowbar , &player ); HUD_PrepEntity( &g_Python , &player ); HUD_PrepEntity( &g_Mp5 , &player ); HUD_PrepEntity( &g_Crossbow , &player ); HUD_PrepEntity( &g_Shotgun , &player ); HUD_PrepEntity( &g_Rpg , &player ); HUD_PrepEntity( &g_Gauss , &player ); HUD_PrepEntity( &g_Egon , &player ); HUD_PrepEntity( &g_HGun , &player ); HUD_PrepEntity( &g_HandGren , &player ); HUD_PrepEntity( &g_Satchel , &player ); HUD_PrepEntity( &g_Tripmine , &player ); HUD_PrepEntity( &g_Snark , &player ); HUD_PrepEntity( &g_Grapple , &player ); // Fograin92: Grapple weapon HUD_PrepEntity( &g_M249 , &player ); // Fograin92: M249 SAW weapon HUD_PrepEntity( &g_M40a1 , &player ); // Fograin92: Sniper rifle HUD_PrepEntity( &g_Displacer , &player ); // Fograin92: Displacer HUD_PrepEntity( &g_Deagle , &player ); // Fograin92: Desert eagle }
/* ===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */ void HUD_InitClientWeapons( void ) { static int initialized = 0; if ( initialized ) return; initialized = 1; // Set up pointer ( dummy object ) gpGlobals = &Globals; // Fill in current time ( probably not needed ) gpGlobals->time = gEngfuncs.GetClientTime(); // Fake functions g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent; g_engfuncs.pfnNameForFunction = stub_NameForFunction; g_engfuncs.pfnSetModel = stub_SetModel; g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed; // Handled locally g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; g_engfuncs.pfnAlertMessage = AlertMessage; // Pass through to engine g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; // Allocate a slot for the local player HUD_PrepEntity( &player , NULL ); // Allocate slot(s) for each weapon that we are going to be predicting //HUD_PrepEntity( &g_Glock, &player ); HUD_PrepEntity( &gKnife, &player); HUD_PrepEntity( &gMachineGun, &player); HUD_PrepEntity( &gPistol, &player); HUD_PrepEntity( &gSonicGun, &player); HUD_PrepEntity( &gHeavyMachineGun, &player); HUD_PrepEntity( &gGrenadeGun, &player); HUD_PrepEntity( &gGrenade, &player); HUD_PrepEntity( &gWelder, &player); HUD_PrepEntity( &gMine, &player); HUD_PrepEntity( &gSpitGun, &player); HUD_PrepEntity( &gClaws, &player); HUD_PrepEntity( &gSpores, &player); HUD_PrepEntity( &gSpikeGun, &player); HUD_PrepEntity( &gBite, &player); HUD_PrepEntity( &gBite2, &player); HUD_PrepEntity( &gSwipe, &player); HUD_PrepEntity( &gWebSpinner, &player); HUD_PrepEntity( &gPrimalScream, &player); //HUD_PrepEntity( &gParalysisGun, &player); HUD_PrepEntity( &gBlink, &player); HUD_PrepEntity( &gParasite, &player); HUD_PrepEntity( &gUmbra, &player); HUD_PrepEntity( &gDivineWind, &player); HUD_PrepEntity( &gBileBomb, &player); HUD_PrepEntity( &gAcidRocket, &player); HUD_PrepEntity( &gHealingSpray, &player); HUD_PrepEntity( &gMetabolize, &player); HUD_PrepEntity( &gStomp, &player); HUD_PrepEntity( &gDevour, &player); HUD_PrepEntity( &gLeap, &player); HUD_PrepEntity( &gCharge, &player); gJetpackEventID = PRECACHE_EVENT(1, kJetpackEvent); //gWallJumpEventID = PRECACHE_EVENT(1, kWallJumpEvent); //gFlightEventID = PRECACHE_EVENT(1, kFlightEvent); gTeleportEventID = PRECACHE_EVENT(1, kTeleportEvent); gPhaseInEventID = PRECACHE_EVENT(1, kPhaseInEvent); gSiegeHitEventID = PRECACHE_EVENT(1, kSiegeHitEvent); gSiegeViewHitEventID = PRECACHE_EVENT(1, kSiegeViewHitEvent); gCommanderPointsAwardedEventID = PRECACHE_EVENT(1, kCommanderPointsAwardedEvent); gBlinkEffectSuccessEventID = PRECACHE_EVENT(1, kBlinkEffectSuccessEventName); }