]> git.rm.cloudns.org Git - voretournament/voretournament.git/commitdiff
Fix compile issues with latest fteqcc
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 6 Nov 2011 14:21:58 +0000 (16:21 +0200)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 6 Nov 2011 14:21:58 +0000 (16:21 +0200)
data/qcsrc/menu/voret/serverlist.c
data/qcsrc/server/cl_client.qc
data/qcsrc/server/cl_weapons.qc
data/qcsrc/server/cl_weaponsystem.qc

index d8113a61e4b250affba4b68597d3679ea44fab68..2becfe1bfdaadb87dbeb51406a4d8d1f61a192aa 100644 (file)
@@ -413,17 +413,17 @@ void ServerList_ShowFull_Click(entity box, entity me)
        me.ipAddressBox.cursorPos = 0;\r
        me.ipAddressBoxFocused = -1;\r
 }\r
-void setSortOrderVoretServerList(entity me, float field, float direction)\r
+void setSortOrderVoretServerList(entity me, float vfield, float direction)\r
 {\r
-       if(me.currentSortField == field)\r
+       if(me.currentSortField == vfield)\r
                direction = -me.currentSortOrder;\r
        me.currentSortOrder = direction;\r
-       me.currentSortField = field;\r
-       me.sortButton1.forcePressed = (field == SLIST_FIELD_PING);\r
-       me.sortButton2.forcePressed = (field == SLIST_FIELD_NAME);\r
-       me.sortButton3.forcePressed = (field == SLIST_FIELD_MAP);\r
+       me.currentSortField = vfield;\r
+       me.sortButton1.forcePressed = (vfield == SLIST_FIELD_PING);\r
+       me.sortButton2.forcePressed = (vfield == SLIST_FIELD_NAME);\r
+       me.sortButton3.forcePressed = (vfield == SLIST_FIELD_MAP);\r
        me.sortButton4.forcePressed = 0;\r
-       me.sortButton5.forcePressed = (field == SLIST_FIELD_NUMHUMANS);\r
+       me.sortButton5.forcePressed = (vfield == SLIST_FIELD_NUMHUMANS);\r
        me.selectedItem = 0;\r
        if(me.selectedServer)\r
                strunzone(me.selectedServer);\r
index 945b419f732c662a857006b3588dc03cc04fe225..29f39be31fe7813c3d08754451ecbaf12547fb45 100644 (file)
@@ -1020,7 +1020,7 @@ void PutClientInServer (void)
                        entity e;\r
                        e = get_weaponinfo(j);\r
                        if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
-                               self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+                               self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
                }\r
 \r
                oldself = self;\r
index f908a519440b4ae327fa62df9a8ada469f23d0dd..8f4f600246344bd3eccfb2788a4cb7b6e07f0548 100644 (file)
@@ -232,7 +232,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                        if(self.weapon_load[self.weapon] > 0)\r
                                        {\r
                                                own.ammofield += self.weapon_load[self.weapon];\r
-                                               self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading\r
+                                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading\r
                                        }\r
                                }\r
                        }\r
index 06ee01e125e8249f7e02b032936bc372c5eb6a04..61763b7139bc00b0687edf25bae74b4ad4a94eaf 100644 (file)
@@ -1588,7 +1588,7 @@ void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
        if(ammo_reload)\r
        {\r
                self.clip_load -= ammo_use;\r
-               self.weapon_load[self.weapon] = self.clip_load;\r
+               self.(weapon_load[self.weapon]) = self.clip_load;\r
        }\r
        else\r
                self.(self.current_ammo) -= ammo_use;\r
@@ -1605,7 +1605,7 @@ void W_ReloadedAndReady()
        // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
        if(self.stat_eaten)\r
        {\r
-               self.clip_load = self.weapon_load[self.weapon] = -1;\r
+               self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
                w_ready(); // don't keep executing each frame\r
                return;\r
        }\r
@@ -1625,7 +1625,7 @@ void W_ReloadedAndReady()
                        self.(self.current_ammo) -= 1;\r
                }\r
        }\r
-       self.weapon_load[self.weapon] = self.clip_load;\r
+       self.(weapon_load[self.weapon]) = self.clip_load;\r
 \r
        // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
@@ -1717,5 +1717,5 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri
        if(self.clip_load < 0)\r
                self.clip_load = 0;\r
        self.old_clip_load = self.clip_load;\r
-       self.clip_load = self.weapon_load[self.weapon] = -1;\r
+       self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
 }
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