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2 changes: 0 additions & 2 deletions cl_dll/hl/hl_baseentity.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -254,11 +254,9 @@ void CBasePlayer::UpdatePlayerSound() {}
void CBasePlayer::PostThink() {}
void CBasePlayer::Precache() {}
bool CBasePlayer::Save(CSave& save) { return false; }
void CBasePlayer::RenewItems() {}
bool CBasePlayer::Restore(CRestore& restore) { return false; }
void CBasePlayer::SelectNextItem(int iItem) {}
bool CBasePlayer::HasWeapons() { return false; }
void CBasePlayer::SelectPrevItem(int iItem) {}
bool CBasePlayer::FlashlightIsOn() { return false; }
void CBasePlayer::FlashlightTurnOn() {}
void CBasePlayer::FlashlightTurnOff() {}
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1 change: 0 additions & 1 deletion dlls/UserMessages.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,6 @@ void LinkUserMessages()
gmsgDamage = REG_USER_MSG("Damage", 12);
gmsgBattery = REG_USER_MSG("Battery", 2);
gmsgTrain = REG_USER_MSG("Train", 1);
//gmsgHudText = REG_USER_MSG( "HudTextPro", -1 );
gmsgHudText = REG_USER_MSG("HudText", -1); // we don't use the message but 3rd party addons may!
gmsgSayText = REG_USER_MSG("SayText", -1);
gmsgTextMsg = REG_USER_MSG("TextMsg", -1);
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69 changes: 0 additions & 69 deletions dlls/aflock.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -80,7 +80,6 @@ class CFlockingFlyer : public CBaseMonster
void Killed(entvars_t* pevAttacker, int iGib) override;
void Poop();
bool FPathBlocked();
//void KeyValue( KeyValueData *pkvd ) override;

bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
Expand Down Expand Up @@ -123,7 +122,6 @@ TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] =
DEFINE_FIELD(CFlockingFlyer, m_flLastBlockedTime, FIELD_TIME),
DEFINE_FIELD(CFlockingFlyer, m_flFakeBlockedTime, FIELD_TIME),
DEFINE_FIELD(CFlockingFlyer, m_flAlertTime, FIELD_TIME),
// DEFINE_FIELD( CFlockingFlyer, m_flFlockNextSoundTime, FIELD_TIME ), // don't need to save
};

IMPLEMENT_SAVERESTORE(CFlockingFlyer, CBaseMonster);
Expand Down Expand Up @@ -160,7 +158,6 @@ void CFlockingFlyerFlock::Spawn()
//=========================================================
void CFlockingFlyerFlock::Precache()
{
//PRECACHE_MODEL("models/aflock.mdl");
PRECACHE_MODEL("models/boid.mdl");

PrecacheFlockSounds();
Expand Down Expand Up @@ -239,7 +236,6 @@ void CFlockingFlyer::Spawn()
//=========================================================
void CFlockingFlyer::Precache()
{
//PRECACHE_MODEL("models/aflock.mdl");
PRECACHE_MODEL("models/boid.mdl");
CFlockingFlyerFlock::PrecacheFlockSounds();
}
Expand Down Expand Up @@ -340,10 +336,8 @@ void CFlockingFlyer::SpawnCommonCode()
m_fPathBlocked = false; // obstacles will be detected
m_flFieldOfView = 0.2;

//SET_MODEL(ENT(pev), "models/aflock.mdl");
SET_MODEL(ENT(pev), "models/boid.mdl");

// UTIL_SetSize(pev, Vector(0,0,0), Vector(0,0,0));
UTIL_SetSize(pev, Vector(-5, -5, 0), Vector(5, 5, 2));
}

Expand Down Expand Up @@ -403,20 +397,6 @@ void CFlockingFlyer::Start()
SetThink(&CFlockingFlyer::FlockFollowerThink);
}

/*
Vector vecTakeOff;
vecTakeOff = Vector ( 0 , 0 , 0 );

vecTakeOff.z = 50 + RANDOM_FLOAT ( 0, 100 );
vecTakeOff.x = 20 - RANDOM_FLOAT ( 0, 40);
vecTakeOff.y = 20 - RANDOM_FLOAT ( 0, 40);

pev->velocity = vecTakeOff;


pev->speed = pev->velocity.Length();
pev->sequence = 0;
*/
SetActivity(ACT_FLY);
ResetSequenceInfo();
BoidAdvanceFrame();
Expand Down Expand Up @@ -754,55 +734,6 @@ void CFlockingFlyer::FlockFollowerThink()
BoidAdvanceFrame();
}

/*
// Is this boid's course blocked?
if ( FBoidPathBlocked (pev) )
{
// course is still blocked from last time. Just keep flying along adjusted
// velocity
if ( m_fCourseAdjust )
{
pev->velocity = m_vecAdjustedVelocity * pev->speed;
return;
}
else // set course adjust flag and calculate adjusted velocity
{
m_fCourseAdjust = true;

// use VELOCITY, not angles, not all boids point the direction they are flying
//vecDir = UTIL_VecToAngles( pev->velocity );
//UTIL_MakeVectors ( vecDir );

UTIL_MakeVectors ( pev->angles );

// measure clearance on left and right to pick the best dir to turn
UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
vecDist = (tr.vecEndPos - pev->origin);
flRightSide = vecDist.Length();

UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
vecDist = (tr.vecEndPos - pev->origin);
flLeftSide = vecDist.Length();

// slide right if more clearance on right side
if ( flRightSide > flLeftSide )
{
m_vecAdjustedVelocity = gpGlobals->v_right;
}
// else slide left
else
{
m_vecAdjustedVelocity = gpGlobals->v_right * -1;
}
}
return;
}

// if we make it this far, boids path is CLEAR!
m_fCourseAdjust = false;
*/


//=========================================================
//
// SquadUnlink(), Unlink the squad pointers.
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2 changes: 0 additions & 2 deletions dlls/animation.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -409,8 +409,6 @@ int FindTransition(void* pmodel, int iEndingAnim, int iGoalAnim, int* piDir)

int iEndNode;

// ALERT( at_console, "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );

if (*piDir > 0)
{
iEndNode = pseqdesc[iEndingAnim].exitnode;
Expand Down
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