nope, no client dll ifdefs in the file except the reload function(the
part that resets FOV)
heres my glock cpp file



//========= Copyright � 1996-2005, Valve Corporation, All rights
reserved. ============//
//
// Purpose:
//
//=============================================================================//

#include "cbase.h"
//#include "weapon_sdkbase.h"
#include "weapon_glock.h"
#include "sdk_fx_shared.h"
#include "sdk_player.h"

IMPLEMENT_SERVERCLASS_ST(CWeaponGlock, DT_WeaponGlock)
END_SEND_TABLE()

LINK_ENTITY_TO_CLASS( weapon_glock, CWeaponGlock );
PRECACHE_WEAPON_REGISTER( weapon_glock );

BEGIN_PREDICTION_DATA( CWeaponGlock )
END_PREDICTION_DATA()



CWeaponGlock::CWeaponGlock()
{
}

bool CWeaponGlock::Deploy( )
{
        CSDKPlayer *pPlayer = GetPlayerOwner();
        pPlayer->m_iShotsFired = 0;

        return BaseClass::Deploy();
}

bool CWeaponGlock::Reload( )
{
        CSDKPlayer *pPlayer = GetPlayerOwner();

        if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
                return false;

        int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), 
ACT_VM_RELOAD );
        if ( !iResult )
                return false;

        pPlayer->SetAnimation( PLAYER_RELOAD );

#ifndef CLIENT_DLL
        if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
        {
                pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
        }
#endif

        pPlayer->m_iShotsFired = 0;

        return true;
}

void CWeaponGlock::PrimaryAttack( void )
{
        const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
        CSDKPlayer *pPlayer = GetPlayerOwner();

        float flCycleTime = pWeaponInfo.m_flCycleTime;

        bool bPrimaryMode = true;

        float flSpread = 0.01f;

        pPlayer->m_iShotsFired++;

        // Out of ammo?
        if ( m_iClip1 <= 0 )
        {
                if (m_bFireOnEmpty)
                {
                        PlayEmptySound();
                        m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
                }
        }

        SendWeaponAnim( ACT_VM_PRIMARYATTACK );

        m_iClip1--;

        // player "shoot" animation
        pPlayer->SetAnimation( PLAYER_ATTACK1 );

        FX_FireBullets(
                pPlayer->entindex(),
                pPlayer->Weapon_ShootPosition(),
                pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
                GetWeaponID(),
                bPrimaryMode?Primary_Mode:Secondary_Mode,
                CBaseEntity::GetPredictionRandomSeed() & 255,
                flSpread );

        pPlayer->DoMuzzleFlash();

        m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 
0.3;

        if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
        {
                // HEV suit - indicate out of ammo condition
                pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
        }

        // start idle animation in 5 seconds
        SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
}


void CWeaponGlock::SecondaryAttack( void )
{
        const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
        CSDKPlayer *pPlayer = GetPlayerOwner();

        float flCycleTime = pWeaponInfo.m_flCycleTime;

        bool bPrimaryMode = false;

        float flSpread = 0.05f;

        pPlayer->m_iShotsFired++;

        // Out of ammo?
        if ( m_iClip1 <= 0 )
        {
                if (m_bFireOnEmpty)
                {
                        PlayEmptySound();
                        m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
                }
        }

        SendWeaponAnim( ACT_VM_SECONDARYATTACK );

        m_iClip1--;

        // player "shoot" animation
        pPlayer->SetAnimation( PLAYER_ATTACK1 );

        FX_FireBullets(
                pPlayer->entindex(),
                pPlayer->Weapon_ShootPosition(),
                pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
                GetWeaponID(),
                bPrimaryMode?Primary_Mode:Secondary_Mode,
                CBaseEntity::GetPredictionRandomSeed() & 255,
                flSpread );

        pPlayer->DoMuzzleFlash();

        m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 
0.2;

        if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
        {
                // HEV suit - indicate out of ammo condition
                pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
        }

        // start idle animation in 5 seconds
        SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
}


void CWeaponGlock::WeaponIdle()
{
        if (m_flTimeWeaponIdle > gpGlobals->curtime)
                return;

        // only idle if the slid isn't back
        if ( m_iClip1 != 0 )
        {
                SetWeaponIdleTime( gpGlobals->curtime + 5.0f );
                SendWeaponAnim( ACT_VM_IDLE );
        }
}



anyone see the problem?


--
**********************
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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