diff --git a/sp/src/game/client/c_baseviewmodel.cpp b/sp/src/game/client/c_baseviewmodel.cpp index b053ac1b67..6e73e1556f 100644 --- a/sp/src/game/client/c_baseviewmodel.cpp +++ b/sp/src/game/client/c_baseviewmodel.cpp @@ -192,7 +192,7 @@ bool C_BaseViewModel::Interpolate( float currentTime ) } -inline bool C_BaseViewModel::ShouldFlipViewModel() +bool C_BaseViewModel::ShouldFlipViewModel() { #if defined(CSTRIKE_DLL) || defined (MAPBASE) // If cl_righthand is set, then we want them all right-handed. diff --git a/sp/src/game/client/fx_impact.cpp b/sp/src/game/client/fx_impact.cpp index 41893f7b06..0ef81cc568 100644 --- a/sp/src/game/client/fx_impact.cpp +++ b/sp/src/game/client/fx_impact.cpp @@ -104,7 +104,7 @@ C_BaseAnimating *FX_AffectRagdolls_GetHit( Vector vecOrigin, Vector vecStart, in { // don't do this when lots of ragdolls are simulating if ( s_RagdollLRU.CountRagdolls(true) > 1 ) - return false; + return NULL; Ray_t shotRay; shotRay.Init( vecStart, vecOrigin ); diff --git a/sp/src/game/client/viewdebug.cpp b/sp/src/game/client/viewdebug.cpp index 0204a0ab23..94988d9f84 100644 --- a/sp/src/game/client/viewdebug.cpp +++ b/sp/src/game/client/viewdebug.cpp @@ -758,7 +758,7 @@ CON_COMMAND_F( r_screenoverlay_indexed, "Draw specified material as an overlay i } else { - Warning( "Format: r_screenoverlay_indexed %s\n" ); + Warning( "Format: r_screenoverlay_indexed []\n" ); } } #endif diff --git a/sp/src/game/server/baseanimating.cpp b/sp/src/game/server/baseanimating.cpp index 5d27044a43..1db0693a8d 100644 --- a/sp/src/game/server/baseanimating.cpp +++ b/sp/src/game/server/baseanimating.cpp @@ -1948,7 +1948,7 @@ ConVar ai_setupbones_debug( "ai_setupbones_debug", "0", 0, "Shows that bones tha -inline bool CBaseAnimating::CanSkipAnimation( void ) +bool CBaseAnimating::CanSkipAnimation( void ) { if ( !sv_pvsskipanimation.GetBool() ) return false; diff --git a/sp/src/game/server/mapbase/ai_grenade.h b/sp/src/game/server/mapbase/ai_grenade.h index bfcbd4de2d..3592733370 100644 --- a/sp/src/game/server/mapbase/ai_grenade.h +++ b/sp/src/game/server/mapbase/ai_grenade.h @@ -22,6 +22,7 @@ #include "gameweaponmanager.h" #include "hl2_gamerules.h" #include "weapon_physcannon.h" +#include "globalstate.h" #define COMBINE_AE_GREN_TOSS ( 7 ) @@ -118,7 +119,7 @@ class CAI_GrenadeUser : public BASE_NPC, public CAI_GrenadeUserSink } // Use secondary ammo as a way of checking if this is a weapon which can be alt-fired (e.g. AR2 or SMG) - virtual bool IsAltFireCapable() { return (GetActiveWeapon() && GetActiveWeapon()->UsesSecondaryAmmo()); } + virtual bool IsAltFireCapable() { return (this->GetActiveWeapon() && this->GetActiveWeapon()->UsesSecondaryAmmo()); } virtual bool IsGrenadeCapable() { return true; } inline bool HasGrenades() { return m_iNumGrenades > 0; } @@ -646,9 +647,9 @@ void CAI_GrenadeUser::DropGrenadeItemsOnDeath( const CTakeDamageInfo & { CBaseEntity *pItem; if (this->GetActiveWeapon() && FClassnameIs( this->GetActiveWeapon(), "weapon_smg1" )) - pItem = this->DropItem( "item_ammo_smg1_grenade", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); + pItem = this->DropItem( "item_ammo_smg1_grenade", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); else - pItem = this->DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) ); + pItem = this->DropItem( "item_ammo_ar2_altfire", this->WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) ); if ( pItem ) { @@ -688,14 +689,14 @@ void CAI_GrenadeUser::DropGrenadeItemsOnDeath( const CTakeDamageInfo & // Attempt to drop a grenade if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) ) { - this->DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); + this->DropItem( "weapon_frag", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pHL2GameRules->NPC_DroppedGrenade(); } } // if I was killed before I could finish throwing my grenade, drop // a grenade item that the player can retrieve. - if (GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades()) + if (this->GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades()) { if( m_iLastAnimEventHandled != COMBINE_AE_GREN_TOSS ) { @@ -703,7 +704,7 @@ void CAI_GrenadeUser::DropGrenadeItemsOnDeath( const CTakeDamageInfo & Vector vecStart; this->GetAttachment( GetGrenadeAttachment(), vecStart ); - CBaseEntity *pItem = DropItem( "weapon_frag", vecStart, RandomAngle(0,360) ); + CBaseEntity *pItem = this->DropItem( "weapon_frag", vecStart, RandomAngle(0,360) ); if ( pItem ) {