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authorJoe Ludwig <[email protected]>2014-05-15 13:59:18 -0700
committerJoe Ludwig <[email protected]>2014-05-15 13:59:18 -0700
commit53e78c503e6e9c7d15e2eefc480755fe37dd7077 (patch)
treec8cc106eb4c0a2b2b5d79f534f2facb0514f5f55 /mp/src/game/client/c_baseanimating.cpp
parentAdded many shader source files (diff)
downloadsource-sdk-2013-53e78c503e6e9c7d15e2eefc480755fe37dd7077.tar.xz
source-sdk-2013-53e78c503e6e9c7d15e2eefc480755fe37dd7077.zip
General:
* Upgraded Steamworks SDK to v1.29 * Fixed mod compatibility problem with Multiplayer Base that was introduced in September. * In Hammer, while using the Vertex Tool, pressing CTRL+B will snap selected vertices to the grid. Virtual Reality: * Mods that support virtual reality now need to have a line in gameinfo.txt that says “supportsvr 1”. This indicates to gameui and engine that certain UI should be enabled. * VR-enabled mods will now start up in VR mode when launched from Steam’s VR mode. Windows: * Upgraded to Visual Studio 2013. If you need to build projects for VS 2010, add /2010 to your VPC command line. OSX: * Upgraded to XCode 5.
Diffstat (limited to 'mp/src/game/client/c_baseanimating.cpp')
-rw-r--r--mp/src/game/client/c_baseanimating.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/mp/src/game/client/c_baseanimating.cpp b/mp/src/game/client/c_baseanimating.cpp
index c7cc08b4..c41ff46b 100644
--- a/mp/src/game/client/c_baseanimating.cpp
+++ b/mp/src/game/client/c_baseanimating.cpp
@@ -3687,6 +3687,8 @@ void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int
if ( token )
{
const char* mtoken = ModifyEventParticles( token );
+ if ( !mtoken || mtoken[0] == '\0' )
+ return;
Q_strncpy( szParticleEffect, mtoken, sizeof(szParticleEffect) );
}
@@ -5298,8 +5300,8 @@ void C_BaseAnimating::ResetSequenceInfo( void )
m_bSequenceFinished = false;
m_flLastEventCheck = 0;
- m_nNewSequenceParity = ( ++m_nNewSequenceParity ) & EF_PARITY_MASK;
- m_nResetEventsParity = ( ++m_nResetEventsParity ) & EF_PARITY_MASK;
+ m_nNewSequenceParity = ( m_nNewSequenceParity + 1 ) & EF_PARITY_MASK;
+ m_nResetEventsParity = ( m_nResetEventsParity + 1 ) & EF_PARITY_MASK;
// FIXME: why is this called here? Nothing should have changed to make this nessesary
SetEventIndexForSequence( pStudioHdr->pSeqdesc( GetSequence() ) );