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| author | Joe Ludwig <[email protected]> | 2014-05-15 13:59:18 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2014-05-15 13:59:18 -0700 |
| commit | 53e78c503e6e9c7d15e2eefc480755fe37dd7077 (patch) | |
| tree | c8cc106eb4c0a2b2b5d79f534f2facb0514f5f55 /mp/src/game/client/c_baseanimating.cpp | |
| parent | Added many shader source files (diff) | |
| download | source-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.cpp | 6 |
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() ) ); |