fixed stack corruption in sound code

This commit is contained in:
jeefo 2016-03-12 19:56:09 +03:00
commit a27d39a394
13 changed files with 155 additions and 143 deletions

View file

@ -606,7 +606,7 @@ struct Client
Vector soundPosition; // position sound was played
int team; // bot team
int realTeam; // real bot team in free for all mode (csdm)
int team2; // real bot team in free for all mode (csdm)
int flags; // client flags
float hearingDistance; // distance this sound is heared
@ -1237,8 +1237,8 @@ private:
bool m_economicsGood[2]; // is team able to buy anything
bool m_deathMsgSent; // for fakeping
Array <entity_t> m_activeGrenades; // holds currently active grenades in the map
Array <entity_t> m_trackedPlayers; // holds array of connected players, and waits the player joins team
Array <edict_t *> m_activeGrenades; // holds currently active grenades in the map
Array <edict_t *> m_trackedPlayers; // holds array of connected players, and waits the player joins team
edict_t *m_killerEntity; // killer entity for bots
@ -1304,7 +1304,7 @@ public:
// grenades
void UpdateActiveGrenades (void);
const Array <entity_t> &GetActiveGrenades (void);
const Array <edict_t *> &GetActiveGrenades (void);
inline bool HasActiveGrenades (void)
{