mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-23 21:12:19 +00:00
Ruiner compiles
This commit is contained in:
parent
0c717b0313
commit
bf931218cc
34 changed files with 119 additions and 56 deletions
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@ -34,6 +34,9 @@ If you have questions concerning this license or the applicable additional terms
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#include "Projectile.h"
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#include "WorldSpawn.h"
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#include "Player.h"
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#include "Fx.h"
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#include "Actor.h"
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@ -3900,4 +3903,4 @@ void idActor::StopDamageFxs( void ){
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}
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}
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//ivan end
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//ivan end
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@ -32,6 +32,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "AFEntity.h"
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#include "IK.h"
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#include "PlayerView.h"
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#include "Misc.h"
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/*
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===============================================================================
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@ -704,7 +704,9 @@ void idBrittleFracture::ProjectDecal( const idVec3 &point, const idVec3 &dir, co
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if ( time >= gameLocal.time ) {
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// try to get the sound from the damage def
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const idDeclEntityDef *damageDef = NULL;
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#ifndef _DENTONMOD
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const idSoundShader *sndShader = NULL;
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#endif
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if ( damageDefName ) {
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damageDef = gameLocal.FindEntityDef( damageDefName, false );
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@ -39,6 +39,8 @@ If you have questions concerning this license or the applicable additional terms
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#include "gamesys/Event.h"
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#include "Game_local.h"
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#include "framework/DeclEntityDef.h"
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#ifdef _DENTONMOD
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#ifndef _DENTONMOD_ENTITY_CPP
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#define _DENTONMOD_ENTITY_CPP
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@ -1341,7 +1341,8 @@ idDamagingFx *idDamagingFx::StartDamagingFx( int type, idEntity *victimEnt ) {
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nfx = static_cast<idDamagingFx*>(ent);
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nfx->dmgfxType = type;
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//gameLocal.Printf("Spawned %s\n", defName );
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StartFxUtility( nfx, &(victimEnt->GetPhysics()->GetAbsBounds().GetCenter()), &mat3_identity, victimEnt, true, false );
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idVec3 origin = victimEnt->GetPhysics()->GetAbsBounds().GetCenter();
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StartFxUtility( nfx, &origin, &mat3_identity, victimEnt, true, false );
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return nfx;
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}else{
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gameLocal.Error( "Could not spawn idDamagingFx" );
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@ -1376,4 +1377,4 @@ void idDamagingFx::Restore( idRestoreGame *savefile ) {
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savefile->ReadString( damageDefString );
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victim.Restore( savefile );
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}
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//ivan end
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//ivan end
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@ -31,6 +31,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "renderer/RenderWorld.h"
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#include "Game_local.h"
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#include "Entity.h"
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/*
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@ -45,6 +45,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "Pvs.h"
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#include "MultiplayerGame.h"
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#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
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// This is real evil but allows the code to inspect arbitrary class variables.
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#define private public
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@ -1,10 +1,12 @@
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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//#ifdef _D3XP
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#include "Game_local.h"
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#include "Misc.h"
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#include "Player.h"
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#include "Moveable.h"
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#include "Game_local.h"
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#include "ai/AI.h"
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#include "gamesys/SysCvar.h"
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#define MAX_DRAG_TRACE_DISTANCE 584.0f //384.0f
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#define TRACE_BOUNDS_SIZE 5.f //3.f
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@ -250,7 +252,7 @@ void idGrabber::StartDrag( idEntity *grabEnt, int id ) {
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aiEnt->StartRagdoll();
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}
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} else if ( grabEnt->IsType( idMoveableItem::Type ) ) {
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grabEnt->PostEventMS( &EV_Touch, 250, thePlayer, NULL );
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grabEnt->PostEventMS( &EV_Touch, 250, thePlayer, 0 );
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}
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// Get the current physics object to manipulate
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@ -1,5 +1,10 @@
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//#ifdef _D3XP
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#ifndef _GAME_GRABBER_H
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#define _GAME_GRABBER_H
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#include "physics/Force_Grab.h"
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/*
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===============================================================================
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@ -56,4 +61,4 @@ private:
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void ApplyShake( void );
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};
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//#endif
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#endif // _GAME_GRABBER_H
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@ -32,6 +32,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "physics/Physics_Parametric.h"
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#include "physics/Force_Field.h"
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#include "physics/Force_Spring.h"
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#include "TrailGenerator.h"
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/*
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===============================================================================
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@ -28,8 +28,11 @@ If you have questions concerning this license or the applicable additional terms
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#include "sys/platform.h"
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#include "renderer/ModelManager.h"
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#include "gamesys/SysCvar.h"
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#include "Fx.h"
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#include "ai/AI.h"
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#include "Moveable.h"
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@ -1509,4 +1512,4 @@ void idMoveableArrow::BecomeSolid( void ) {
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physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
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}
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//ivan end
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//ivan end
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@ -1,3 +1,4 @@
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/*
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===========================================================================
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@ -41,6 +42,9 @@ If you have questions concerning this license or the applicable additional terms
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#include "Fx.h"
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#include "Misc.h"
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#include "Moveable.h"
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#include "BrittleFracture.h"
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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@ -7096,6 +7100,8 @@ void idPlayer::AdjustBodyAngles( void ) {
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float forwardBlend;
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float downBlend;
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upBlend = forwardBlend = downBlend = 0.0f; // DG: make sure they're initialized
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if ( health < 0 ) {
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return;
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}
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@ -8418,7 +8424,6 @@ void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &di
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damage = 1;
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}
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int oldHealth = health;
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health -= damage;
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if ( health <= 0 ) {
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@ -9887,7 +9892,7 @@ void idPlayer::WritePlayerStateToSnapshot( idBitMsgDelta &msg ) const {
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msg.WriteByte( bobCycle );
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msg.WriteInt( stepUpTime );
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msg.WriteFloat( stepUpDelta );
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msg.WriteLong( inventory.weapons );//new
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msg.WriteInt( inventory.weapons );//new
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// msg.WriteShort( inventory.weapons );
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msg.WriteByte( inventory.armor );
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@ -9910,7 +9915,7 @@ void idPlayer::ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg ) {
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bobCycle = msg.ReadByte();
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stepUpTime = msg.ReadInt();
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stepUpDelta = msg.ReadFloat();
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inventory.weapons = msg.ReadLong();//new
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inventory.weapons = msg.ReadInt();//new
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// inventory.weapons = msg.ReadShort();
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inventory.armor = msg.ReadByte();
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@ -1,7 +1,8 @@
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#include "Player.h"
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#include "PlayerCursor.h"
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#include "renderer/ModelManager.h"
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/*
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===============
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@ -171,4 +172,4 @@ void idPlayerCursor::UpdateCursor(idPlayer* player, const idVec3 &origin, const
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renderEnt.origin = origin;
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renderEnt.axis = axis;
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gameRenderWorld->UpdateEntityDef( cursorHandle, &renderEnt );
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}
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}
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@ -509,7 +509,7 @@ void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view )
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hackedView.forceUpdate = true; // FIX: for smoke particles not drawing when portalSky present
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}
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#endif _PORTALSKY
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#endif // _PORTALSKY
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gameRenderWorld->RenderScene( &hackedView );
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@ -819,8 +819,11 @@ m_imageAdaptedLuminance1x1 ( "_adaptedLuminance" ),
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m_imageBloom ( "_bloomImage" ),
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m_imageHalo ( "_haloImage" ),
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m_imageCookedMath ( "_cookedMath" ),
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m_matCookMath_pass1 ( declManager->FindMaterial( "postprocess/cookMath_pass1" ) ),
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m_matCookMath_pass2 ( declManager->FindMaterial( "postprocess/cookMath_pass2" ) ),
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m_matCookMath_pass3 ( declManager->FindMaterial( "postprocess/cookMath_pass3" ) ),
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m_matAvgLuminance64x ( declManager->FindMaterial( "postprocess/averageLum64" ) ),
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m_matAvgLuminance64x ( declManager->FindMaterial( "postprocess/averageLum64" ) ),
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m_matAvgLumSample4x4 ( declManager->FindMaterial( "postprocess/averageLum4" ) ),
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m_matAdaptLuminance ( declManager->FindMaterial( "postprocess/adaptLum" ) ),
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m_matBrightPass ( declManager->FindMaterial( "postprocess/brightPassOptimized" ) ),
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@ -832,9 +835,6 @@ m_matGaussBlurYHalo ( declManager->FindMaterial( "postprocess/blury_halo" ) ),
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//m_matFinalScenePass ( declManager->FindMaterial( "postprocess/finalScenePass" ) ),
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m_matFinalScenePass ( declManager->FindMaterial( "postprocess/finalScenePassOptimized" ) ),
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m_matCookMath_pass1 ( declManager->FindMaterial( "postprocess/cookMath_pass1" ) ),
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m_matCookMath_pass2 ( declManager->FindMaterial( "postprocess/cookMath_pass2" ) ),
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m_matCookMath_pass3 ( declManager->FindMaterial( "postprocess/cookMath_pass3" ) ),
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m_matCookVignette ( declManager->FindMaterial( "postprocess/cookVignette" ) ),
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// Materials for debugging intermediate textures
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@ -36,6 +36,10 @@ If you have questions concerning this license or the applicable additional terms
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#include "Mover.h"
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#include "SmokeParticles.h"
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#include "Moveable.h"
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#include "BrittleFracture.h"
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#include "WorldSpawn.h"
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#include "Projectile.h"
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/*
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@ -197,7 +201,7 @@ void idProjectile::Restore( idRestoreGame *savefile ) {
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//Reinitialize the damage Def--- By Clone JC Denton
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damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage", false ) );
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damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage" ) );
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}
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@ -431,7 +435,7 @@ void idProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3
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// Find and store the damage def only once- --- New
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// place this line before checking the fuse- for beam weapons
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damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage", false ) );
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damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage" ) );
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if ( !gameLocal.isClient ) {
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if ( fuse <= 0 ) {
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@ -1740,11 +1744,11 @@ idArrowProjectile::CustomBindOnExplode
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*/
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void idArrowProjectile::CustomBindOnExplode( const trace_t &collision, const idMat3 &oldaxis ) {
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idEntity* collisionEnt;
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idAFEntity_Base *af;
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boolean setToJoint;
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boolean bindToJoint;
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boolean bindToWorld;
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jointHandle_t bindJoint;
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idAFEntity_Base *af = NULL; // DG: make compiler shut up about maybe uninitialized
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bool setToJoint;
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bool bindToJoint;
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bool bindToWorld;
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jointHandle_t bindJoint = INVALID_JOINT; // DG: make compiler shut up about maybe uninitialized
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//end
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collisionEnt = gameLocal.entities[ collision.c.entityNum ];
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@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
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#ifndef __GAME_PROJECTILE_H__
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#define __GAME_PROJECTILE_H__
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#include "TrailGenerator.h"
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#include "physics/Physics_RigidBody.h"
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#include "physics/Force_Constant.h"
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#include "Entity.h"
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@ -1,10 +1,9 @@
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// Created by ivan_the_B
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//
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "TrailGenerator.h"
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#include "Game_local.h"
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#include "renderer/ModelManager.h"
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//uncomment those to enable debug
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//#define _DEBUG_CUSTOM_GEOM
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@ -95,7 +94,7 @@ void idTrailManager::Shutdown( void ) {
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//deallocate all the trails that are still in memory
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for ( int i = 0; i < MAX_TRAILS; i++ ) {
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if( trails[ i ] ){
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gameLocal.Warning("Someone created a trail (uid: %d), but never removed it!\TrailManager will now take care to free the memory...but check your code!", trails[ i ]->GetUniqueId() );
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gameLocal.Warning("Someone created a trail (uid: %d), but never removed it!\nTrailManager will now take care to free the memory...but check your code!", trails[ i ]->GetUniqueId() );
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delete trails[ i ];
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trails[ i ] = NULL;
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}
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@ -977,4 +976,4 @@ void idTrailGenerator::Fade( void ) { //TrailGenerator thinks before all the oth
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StopTrail();
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}
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//}
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}
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}
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@ -4,6 +4,8 @@
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#ifndef __GAME_TRAILGENERATOR_H__
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#define __GAME_TRAILGENERATOR_H__
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#include "gamesys/SaveGame.h"
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#include "idlib/math/Vector.h"
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#define MAX_TRAILS 32
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@ -37,6 +37,10 @@ If you have questions concerning this license or the applicable additional terms
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#include "SmokeParticles.h"
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#include "WorldSpawn.h"
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#include "Moveable.h"
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#include "BrittleFracture.h"
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#include "renderer/ModelManager.h"
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#include "Weapon.h"
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/***********************************************************************
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@ -3060,7 +3064,7 @@ idWeapon::CalculateDynamicSpread
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void idWeapon::CalculateDynamicSpread( void ) {
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if( spreadVelocityFactor > 0 ){
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float velocity = owner->GetPlayerPhysics()->GetLinearVelocity().LengthFast();
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//float velocity = owner->GetPlayerPhysics()->GetLinearVelocity().LengthFast();
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////Updated Rev 2018 for walk aiming Movement speed is no longer a factor. Spread changes depend on the player walking, running and crouching.
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dynamicSpreadValue = spreadBaseValue + spreadVelocityFactor; //dynamicSpreadValue = spreadBaseValue + velocity * spreadVelocityFactor;
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}else{
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@ -4623,7 +4627,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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idEntity *ent;
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int i;
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idVec3 dir;
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float ang;
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float ang = 0.0f;
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float spin;
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//float distance;
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trace_t tr;
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@ -4735,8 +4739,8 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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idVec3 view_pos = playerViewOrigin + playerViewAxis[ 0 ] * 2.0f; // Muzzle pos for translation clip model only-- For barrel Launched projectiles
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idVec3 muzzle_pos;
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float muzzleDistFromView;
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float traceDist, muzzleToTargetDist;
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// float muzzleDistFromView; // DG: unused
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float traceDist = 0.0f, muzzleToTargetDist = 0.0f; // DG: make sure it's initialized to shut up compiler
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idVec3 muzzleDir;
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beam = projectileDict.GetFloat( "fuse" ) <= 0 || projectileDict.GetBool( "rail_beam");
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@ -4755,7 +4759,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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muzzle_pos = muzzleOrigin; // + playerViewAxis[ 0 ] * 2.0f; // muzzle_pos for multiplayer prediction as well as for launching the projectiles
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// muzzleDistFromView = (muzzle_pos - view_pos).Length( ) * 3.5f;
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muzzleDistFromView = (muzzle_pos - view_pos).LengthSqr( ) * 3.5f; // This is faster
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// muzzleDistFromView = (muzzle_pos - view_pos).LengthSqr( ) * 3.5f; // This is faster - DG: unused
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} else { // if we dont find a proper bone then cancel all the effects.
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barrelLaunch = false;
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tracer = false;
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@ -4798,6 +4802,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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break;
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}
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case WP_SPREADMODE_2D_STEP: {
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// FIXME: DG: what if num_projectiles == 1? then ang is not initialized properly (I set it to 0 above)
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dir = (aimAxis[ 0 ] * (1-ang*firemodeCounterPos) ) + ( aimAxis[ 2 ] * ang*firemodeCounter );
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//upd counter
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if(firemodeCounter >= 0){
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@ -33,7 +33,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "Entity.h"
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#include "Light.h"
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#include "Actor.h"
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#include "Grabber.h"
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//ivan - uncomment this to create other test trails that are not removed and don't fade out
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//#define TEST_TRAIL
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@ -1,9 +1,16 @@
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// Created by Ivan_the_B
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//
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#include "Actor.h"
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#include "Entity.h"
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#include "Projectile.h"
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#include "script/Script_Thread.h"
|
||||
#include "gamesys/SysCvar.h"
|
||||
#include "Game_local.h"
|
||||
#include "Moveable.h"
|
||||
#include "AI.h"
|
||||
#include "AI_bot.h"
|
||||
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
@ -807,9 +814,9 @@ void idAI_Bot::ShowOnlyCurrentWeapon( void ) {
|
|||
for( i = 0; i < weapons.Num(); i++ ) {
|
||||
ent = weapons[ i ].ent.GetEntity();
|
||||
if (i == currentWeapon ) {
|
||||
weapons[ i ].ent.GetEntity()->Show();
|
||||
ent->Show();
|
||||
}else{
|
||||
weapons[ i ].ent.GetEntity()->Hide();
|
||||
ent->Hide();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2745,4 +2752,4 @@ void idBotNode::Event_EvaluateConditions( void ) { //true if one of them is veri
|
|||
//else
|
||||
//gameLocal.Printf("Event_EvaluateConditions all false...go on!\n" );
|
||||
idThread::ReturnInt( false );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -34,9 +34,11 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
#include "gamesys/SysCvar.h"
|
||||
#include "ai/AI.h"
|
||||
#include "ai/AI_bot.h"
|
||||
#include "Entity.h"
|
||||
#include "Fx.h"
|
||||
#include "Game_local.h"
|
||||
#include "Player.h"
|
||||
|
||||
#include "anim/Anim.h"
|
||||
|
||||
|
|
|
@ -385,4 +385,3 @@ idCVar r_HDR_vignetteBias ( "r_HDR_vignetteBias", "0.45", CVAR_GAME | CVAR
|
|||
idCVar s_music_volume( "s_music_volume", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "In-game music volume." );
|
||||
idCVar ruiner_bind_run_once( "ruiner_bind_run_once", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Rebind all controls once for Ruiner." );
|
||||
//Ivan end
|
||||
>>>>>>>
|
||||
|
|
|
@ -310,6 +310,7 @@ void idForce_Field::Evaluate( int time ) {
|
|||
}
|
||||
default: {
|
||||
gameLocal.Error( "idForce_Field: invalid magnitude type" );
|
||||
realMagnitude = 0.0f; // shut up about uninit variable, compiler, this code isn't reachable anyway
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,13 @@
|
|||
|
||||
#include "../../idlib/precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
//#ifdef _D3XP
|
||||
|
||||
#include "../Game_local.h"
|
||||
#include "sys/platform.h"
|
||||
#include "gamesys/SysCvar.h"
|
||||
#include "gamesys/SaveGame.h"
|
||||
#include "physics/Physics.h"
|
||||
#include "Game_local.h"
|
||||
|
||||
#include "physics/Force_Grab.h"
|
||||
|
||||
CLASS_DECLARATION( idForce, idForce_Grab )
|
||||
END_CLASS
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
|
||||
//#ifdef _D3XP
|
||||
|
||||
#include "physics/Force.h"
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
|
|
|
@ -29,6 +29,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include "sys/platform.h"
|
||||
#include "gamesys/SysCvar.h"
|
||||
#include "Entity.h"
|
||||
#include "Actor.h"
|
||||
|
||||
#include "physics/Physics_Player.h"
|
||||
|
||||
|
|
|
@ -30,6 +30,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#define __PHYSICS_PLAYER_H__
|
||||
|
||||
#include "physics/Physics_Actor.h"
|
||||
#include "physics/Physics_Monster.h"
|
||||
|
||||
/*
|
||||
===================================================================================
|
||||
|
|
|
@ -29,8 +29,8 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#ifndef __SCRIPT_INTERPRETER_H__
|
||||
#define __SCRIPT_INTERPRETER_H__
|
||||
|
||||
#include "script/Script_Program.h"
|
||||
#include "Entity.h"
|
||||
#include "script/Script_Program.h"
|
||||
#include "Game_local.h"
|
||||
|
||||
class idThread;
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
|
||||
#include "../idlib/precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#ifdef _DENTONMOD
|
||||
|
||||
#include "Game_local.h"
|
||||
#include "tracer.h"
|
||||
#include "renderer/ModelManager.h"
|
||||
#include "SmokeParticles.h"
|
||||
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
@ -580,4 +581,4 @@ void dnRailBeam::Think( void ) {
|
|||
}
|
||||
|
||||
|
||||
#endif /* !_DENTONMOD */
|
||||
#endif /* !_DENTONMOD */
|
||||
|
|
|
@ -4,6 +4,9 @@
|
|||
#ifndef __GAME_TRACER_H__
|
||||
#define __GAME_TRACER_H__
|
||||
|
||||
#include "Entity.h"
|
||||
#include "idlib/math/Vector.h"
|
||||
|
||||
|
||||
// TypeInfo flags
|
||||
enum {
|
||||
|
|
|
@ -130,6 +130,9 @@
|
|||
#ifdef __GNUC__ // Workaround GCC bug #8271
|
||||
// At present, GCC doesn't recognize constness of MFPs in templates
|
||||
#define FASTDELEGATE_GCC_BUG_8271
|
||||
|
||||
// DG: shut up about the unused typedefs
|
||||
#pragma GCC system_header
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -178,6 +178,8 @@ namespace SourceHook
|
|||
for (size_t i = 0; i < len; i++)
|
||||
dummy = p[i];
|
||||
|
||||
(void)dummy;
|
||||
|
||||
g_BadReadCalled = false;
|
||||
|
||||
signal(SIGSEGV, prevHandler);
|
||||
|
|
|
@ -13,8 +13,6 @@
|
|||
* @file sourcehook.cpp
|
||||
* @brief Contains the implementation of the SourceHook API
|
||||
*/
|
||||
#include "../idlib/precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#if defined __GNUC__
|
||||
#include <stdint.h>
|
||||
|
|
Loading…
Reference in a new issue