Ruiner compiles

This commit is contained in:
Daniel Gibson 2018-08-27 15:13:36 +02:00
parent 0c717b0313
commit bf931218cc
34 changed files with 119 additions and 56 deletions

View file

@ -34,6 +34,9 @@ If you have questions concerning this license or the applicable additional terms
#include "Projectile.h"
#include "WorldSpawn.h"
#include "Player.h"
#include "Fx.h"
#include "Actor.h"
@ -3900,4 +3903,4 @@ void idActor::StopDamageFxs( void ){
}
}
//ivan end
//ivan end

View file

@ -32,6 +32,7 @@ If you have questions concerning this license or the applicable additional terms
#include "AFEntity.h"
#include "IK.h"
#include "PlayerView.h"
#include "Misc.h"
/*
===============================================================================

View file

@ -704,7 +704,9 @@ void idBrittleFracture::ProjectDecal( const idVec3 &point, const idVec3 &dir, co
if ( time >= gameLocal.time ) {
// try to get the sound from the damage def
const idDeclEntityDef *damageDef = NULL;
#ifndef _DENTONMOD
const idSoundShader *sndShader = NULL;
#endif
if ( damageDefName ) {
damageDef = gameLocal.FindEntityDef( damageDefName, false );

View file

@ -39,6 +39,8 @@ If you have questions concerning this license or the applicable additional terms
#include "gamesys/Event.h"
#include "Game_local.h"
#include "framework/DeclEntityDef.h"
#ifdef _DENTONMOD
#ifndef _DENTONMOD_ENTITY_CPP
#define _DENTONMOD_ENTITY_CPP

View file

@ -1341,7 +1341,8 @@ idDamagingFx *idDamagingFx::StartDamagingFx( int type, idEntity *victimEnt ) {
nfx = static_cast<idDamagingFx*>(ent);
nfx->dmgfxType = type;
//gameLocal.Printf("Spawned %s\n", defName );
StartFxUtility( nfx, &(victimEnt->GetPhysics()->GetAbsBounds().GetCenter()), &mat3_identity, victimEnt, true, false );
idVec3 origin = victimEnt->GetPhysics()->GetAbsBounds().GetCenter();
StartFxUtility( nfx, &origin, &mat3_identity, victimEnt, true, false );
return nfx;
}else{
gameLocal.Error( "Could not spawn idDamagingFx" );
@ -1376,4 +1377,4 @@ void idDamagingFx::Restore( idRestoreGame *savefile ) {
savefile->ReadString( damageDefString );
victim.Restore( savefile );
}
//ivan end
//ivan end

View file

@ -31,6 +31,7 @@ If you have questions concerning this license or the applicable additional terms
#include "renderer/RenderWorld.h"
#include "Game_local.h"
#include "Entity.h"
/*

View file

@ -45,6 +45,7 @@ If you have questions concerning this license or the applicable additional terms
#include "Pvs.h"
#include "MultiplayerGame.h"
#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
// This is real evil but allows the code to inspect arbitrary class variables.
#define private public

View file

@ -1,10 +1,12 @@
#include "../idlib/precompiled.h"
#pragma hdrstop
//#ifdef _D3XP
#include "Game_local.h"
#include "Misc.h"
#include "Player.h"
#include "Moveable.h"
#include "Game_local.h"
#include "ai/AI.h"
#include "gamesys/SysCvar.h"
#define MAX_DRAG_TRACE_DISTANCE 584.0f //384.0f
#define TRACE_BOUNDS_SIZE 5.f //3.f
@ -250,7 +252,7 @@ void idGrabber::StartDrag( idEntity *grabEnt, int id ) {
aiEnt->StartRagdoll();
}
} else if ( grabEnt->IsType( idMoveableItem::Type ) ) {
grabEnt->PostEventMS( &EV_Touch, 250, thePlayer, NULL );
grabEnt->PostEventMS( &EV_Touch, 250, thePlayer, 0 );
}
// Get the current physics object to manipulate

View file

@ -1,5 +1,10 @@
//#ifdef _D3XP
#ifndef _GAME_GRABBER_H
#define _GAME_GRABBER_H
#include "physics/Force_Grab.h"
/*
===============================================================================
@ -56,4 +61,4 @@ private:
void ApplyShake( void );
};
//#endif
#endif // _GAME_GRABBER_H

View file

@ -32,6 +32,7 @@ If you have questions concerning this license or the applicable additional terms
#include "physics/Physics_Parametric.h"
#include "physics/Force_Field.h"
#include "physics/Force_Spring.h"
#include "TrailGenerator.h"
/*
===============================================================================

View file

@ -28,8 +28,11 @@ If you have questions concerning this license or the applicable additional terms
#include "sys/platform.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "Fx.h"
#include "ai/AI.h"
#include "Moveable.h"
@ -1509,4 +1512,4 @@ void idMoveableArrow::BecomeSolid( void ) {
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
}
//ivan end
//ivan end

View file

@ -1,3 +1,4 @@
/*
===========================================================================
@ -41,6 +42,9 @@ If you have questions concerning this license or the applicable additional terms
#include "Fx.h"
#include "Misc.h"
#include "Moveable.h"
#include "BrittleFracture.h"
const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
@ -7096,6 +7100,8 @@ void idPlayer::AdjustBodyAngles( void ) {
float forwardBlend;
float downBlend;
upBlend = forwardBlend = downBlend = 0.0f; // DG: make sure they're initialized
if ( health < 0 ) {
return;
}
@ -8418,7 +8424,6 @@ void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &di
damage = 1;
}
int oldHealth = health;
health -= damage;
if ( health <= 0 ) {
@ -9887,7 +9892,7 @@ void idPlayer::WritePlayerStateToSnapshot( idBitMsgDelta &msg ) const {
msg.WriteByte( bobCycle );
msg.WriteInt( stepUpTime );
msg.WriteFloat( stepUpDelta );
msg.WriteLong( inventory.weapons );//new
msg.WriteInt( inventory.weapons );//new
// msg.WriteShort( inventory.weapons );
msg.WriteByte( inventory.armor );
@ -9910,7 +9915,7 @@ void idPlayer::ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg ) {
bobCycle = msg.ReadByte();
stepUpTime = msg.ReadInt();
stepUpDelta = msg.ReadFloat();
inventory.weapons = msg.ReadLong();//new
inventory.weapons = msg.ReadInt();//new
// inventory.weapons = msg.ReadShort();
inventory.armor = msg.ReadByte();

View file

@ -1,7 +1,8 @@
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#include "Player.h"
#include "PlayerCursor.h"
#include "renderer/ModelManager.h"
/*
===============
@ -171,4 +172,4 @@ void idPlayerCursor::UpdateCursor(idPlayer* player, const idVec3 &origin, const
renderEnt.origin = origin;
renderEnt.axis = axis;
gameRenderWorld->UpdateEntityDef( cursorHandle, &renderEnt );
}
}

View file

@ -509,7 +509,7 @@ void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view )
hackedView.forceUpdate = true; // FIX: for smoke particles not drawing when portalSky present
}
#endif _PORTALSKY
#endif // _PORTALSKY
gameRenderWorld->RenderScene( &hackedView );
@ -819,8 +819,11 @@ m_imageAdaptedLuminance1x1 ( "_adaptedLuminance" ),
m_imageBloom ( "_bloomImage" ),
m_imageHalo ( "_haloImage" ),
m_imageCookedMath ( "_cookedMath" ),
m_matCookMath_pass1 ( declManager->FindMaterial( "postprocess/cookMath_pass1" ) ),
m_matCookMath_pass2 ( declManager->FindMaterial( "postprocess/cookMath_pass2" ) ),
m_matCookMath_pass3 ( declManager->FindMaterial( "postprocess/cookMath_pass3" ) ),
m_matAvgLuminance64x ( declManager->FindMaterial( "postprocess/averageLum64" ) ),
m_matAvgLuminance64x ( declManager->FindMaterial( "postprocess/averageLum64" ) ),
m_matAvgLumSample4x4 ( declManager->FindMaterial( "postprocess/averageLum4" ) ),
m_matAdaptLuminance ( declManager->FindMaterial( "postprocess/adaptLum" ) ),
m_matBrightPass ( declManager->FindMaterial( "postprocess/brightPassOptimized" ) ),
@ -832,9 +835,6 @@ m_matGaussBlurYHalo ( declManager->FindMaterial( "postprocess/blury_halo" ) ),
//m_matFinalScenePass ( declManager->FindMaterial( "postprocess/finalScenePass" ) ),
m_matFinalScenePass ( declManager->FindMaterial( "postprocess/finalScenePassOptimized" ) ),
m_matCookMath_pass1 ( declManager->FindMaterial( "postprocess/cookMath_pass1" ) ),
m_matCookMath_pass2 ( declManager->FindMaterial( "postprocess/cookMath_pass2" ) ),
m_matCookMath_pass3 ( declManager->FindMaterial( "postprocess/cookMath_pass3" ) ),
m_matCookVignette ( declManager->FindMaterial( "postprocess/cookVignette" ) ),
// Materials for debugging intermediate textures

View file

@ -36,6 +36,10 @@ If you have questions concerning this license or the applicable additional terms
#include "Mover.h"
#include "SmokeParticles.h"
#include "Moveable.h"
#include "BrittleFracture.h"
#include "WorldSpawn.h"
#include "Projectile.h"
/*
@ -197,7 +201,7 @@ void idProjectile::Restore( idRestoreGame *savefile ) {
//Reinitialize the damage Def--- By Clone JC Denton
damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage", false ) );
damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage" ) );
}
@ -431,7 +435,7 @@ void idProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3
// Find and store the damage def only once- --- New
// place this line before checking the fuse- for beam weapons
damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage", false ) );
damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage" ) );
if ( !gameLocal.isClient ) {
if ( fuse <= 0 ) {
@ -1740,11 +1744,11 @@ idArrowProjectile::CustomBindOnExplode
*/
void idArrowProjectile::CustomBindOnExplode( const trace_t &collision, const idMat3 &oldaxis ) {
idEntity* collisionEnt;
idAFEntity_Base *af;
boolean setToJoint;
boolean bindToJoint;
boolean bindToWorld;
jointHandle_t bindJoint;
idAFEntity_Base *af = NULL; // DG: make compiler shut up about maybe uninitialized
bool setToJoint;
bool bindToJoint;
bool bindToWorld;
jointHandle_t bindJoint = INVALID_JOINT; // DG: make compiler shut up about maybe uninitialized
//end
collisionEnt = gameLocal.entities[ collision.c.entityNum ];

View file

@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_PROJECTILE_H__
#define __GAME_PROJECTILE_H__
#include "TrailGenerator.h"
#include "physics/Physics_RigidBody.h"
#include "physics/Force_Constant.h"
#include "Entity.h"

View file

@ -1,10 +1,9 @@
// Created by ivan_the_B
//
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "TrailGenerator.h"
#include "Game_local.h"
#include "renderer/ModelManager.h"
//uncomment those to enable debug
//#define _DEBUG_CUSTOM_GEOM
@ -95,7 +94,7 @@ void idTrailManager::Shutdown( void ) {
//deallocate all the trails that are still in memory
for ( int i = 0; i < MAX_TRAILS; i++ ) {
if( trails[ i ] ){
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() );
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() );
delete trails[ i ];
trails[ i ] = NULL;
}
@ -977,4 +976,4 @@ void idTrailGenerator::Fade( void ) { //TrailGenerator thinks before all the oth
StopTrail();
}
//}
}
}

View file

@ -4,6 +4,8 @@
#ifndef __GAME_TRAILGENERATOR_H__
#define __GAME_TRAILGENERATOR_H__
#include "gamesys/SaveGame.h"
#include "idlib/math/Vector.h"
#define MAX_TRAILS 32

View file

@ -37,6 +37,10 @@ If you have questions concerning this license or the applicable additional terms
#include "SmokeParticles.h"
#include "WorldSpawn.h"
#include "Moveable.h"
#include "BrittleFracture.h"
#include "renderer/ModelManager.h"
#include "Weapon.h"
/***********************************************************************
@ -3060,7 +3064,7 @@ idWeapon::CalculateDynamicSpread
void idWeapon::CalculateDynamicSpread( void ) {
if( spreadVelocityFactor > 0 ){
float velocity = owner->GetPlayerPhysics()->GetLinearVelocity().LengthFast();
//float velocity = owner->GetPlayerPhysics()->GetLinearVelocity().LengthFast();
////Updated Rev 2018 for walk aiming Movement speed is no longer a factor. Spread changes depend on the player walking, running and crouching.
dynamicSpreadValue = spreadBaseValue + spreadVelocityFactor; //dynamicSpreadValue = spreadBaseValue + velocity * spreadVelocityFactor;
}else{
@ -4623,7 +4627,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
idEntity *ent;
int i;
idVec3 dir;
float ang;
float ang = 0.0f;
float spin;
//float distance;
trace_t tr;
@ -4735,8 +4739,8 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
idVec3 view_pos = playerViewOrigin + playerViewAxis[ 0 ] * 2.0f; // Muzzle pos for translation clip model only-- For barrel Launched projectiles
idVec3 muzzle_pos;
float muzzleDistFromView;
float traceDist, muzzleToTargetDist;
// float muzzleDistFromView; // DG: unused
float traceDist = 0.0f, muzzleToTargetDist = 0.0f; // DG: make sure it's initialized to shut up compiler
idVec3 muzzleDir;
beam = projectileDict.GetFloat( "fuse" ) <= 0 || projectileDict.GetBool( "rail_beam");
@ -4755,7 +4759,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
muzzle_pos = muzzleOrigin; // + playerViewAxis[ 0 ] * 2.0f; // muzzle_pos for multiplayer prediction as well as for launching the projectiles
// muzzleDistFromView = (muzzle_pos - view_pos).Length( ) * 3.5f;
muzzleDistFromView = (muzzle_pos - view_pos).LengthSqr( ) * 3.5f; // This is faster
// muzzleDistFromView = (muzzle_pos - view_pos).LengthSqr( ) * 3.5f; // This is faster - DG: unused
} else { // if we dont find a proper bone then cancel all the effects.
barrelLaunch = false;
tracer = false;
@ -4798,6 +4802,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
break;
}
case WP_SPREADMODE_2D_STEP: {
// FIXME: DG: what if num_projectiles == 1? then ang is not initialized properly (I set it to 0 above)
dir = (aimAxis[ 0 ] * (1-ang*firemodeCounterPos) ) + ( aimAxis[ 2 ] * ang*firemodeCounter );
//upd counter
if(firemodeCounter >= 0){

View file

@ -33,7 +33,7 @@ If you have questions concerning this license or the applicable additional terms
#include "Entity.h"
#include "Light.h"
#include "Actor.h"
#include "Grabber.h"
//ivan - uncomment this to create other test trails that are not removed and don't fade out
//#define TEST_TRAIL

View file

@ -1,9 +1,16 @@
// Created by Ivan_the_B
//
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "Actor.h"
#include "Entity.h"
#include "Projectile.h"
#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 );
}
}

View file

@ -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"

View file

@ -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
>>>>>>>

View file

@ -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;
}
}

View file

@ -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

View file

@ -4,6 +4,8 @@
//#ifdef _D3XP
#include "physics/Force.h"
/*
===============================================================================

View file

@ -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"

View file

@ -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"
/*
===================================================================================

View file

@ -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;

View file

@ -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 */

View file

@ -4,6 +4,9 @@
#ifndef __GAME_TRACER_H__
#define __GAME_TRACER_H__
#include "Entity.h"
#include "idlib/math/Vector.h"
// TypeInfo flags
enum {

View file

@ -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

View file

@ -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);

View file

@ -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>