mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-24 05:21:20 +00:00
Fix all whitespace errors
Excluding 3rd party files.
This commit is contained in:
parent
eac3112d2d
commit
c7c187e4dc
424 changed files with 5695 additions and 5729 deletions
|
@ -1261,7 +1261,7 @@ void idAF::RemoveBindConstraints( void ) {
|
|||
name.Strip( "bindConstraint " );
|
||||
|
||||
if ( physicsObj.GetConstraint( name ) ) {
|
||||
physicsObj.DeleteConstraint( name );
|
||||
physicsObj.DeleteConstraint( name );
|
||||
}
|
||||
|
||||
kv = args.MatchPrefix( "bindConstraint ", kv );
|
||||
|
|
|
@ -3116,7 +3116,7 @@ idRenderModel *idGameEdit::AF_CreateMesh( const idDict &args, idVec3 &meshOrigin
|
|||
modifiedAxis[ jointNum ] = ( bodyAxis[i] * originalJoints[jointNum].ToMat3().Transpose() ).Transpose() * ( newBodyAxis[i] * meshAxis.Transpose() );
|
||||
// FIXME: calculate correct modifiedOrigin
|
||||
modifiedOrigin[ jointNum ] = originalJoints[ jointNum ].ToVec3();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// apply joint modifications to the skeleton
|
||||
|
|
|
@ -627,7 +627,7 @@ void idActor::Spawn( void ) {
|
|||
int headAnim = headAnimator->GetAnim( "def_head" );
|
||||
if ( headAnim ) {
|
||||
if ( headEnt ) {
|
||||
headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, 0 );
|
||||
headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, 0 );
|
||||
} else {
|
||||
headAnimator->CycleAnim( ANIMCHANNEL_HEAD, headAnim, gameLocal.time, 0 );
|
||||
}
|
||||
|
@ -3268,7 +3268,7 @@ void idActor::Event_NextEnemy( idEntity *ent ) {
|
|||
}
|
||||
}
|
||||
|
||||
idThread::ReturnEntity( NULL );
|
||||
idThread::ReturnEntity( NULL );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -416,7 +416,7 @@ bool idBrittleFracture::UpdateRenderEntity( renderEntity_s *renderEntity, const
|
|||
}
|
||||
packedColor = PackColor( idVec4( renderEntity->shaderParms[ SHADERPARM_RED ] * fade,
|
||||
renderEntity->shaderParms[ SHADERPARM_GREEN ] * fade,
|
||||
renderEntity->shaderParms[ SHADERPARM_BLUE ] * fade,
|
||||
renderEntity->shaderParms[ SHADERPARM_BLUE ] * fade,
|
||||
fade ) );
|
||||
|
||||
const idWinding &winding = shards[i]->winding;
|
||||
|
@ -946,7 +946,7 @@ void idBrittleFracture::DropFloatingIslands( const idVec3 &point, const idVec3 &
|
|||
continue;
|
||||
}
|
||||
|
||||
queueStart = 0;
|
||||
queueStart = 0;
|
||||
queueEnd = 1;
|
||||
queue[0] = shards[i];
|
||||
shards[i]->islandNum = numIslands+1;
|
||||
|
|
|
@ -63,4 +63,3 @@ private:
|
|||
|
||||
void Event_Trigger( idEntity *activator );
|
||||
};
|
||||
|
||||
|
|
|
@ -160,8 +160,8 @@ ABSTRACT_DECLARATION( idClass, idEntity )
|
|||
EVENT( EV_GetMins, idEntity::Event_GetMins)
|
||||
EVENT( EV_GetMaxs, idEntity::Event_GetMaxs )
|
||||
EVENT( EV_Touches, idEntity::Event_Touches )
|
||||
EVENT( EV_SetGuiParm, idEntity::Event_SetGuiParm )
|
||||
EVENT( EV_SetGuiFloat, idEntity::Event_SetGuiFloat )
|
||||
EVENT( EV_SetGuiParm, idEntity::Event_SetGuiParm )
|
||||
EVENT( EV_SetGuiFloat, idEntity::Event_SetGuiFloat )
|
||||
EVENT( EV_GetNextKey, idEntity::Event_GetNextKey )
|
||||
EVENT( EV_SetKey, idEntity::Event_SetKey )
|
||||
EVENT( EV_GetKey, idEntity::Event_GetKey )
|
||||
|
@ -2429,7 +2429,7 @@ void idEntity::JoinTeam( idEntity *teammember ) {
|
|||
ent->teamChain->teamMaster = master;
|
||||
}
|
||||
|
||||
prev->teamChain = this;
|
||||
prev->teamChain = this;
|
||||
ent->teamChain = next;
|
||||
}
|
||||
|
||||
|
@ -2959,9 +2959,9 @@ explosions and melee attacks.
|
|||
============
|
||||
*/
|
||||
bool idEntity::CanDamage( const idVec3 &origin, idVec3 &damagePoint ) const {
|
||||
idVec3 dest;
|
||||
idVec3 dest;
|
||||
trace_t tr;
|
||||
idVec3 midpoint;
|
||||
idVec3 midpoint;
|
||||
|
||||
// use the midpoint of the bounds instead of the origin, because
|
||||
// bmodels may have their origin at 0,0,0
|
||||
|
@ -4499,9 +4499,9 @@ void idEntity::Event_RestorePosition( void ) {
|
|||
if ( spawnArgs.GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", axis ) ) {
|
||||
angles = axis.ToAngles();
|
||||
} else {
|
||||
angles[ 0 ] = 0;
|
||||
angles[ 1 ] = spawnArgs.GetFloat( "angle" );
|
||||
angles[ 2 ] = 0;
|
||||
angles[ 0 ] = 0;
|
||||
angles[ 1 ] = spawnArgs.GetFloat( "angle" );
|
||||
angles[ 2 ] = 0;
|
||||
}
|
||||
|
||||
Teleport( org, angles, NULL );
|
||||
|
|
|
@ -536,12 +536,12 @@ protected:
|
|||
|
||||
private:
|
||||
void Event_GetJointHandle( const char *jointname );
|
||||
void Event_ClearAllJoints( void );
|
||||
void Event_ClearJoint( jointHandle_t jointnum );
|
||||
void Event_SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
|
||||
void Event_SetJointAngle( jointHandle_t jointnum, jointModTransform_t transform_type, const idAngles &angles );
|
||||
void Event_GetJointPos( jointHandle_t jointnum );
|
||||
void Event_GetJointAngle( jointHandle_t jointnum );
|
||||
void Event_ClearAllJoints( void );
|
||||
void Event_ClearJoint( jointHandle_t jointnum );
|
||||
void Event_SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
|
||||
void Event_SetJointAngle( jointHandle_t jointnum, jointModTransform_t transform_type, const idAngles &angles );
|
||||
void Event_GetJointPos( jointHandle_t jointnum );
|
||||
void Event_GetJointAngle( jointHandle_t jointnum );
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -43,7 +43,7 @@ const idEventDef EV_Fx_KillFx( "_killfx" );
|
|||
const idEventDef EV_Fx_Action( "_fxAction", "e" ); // implemented by subclasses
|
||||
|
||||
CLASS_DECLARATION( idEntity, idEntityFx )
|
||||
EVENT( EV_Activate, idEntityFx::Event_Trigger )
|
||||
EVENT( EV_Activate, idEntityFx::Event_Trigger )
|
||||
EVENT( EV_Fx_KillFx, idEntityFx::Event_ClearFx )
|
||||
END_CLASS
|
||||
|
||||
|
|
|
@ -241,7 +241,7 @@ public:
|
|||
|
||||
// Animation system calls for non-game based skeletal rendering.
|
||||
virtual idRenderModel * ANIM_GetModelFromEntityDef( const char *classname );
|
||||
virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname );
|
||||
virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname );
|
||||
virtual idRenderModel * ANIM_GetModelFromEntityDef( const idDict *args );
|
||||
virtual idRenderModel * ANIM_GetModelFromName( const char *modelName );
|
||||
virtual const idMD5Anim * ANIM_GetAnimFromEntityDef( const char *classname, const char *animname );
|
||||
|
|
|
@ -176,7 +176,7 @@ void idDragEntity::Update( idPlayer *player ) {
|
|||
player->GetViewPos( viewPoint, viewAxis );
|
||||
|
||||
// if no entity selected for dragging
|
||||
if ( !dragEnt.GetEntity() ) {
|
||||
if ( !dragEnt.GetEntity() ) {
|
||||
|
||||
if ( player->usercmd.buttons & BUTTON_ATTACK ) {
|
||||
|
||||
|
@ -470,7 +470,7 @@ idEditEntities::RemoveSelectedEntity
|
|||
==============
|
||||
*/
|
||||
void idEditEntities::RemoveSelectedEntity( idEntity *ent ) {
|
||||
if ( selectedEntities.Find( ent ) ) {
|
||||
if ( selectedEntities.Find( ent ) ) {
|
||||
selectedEntities.Remove( ent );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2240,7 +2240,7 @@ bool idGameLocal::InPlayerPVS( idEntity *ent ) const {
|
|||
if ( playerPVS.i == -1 ) {
|
||||
return false;
|
||||
}
|
||||
return pvs.InCurrentPVS( playerPVS, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||||
return pvs.InCurrentPVS( playerPVS, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -2254,7 +2254,7 @@ bool idGameLocal::InPlayerConnectedArea( idEntity *ent ) const {
|
|||
if ( playerConnectedAreas.i == -1 ) {
|
||||
return false;
|
||||
}
|
||||
return pvs.InCurrentPVS( playerConnectedAreas, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||||
return pvs.InCurrentPVS( playerConnectedAreas, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -2269,7 +2269,7 @@ void idGameLocal::UpdateGravity( void ) {
|
|||
if ( g_gravity.GetFloat() == 0.0f ) {
|
||||
g_gravity.SetFloat( 1.0f );
|
||||
}
|
||||
gravity.Set( 0, 0, -g_gravity.GetFloat() );
|
||||
gravity.Set( 0, 0, -g_gravity.GetFloat() );
|
||||
|
||||
// update all physics objects
|
||||
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||||
|
@ -3575,7 +3575,7 @@ int idGameLocal::GetTargets( const idDict &args, idList< idEntityPtr<idEntity> >
|
|||
ent = FindEntity( arg->GetValue() );
|
||||
if ( ent ) {
|
||||
idEntityPtr<idEntity> &entityPtr = list.Alloc();
|
||||
entityPtr = ent;
|
||||
entityPtr = ent;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3844,7 +3844,7 @@ void idGameLocal::RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEnt
|
|||
idEntity * entityList[ MAX_GENTITIES ];
|
||||
int numListedEntities;
|
||||
idBounds bounds;
|
||||
idVec3 v, damagePoint, dir;
|
||||
idVec3 v, damagePoint, dir;
|
||||
int i, e, damage, radius, push;
|
||||
|
||||
const idDict *damageDef = FindEntityDefDict( damageDefName, false );
|
||||
|
@ -4983,4 +4983,3 @@ idGameLocal::GetMapLoadingGUI
|
|||
===============
|
||||
*/
|
||||
void idGameLocal::GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) { }
|
||||
|
||||
|
|
|
@ -461,7 +461,7 @@ int idGrabber::Update( idPlayer *player, bool hide ) {
|
|||
owner = player;
|
||||
|
||||
// if no entity selected for dragging
|
||||
if ( !dragEnt.GetEntity() ) {
|
||||
if ( !dragEnt.GetEntity() ) {
|
||||
idBounds bounds;
|
||||
idVec3 end = player->firstPersonViewOrigin + player->firstPersonViewAxis[0] * dragTraceDist;
|
||||
|
||||
|
|
120
d3xp/Item.cpp
120
d3xp/Item.cpp
|
@ -302,7 +302,7 @@ void idItem::Spawn( void ) {
|
|||
if ( spawnArgs.GetBool( "spin" ) || (gameLocal.isMultiplayer && !this->IsType( idItemTeam::Type ) ) ) {
|
||||
spin = true;
|
||||
BecomeActive( TH_THINK );
|
||||
}
|
||||
}
|
||||
#else
|
||||
if ( spawnArgs.GetBool( "spin" ) || gameLocal.isMultiplayer ) {
|
||||
spin = true;
|
||||
|
@ -677,12 +677,12 @@ idItemTeam::idItemTeam
|
|||
===============
|
||||
*/
|
||||
idItemTeam::idItemTeam() {
|
||||
team = -1;
|
||||
team = -1;
|
||||
carried = false;
|
||||
dropped = false;
|
||||
lastDrop = 0;
|
||||
|
||||
itemGlowHandle = -1;
|
||||
itemGlowHandle = -1;
|
||||
|
||||
skinDefault = NULL;
|
||||
skinCarried = NULL;
|
||||
|
@ -710,7 +710,7 @@ idItemTeam::Spawn
|
|||
===============
|
||||
*/
|
||||
void idItemTeam::Spawn( void ) {
|
||||
team = spawnArgs.GetInt( "team" );
|
||||
team = spawnArgs.GetInt( "team" );
|
||||
returnOrigin = GetPhysics()->GetOrigin() + idVec3( 0, 0, 20 );
|
||||
returnAxis = GetPhysics()->GetAxis();
|
||||
|
||||
|
@ -829,18 +829,18 @@ idItemTeam::Pickup
|
|||
===============
|
||||
*/
|
||||
bool idItemTeam::Pickup( idPlayer *player ) {
|
||||
if ( !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
|
||||
return false;
|
||||
if ( !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
|
||||
return false;
|
||||
|
||||
if ( gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP ||
|
||||
gameLocal.mpGame.GetGameState() == idMultiplayerGame::COUNTDOWN )
|
||||
return false;
|
||||
if ( gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP ||
|
||||
gameLocal.mpGame.GetGameState() == idMultiplayerGame::COUNTDOWN )
|
||||
return false;
|
||||
|
||||
// wait 2 seconds after drop before beeing picked up again
|
||||
if ( lastDrop != 0 && (gameLocal.time - lastDrop) < spawnArgs.GetInt("pickupDelay", "500") )
|
||||
return false;
|
||||
|
||||
if ( carried == false && player->team != this->team ) {
|
||||
if ( carried == false && player->team != this->team ) {
|
||||
|
||||
PostEventMS( &EV_TakeFlag, 0, player );
|
||||
|
||||
|
@ -864,7 +864,7 @@ idItemTeam::ClientReceiveEvent
|
|||
===============
|
||||
*/
|
||||
bool idItemTeam::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||||
gameLocal.DPrintf("ClientRecieveEvent: %i\n", event );
|
||||
gameLocal.DPrintf("ClientRecieveEvent: %i\n", event );
|
||||
|
||||
switch ( event ) {
|
||||
case EVENT_TAKEFLAG: {
|
||||
|
@ -905,7 +905,7 @@ bool idItemTeam::ClientReceiveEvent( int event, int time, const idBitMsg &msg )
|
|||
return true;
|
||||
};
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -995,7 +995,7 @@ idItemTeam::Event_TakeFlag
|
|||
================
|
||||
*/
|
||||
void idItemTeam::Event_TakeFlag( idPlayer * player ) {
|
||||
gameLocal.DPrintf("Event_TakeFlag()!\n");
|
||||
gameLocal.DPrintf("Event_TakeFlag()!\n");
|
||||
|
||||
if ( gameLocal.isServer ) {
|
||||
idBitMsg msg;
|
||||
|
@ -1044,14 +1044,14 @@ void idItemTeam::Event_TakeFlag( idPlayer * player ) {
|
|||
SetSkin( skinCarried );
|
||||
|
||||
UpdateVisuals();
|
||||
UpdateGuis();
|
||||
UpdateGuis();
|
||||
|
||||
if ( gameLocal.isServer ) {
|
||||
if ( team == 0 )
|
||||
gameLocal.mpGame.player_red_flag = player->entityNumber;
|
||||
else
|
||||
gameLocal.mpGame.player_blue_flag = player->entityNumber;
|
||||
}
|
||||
if ( gameLocal.isServer ) {
|
||||
if ( team == 0 )
|
||||
gameLocal.mpGame.player_red_flag = player->entityNumber;
|
||||
else
|
||||
gameLocal.mpGame.player_blue_flag = player->entityNumber;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1060,7 +1060,7 @@ idItemTeam::Event_DropFlag
|
|||
================
|
||||
*/
|
||||
void idItemTeam::Event_DropFlag( bool death ) {
|
||||
gameLocal.DPrintf("Event_DropFlag()!\n");
|
||||
gameLocal.DPrintf("Event_DropFlag()!\n");
|
||||
|
||||
if ( gameLocal.isServer ) {
|
||||
idBitMsg msg;
|
||||
|
@ -1118,16 +1118,16 @@ void idItemTeam::Event_DropFlag( bool death ) {
|
|||
|
||||
SetSkin( skinDefault );
|
||||
UpdateVisuals();
|
||||
UpdateGuis();
|
||||
UpdateGuis();
|
||||
|
||||
|
||||
if ( gameLocal.isServer ) {
|
||||
if ( team == 0 )
|
||||
gameLocal.mpGame.player_red_flag = -1;
|
||||
else
|
||||
gameLocal.mpGame.player_blue_flag = -1;
|
||||
if ( gameLocal.isServer ) {
|
||||
if ( team == 0 )
|
||||
gameLocal.mpGame.player_red_flag = -1;
|
||||
else
|
||||
gameLocal.mpGame.player_blue_flag = -1;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1136,7 +1136,7 @@ idItemTeam::Event_FlagReturn
|
|||
================
|
||||
*/
|
||||
void idItemTeam::Event_FlagReturn( idPlayer * player ) {
|
||||
gameLocal.DPrintf("Event_FlagReturn()!\n");
|
||||
gameLocal.DPrintf("Event_FlagReturn()!\n");
|
||||
|
||||
if ( gameLocal.isServer ) {
|
||||
ServerSendEvent( EVENT_FLAGRETURN, NULL, false, -1 );
|
||||
|
@ -1166,15 +1166,15 @@ void idItemTeam::Event_FlagReturn( idPlayer * player ) {
|
|||
}
|
||||
|
||||
UpdateVisuals();
|
||||
UpdateGuis();
|
||||
UpdateGuis();
|
||||
// Present();
|
||||
|
||||
if ( gameLocal.isServer ) {
|
||||
if ( team == 0 )
|
||||
gameLocal.mpGame.player_red_flag = -1;
|
||||
else
|
||||
gameLocal.mpGame.player_blue_flag = -1;
|
||||
}
|
||||
if ( gameLocal.isServer ) {
|
||||
if ( team == 0 )
|
||||
gameLocal.mpGame.player_red_flag = -1;
|
||||
else
|
||||
gameLocal.mpGame.player_blue_flag = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1215,15 +1215,15 @@ void idItemTeam::Event_FlagCapture( void ) {
|
|||
}
|
||||
|
||||
UpdateVisuals();
|
||||
UpdateGuis();
|
||||
UpdateGuis();
|
||||
|
||||
|
||||
if ( gameLocal.isServer ) {
|
||||
if ( team == 0 )
|
||||
gameLocal.mpGame.player_red_flag = -1;
|
||||
else
|
||||
gameLocal.mpGame.player_blue_flag = -1;
|
||||
}
|
||||
if ( gameLocal.isServer ) {
|
||||
if ( team == 0 )
|
||||
gameLocal.mpGame.player_red_flag = -1;
|
||||
else
|
||||
gameLocal.mpGame.player_blue_flag = -1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -1287,15 +1287,15 @@ void idItemTeam::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|||
|
||||
ReadBindFromSnapshot( msg );
|
||||
|
||||
if ( msg.HasChanged() )
|
||||
{
|
||||
UpdateGuis();
|
||||
if ( msg.HasChanged() )
|
||||
{
|
||||
UpdateGuis();
|
||||
|
||||
if ( carried == true )
|
||||
SetSkin( skinCarried );
|
||||
else
|
||||
SetSkin( skinDefault );
|
||||
}
|
||||
if ( carried == true )
|
||||
SetSkin( skinCarried );
|
||||
else
|
||||
SetSkin( skinDefault );
|
||||
}
|
||||
|
||||
idMoveableItem::ReadFromSnapshot( msg );
|
||||
}
|
||||
|
@ -1308,7 +1308,7 @@ Update all client's huds wrt the flag status.
|
|||
================
|
||||
*/
|
||||
void idItemTeam::UpdateGuis( void ) {
|
||||
idPlayer *player;
|
||||
idPlayer *player;
|
||||
|
||||
for ( int i = 0; i < gameLocal.numClients; i++ ) {
|
||||
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
|
||||
|
@ -1316,13 +1316,13 @@ void idItemTeam::UpdateGuis( void ) {
|
|||
if ( player == NULL || player->hud == NULL )
|
||||
continue;
|
||||
|
||||
player->hud->SetStateInt( "red_flagstatus", gameLocal.mpGame.GetFlagStatus( 0 ) );
|
||||
player->hud->SetStateInt( "blue_flagstatus", gameLocal.mpGame.GetFlagStatus( 1 ) );
|
||||
player->hud->SetStateInt( "red_flagstatus", gameLocal.mpGame.GetFlagStatus( 0 ) );
|
||||
player->hud->SetStateInt( "blue_flagstatus", gameLocal.mpGame.GetFlagStatus( 1 ) );
|
||||
|
||||
player->hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints( 0 ) );
|
||||
player->hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints( 1 ) );
|
||||
player->hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints( 0 ) );
|
||||
player->hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints( 1 ) );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -1479,7 +1479,7 @@ void idObjective::Event_Trigger( idEntity *activator ) {
|
|||
//Pickup( player );
|
||||
|
||||
if ( spawnArgs.GetString( "inv_objective", NULL ) ) {
|
||||
if ( player && player->hud ) {
|
||||
if ( player && player->hud ) {
|
||||
idStr shotName = gameLocal.GetMapName();
|
||||
shotName.StripFileExtension();
|
||||
shotName += "/";
|
||||
|
@ -1641,7 +1641,7 @@ idMoveableItem::Save
|
|||
================
|
||||
*/
|
||||
void idMoveableItem::Save( idSaveGame *savefile ) const {
|
||||
savefile->WriteStaticObject( physicsObj );
|
||||
savefile->WriteStaticObject( physicsObj );
|
||||
|
||||
savefile->WriteClipModel( trigger );
|
||||
|
||||
|
@ -2115,7 +2115,7 @@ void idObjectiveComplete::Event_Trigger( idEntity *activator ) {
|
|||
RemoveItem( player );
|
||||
|
||||
if ( spawnArgs.GetString( "inv_objective", NULL ) ) {
|
||||
if ( player->hud ) {
|
||||
if ( player->hud ) {
|
||||
player->hud->SetStateString( "objective", "2");
|
||||
|
||||
player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) );
|
||||
|
|
22
d3xp/Item.h
22
d3xp/Item.h
|
@ -60,9 +60,9 @@ public:
|
|||
EVENT_RESPAWN,
|
||||
EVENT_RESPAWNFX,
|
||||
#ifdef CTF
|
||||
EVENT_TAKEFLAG,
|
||||
EVENT_DROPFLAG,
|
||||
EVENT_FLAGRETURN,
|
||||
EVENT_TAKEFLAG,
|
||||
EVENT_DROPFLAG,
|
||||
EVENT_FLAGRETURN,
|
||||
EVENT_FLAGCAPTURE,
|
||||
#endif
|
||||
EVENT_MAXEVENTS
|
||||
|
@ -203,12 +203,12 @@ private:
|
|||
|
||||
class idItemTeam : public idMoveableItem {
|
||||
public:
|
||||
CLASS_PROTOTYPE( idItemTeam );
|
||||
CLASS_PROTOTYPE( idItemTeam );
|
||||
|
||||
idItemTeam();
|
||||
idItemTeam();
|
||||
virtual ~idItemTeam();
|
||||
|
||||
void Spawn();
|
||||
void Spawn();
|
||||
virtual bool Pickup( idPlayer *player );
|
||||
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
||||
virtual void Think(void );
|
||||
|
@ -225,7 +225,7 @@ public:
|
|||
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||||
|
||||
public:
|
||||
int team;
|
||||
int team;
|
||||
// TODO : turn this into a state :
|
||||
bool carried; // is it beeing carried by a player?
|
||||
bool dropped; // was it dropped?
|
||||
|
@ -243,8 +243,8 @@ private:
|
|||
const function_t * scriptReturned;
|
||||
const function_t * scriptCaptured;
|
||||
|
||||
renderLight_t itemGlow; // Used by flags when they are picked up
|
||||
int itemGlowHandle;
|
||||
renderLight_t itemGlow; // Used by flags when they are picked up
|
||||
int itemGlowHandle;
|
||||
|
||||
int lastNuggetDrop;
|
||||
const char * nuggetName;
|
||||
|
@ -252,7 +252,7 @@ private:
|
|||
private:
|
||||
|
||||
void Event_TakeFlag( idPlayer * player );
|
||||
void Event_DropFlag( bool death );
|
||||
void Event_DropFlag( bool death );
|
||||
void Event_FlagReturn( idPlayer * player = NULL );
|
||||
void Event_FlagCapture( void );
|
||||
|
||||
|
@ -260,7 +260,7 @@ private:
|
|||
function_t * LoadScript( char * script );
|
||||
|
||||
void SpawnNugget( idVec3 pos );
|
||||
void UpdateGuis( void );
|
||||
void UpdateGuis( void );
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -123,10 +123,10 @@ void idGameEdit::ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t
|
|||
idMat3 mat;
|
||||
if ( !args->GetMatrix( "light_rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
|
||||
if ( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
|
||||
args->GetFloat( "angle", "0", angles[ 1 ] );
|
||||
angles[ 0 ] = 0;
|
||||
args->GetFloat( "angle", "0", angles[ 1 ] );
|
||||
angles[ 0 ] = 0;
|
||||
angles[ 1 ] = idMath::AngleNormalize360( angles[ 1 ] );
|
||||
angles[ 2 ] = 0;
|
||||
angles[ 2 ] = 0;
|
||||
mat = angles.ToMat3();
|
||||
}
|
||||
}
|
||||
|
@ -357,10 +357,10 @@ void idLight::Spawn( void ) {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
// Midnight CTF
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") && !spawnArgs.GetBool("midnight_override") ) {
|
||||
Off();
|
||||
}
|
||||
// Midnight CTF
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") && !spawnArgs.GetBool("midnight_override") ) {
|
||||
Off();
|
||||
}
|
||||
#endif
|
||||
|
||||
health = spawnArgs.GetInt( "health", "0" );
|
||||
|
|
|
@ -2973,8 +2973,8 @@ idPhantomObjects::idPhantomObjects
|
|||
idPhantomObjects::idPhantomObjects() {
|
||||
target = NULL;
|
||||
end_time = 0;
|
||||
throw_time = 0.0f;
|
||||
shake_time = 0.0f;
|
||||
throw_time = 0.0f;
|
||||
shake_time = 0.0f;
|
||||
shake_ang.Zero();
|
||||
speed = 0.0f;
|
||||
min_wait = 0;
|
||||
|
@ -3095,7 +3095,7 @@ void idPhantomObjects::Event_Activate( idEntity *activator ) {
|
|||
|
||||
const idVec3 &toPos = target.GetEntity()->GetEyePosition();
|
||||
|
||||
// calculate the relative times of all the objects
|
||||
// calculate the relative times of all the objects
|
||||
time = 0.0f;
|
||||
for( i = 0; i < targetTime.Num(); i++ ) {
|
||||
targetTime[ i ] = SEC2MS( time );
|
||||
|
|
|
@ -556,7 +556,7 @@ void idMoveable::Event_Activate( idEntity *activator ) {
|
|||
Show();
|
||||
|
||||
if ( !spawnArgs.GetInt( "notPushable" ) ) {
|
||||
physicsObj.EnableImpact();
|
||||
physicsObj.EnableImpact();
|
||||
}
|
||||
|
||||
physicsObj.Activate();
|
||||
|
|
|
@ -524,7 +524,7 @@ idMover::FindGuiTargets
|
|||
================
|
||||
*/
|
||||
void idMover::FindGuiTargets( void ) {
|
||||
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
|
||||
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -2440,7 +2440,7 @@ idMover_Binary::SetMoverState
|
|||
===============
|
||||
*/
|
||||
void idMover_Binary::SetMoverState( moverState_t newstate, int time ) {
|
||||
idVec3 delta;
|
||||
idVec3 delta;
|
||||
|
||||
moverState = newstate;
|
||||
move_thread = 0;
|
||||
|
@ -2911,7 +2911,7 @@ idMover_Binary::FindGuiTargets
|
|||
================
|
||||
*/
|
||||
void idMover_Binary::FindGuiTargets( void ) {
|
||||
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
|
||||
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -3938,13 +3938,13 @@ void idDoor::Event_Activate( idEntity *activator ) {
|
|||
}
|
||||
}
|
||||
|
||||
if ( syncLock.Length() ) {
|
||||
if ( syncLock.Length() ) {
|
||||
idEntity *sync = gameLocal.FindEntity( syncLock );
|
||||
if ( sync && sync->IsType( idDoor::Type ) ) {
|
||||
if ( static_cast<idDoor *>( sync )->IsOpen() ) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ActivateTargets( activator );
|
||||
|
|
|
@ -122,8 +122,8 @@ idMultiplayerGame::idMultiplayerGame() {
|
|||
|
||||
flagMsgOn = true;
|
||||
|
||||
player_blue_flag = -1;
|
||||
player_red_flag = -1;
|
||||
player_blue_flag = -1;
|
||||
player_red_flag = -1;
|
||||
#endif
|
||||
|
||||
Clear();
|
||||
|
@ -181,10 +181,10 @@ void idMultiplayerGame::Reset() {
|
|||
assert( !scoreBoard && !spectateGui && !guiChat && !mainGui && !mapList );
|
||||
|
||||
#ifdef CTF
|
||||
// CTF uses its own scoreboard
|
||||
if ( IsGametypeFlagBased() )
|
||||
scoreBoard = uiManager->FindGui( "guis/ctfscoreboard.gui", true, false, true );
|
||||
else
|
||||
// CTF uses its own scoreboard
|
||||
if ( IsGametypeFlagBased() )
|
||||
scoreBoard = uiManager->FindGui( "guis/ctfscoreboard.gui", true, false, true );
|
||||
else
|
||||
#endif
|
||||
scoreBoard = uiManager->FindGui( "guis/scoreboard.gui", true, false, true );
|
||||
|
||||
|
@ -316,7 +316,7 @@ void idMultiplayerGame::ClearGuis() {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
ClearHUDStatus();
|
||||
ClearHUDStatus();
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -327,22 +327,22 @@ idMultiplayerGame::ClearHUDStatus
|
|||
================
|
||||
*/
|
||||
void idMultiplayerGame::ClearHUDStatus( void ) {
|
||||
int i;
|
||||
int i;
|
||||
|
||||
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||||
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||||
|
||||
idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
|
||||
if ( !player || !player->hud ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
player->hud->SetStateInt( "red_flagstatus", 0 );
|
||||
player->hud->SetStateInt( "blue_flagstatus", 0 );
|
||||
if ( IsGametypeFlagBased())
|
||||
player->hud->SetStateInt( "self_team", player->team );
|
||||
else
|
||||
player->hud->SetStateInt( "self_team", -1 ); // Invisible.
|
||||
}
|
||||
player->hud->SetStateInt( "red_flagstatus", 0 );
|
||||
player->hud->SetStateInt( "blue_flagstatus", 0 );
|
||||
if ( IsGametypeFlagBased())
|
||||
player->hud->SetStateInt( "self_team", player->team );
|
||||
else
|
||||
player->hud->SetStateInt( "self_team", -1 ); // Invisible.
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -358,9 +358,9 @@ Gets number of captures in CTF game.
|
|||
*/
|
||||
int idMultiplayerGame::GetFlagPoints( int team )
|
||||
{
|
||||
assert( team <= 1 );
|
||||
assert( team <= 1 );
|
||||
|
||||
return teamPoints[ team ];
|
||||
return teamPoints[ team ];
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -622,38 +622,38 @@ void idMultiplayerGame::UpdateCTFScoreboard( idUserInterface *scoreBoard, idPlay
|
|||
idEntity *ent;
|
||||
int value;
|
||||
|
||||
// The display lines
|
||||
int ilines[2] = {0,0};
|
||||
// The display lines
|
||||
int ilines[2] = {0,0};
|
||||
|
||||
// The team strings
|
||||
char redTeam[] = "red";
|
||||
char blueTeam[] = "blue";
|
||||
char *curTeam = NULL;
|
||||
// The team strings
|
||||
char redTeam[] = "red";
|
||||
char blueTeam[] = "blue";
|
||||
char *curTeam = NULL;
|
||||
|
||||
/* Word "frags" */
|
||||
scoreBoard->SetStateString( "scoretext", gameLocal.gameType == GAME_LASTMAN ? common->GetLanguageDict()->GetString( "#str_04242" ) : common->GetLanguageDict()->GetString( "#str_04243" ) );
|
||||
|
||||
// Blank the flag carrier on the scoreboard. We update these in the loop below if necessary.
|
||||
if ( this->player_blue_flag == -1 )
|
||||
// Blank the flag carrier on the scoreboard. We update these in the loop below if necessary.
|
||||
if ( this->player_blue_flag == -1 )
|
||||
scoreBoard->SetStateInt( "player_blue_flag", 0 );
|
||||
|
||||
if ( this->player_red_flag == -1 )
|
||||
scoreBoard->SetStateInt( "player_red_flag", 0 );
|
||||
if ( this->player_red_flag == -1 )
|
||||
scoreBoard->SetStateInt( "player_red_flag", 0 );
|
||||
|
||||
if ( gameState != WARMUP ) {
|
||||
for ( i = 0; i < numRankedPlayers; i++ ) {
|
||||
|
||||
idPlayer *player = rankedPlayers[ i ];
|
||||
assert( player );
|
||||
idPlayer *player = rankedPlayers[ i ];
|
||||
assert( player );
|
||||
|
||||
if ( player->team == 0 )
|
||||
curTeam = redTeam;
|
||||
else
|
||||
curTeam = blueTeam;
|
||||
if ( player->team == 0 )
|
||||
curTeam = redTeam;
|
||||
else
|
||||
curTeam = blueTeam;
|
||||
|
||||
// Increase the appropriate iline
|
||||
assert( player->team <= 1 );
|
||||
ilines[ player->team ]++;
|
||||
// Increase the appropriate iline
|
||||
assert( player->team <= 1 );
|
||||
ilines[ player->team ]++;
|
||||
|
||||
|
||||
// Update the flag status
|
||||
|
@ -665,149 +665,149 @@ void idMultiplayerGame::UpdateCTFScoreboard( idUserInterface *scoreBoard, idPlay
|
|||
|
||||
|
||||
|
||||
/* Player Name */
|
||||
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), player->GetUserInfo()->GetString( "ui_name" ) );
|
||||
/* Player Name */
|
||||
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), player->GetUserInfo()->GetString( "ui_name" ) );
|
||||
|
||||
if ( IsGametypeTeamBased() ) {
|
||||
|
||||
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ rankedPlayers[ i ]->entityNumber ].fragCount );
|
||||
scoreBoard->SetStateInt( va( "player%i_%s_score", ilines[ player->team ], curTeam ), value );
|
||||
|
||||
/* Team score and score, blanked */
|
||||
scoreBoard->SetStateString( va( "player%i_%s_tscore", ilines[ player->team ], curTeam ), "" );
|
||||
//scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), "" );
|
||||
/* Team score and score, blanked */
|
||||
scoreBoard->SetStateString( va( "player%i_%s_tscore", ilines[ player->team ], curTeam ), "" );
|
||||
//scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), "" );
|
||||
}
|
||||
|
||||
/* Wins */
|
||||
/* Wins */
|
||||
value = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[ rankedPlayers[ i ]->entityNumber ].wins );
|
||||
scoreBoard->SetStateInt( va( "player%i_%s_wins", ilines[ player->team ], curTeam ), value );
|
||||
scoreBoard->SetStateInt( va( "player%i_%s_wins", ilines[ player->team ], curTeam ), value );
|
||||
|
||||
/* Ping */
|
||||
scoreBoard->SetStateInt( va( "player%i_%s_ping", ilines[ player->team ], curTeam ), playerState[ rankedPlayers[ i ]->entityNumber ].ping );
|
||||
/* Ping */
|
||||
scoreBoard->SetStateInt( va( "player%i_%s_ping", ilines[ player->team ], curTeam ), playerState[ rankedPlayers[ i ]->entityNumber ].ping );
|
||||
}
|
||||
}
|
||||
|
||||
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||||
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||||
|
||||
ent = gameLocal.entities[ i ];
|
||||
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
||||
continue;
|
||||
}
|
||||
ent = gameLocal.entities[ i ];
|
||||
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( gameState != WARMUP ) {
|
||||
// check he's not covered by ranks already
|
||||
for ( j = 0; j < numRankedPlayers; j++ ) {
|
||||
if ( ent == rankedPlayers[ j ] ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if ( gameState != WARMUP ) {
|
||||
// check he's not covered by ranks already
|
||||
for ( j = 0; j < numRankedPlayers; j++ ) {
|
||||
if ( ent == rankedPlayers[ j ] ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( j != numRankedPlayers ) {
|
||||
continue;
|
||||
}
|
||||
if ( j != numRankedPlayers ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
}
|
||||
player = static_cast< idPlayer * >( ent );
|
||||
}
|
||||
player = static_cast< idPlayer * >( ent );
|
||||
|
||||
if ( player->spectating )
|
||||
continue;
|
||||
if ( player->spectating )
|
||||
continue;
|
||||
|
||||
if ( player->team == 0 )
|
||||
curTeam = redTeam;
|
||||
else
|
||||
curTeam = blueTeam;
|
||||
if ( player->team == 0 )
|
||||
curTeam = redTeam;
|
||||
else
|
||||
curTeam = blueTeam;
|
||||
|
||||
ilines[ player->team ]++;
|
||||
ilines[ player->team ]++;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if ( !playerState[ i ].ingame ) {
|
||||
if ( !playerState[ i ].ingame ) {
|
||||
|
||||
/* "New Player" on player's name location */
|
||||
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04244" ) );
|
||||
/* "New Player" on player's name location */
|
||||
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04244" ) );
|
||||
|
||||
/* "Connecting" on player's score location */
|
||||
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04245" ) );
|
||||
/* "Connecting" on player's score location */
|
||||
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04245" ) );
|
||||
|
||||
|
||||
} else {
|
||||
} else {
|
||||
|
||||
/* Player's name in player's name location */
|
||||
if ( !player->spectating )
|
||||
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), gameLocal.userInfo[ i ].GetString( "ui_name" ) );
|
||||
/* Player's name in player's name location */
|
||||
if ( !player->spectating )
|
||||
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), gameLocal.userInfo[ i ].GetString( "ui_name" ) );
|
||||
|
||||
if ( gameState == WARMUP ) {
|
||||
if ( gameState == WARMUP ) {
|
||||
|
||||
if ( player->spectating ) {
|
||||
if ( player->spectating ) {
|
||||
|
||||
/* "Spectating" on player's score location */
|
||||
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04246" ) );
|
||||
/* "Spectating" on player's score location */
|
||||
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04246" ) );
|
||||
|
||||
} else {
|
||||
} else {
|
||||
|
||||
/* Display "ready" in player's score location if they're ready. Display nothing if not. No room for 'not ready'. */
|
||||
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), player->IsReady() ? common->GetLanguageDict()->GetString( "#str_04247" ) : "" );
|
||||
/* Display "ready" in player's score location if they're ready. Display nothing if not. No room for 'not ready'. */
|
||||
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), player->IsReady() ? common->GetLanguageDict()->GetString( "#str_04247" ) : "" );
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Clear remaining slots
|
||||
for ( i = 0; i < 2; i++ )
|
||||
{
|
||||
if ( i )
|
||||
curTeam = blueTeam;
|
||||
else
|
||||
curTeam = redTeam;
|
||||
// Clear remaining slots
|
||||
for ( i = 0; i < 2; i++ )
|
||||
{
|
||||
if ( i )
|
||||
curTeam = blueTeam;
|
||||
else
|
||||
curTeam = redTeam;
|
||||
|
||||
for ( j = ilines[ i ]+1; j <= 8; j++ )
|
||||
{
|
||||
scoreBoard->SetStateString( va( "player%i_%s", j, curTeam ), "" );
|
||||
scoreBoard->SetStateString( va( "player%i_%s_score", j, curTeam ), "" );
|
||||
scoreBoard->SetStateString( va( "player%i_%s_wins", j, curTeam ), "" );
|
||||
scoreBoard->SetStateString( va( "player%i_%s_ping", j, curTeam ), "" );
|
||||
scoreBoard->SetStateInt( "rank_self", 0 );
|
||||
}
|
||||
}
|
||||
for ( j = ilines[ i ]+1; j <= 8; j++ )
|
||||
{
|
||||
scoreBoard->SetStateString( va( "player%i_%s", j, curTeam ), "" );
|
||||
scoreBoard->SetStateString( va( "player%i_%s_score", j, curTeam ), "" );
|
||||
scoreBoard->SetStateString( va( "player%i_%s_wins", j, curTeam ), "" );
|
||||
scoreBoard->SetStateString( va( "player%i_%s_ping", j, curTeam ), "" );
|
||||
scoreBoard->SetStateInt( "rank_self", 0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Don't display "CTF" -- if this scoreboard comes up, it should be apparent.
|
||||
// Don't display "CTF" -- if this scoreboard comes up, it should be apparent.
|
||||
|
||||
if ( gameLocal.gameType == GAME_CTF ) {
|
||||
|
||||
int captureLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
|
||||
int captureLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
|
||||
|
||||
if ( captureLimit > MP_CTF_MAXPOINTS )
|
||||
captureLimit = MP_CTF_MAXPOINTS;
|
||||
|
||||
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
|
||||
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
|
||||
|
||||
/* Prints "Capture Limit: %i" at the bottom of the scoreboard, left */
|
||||
if ( captureLimit )
|
||||
scoreBoard->SetStateString( "gameinfo_red", va( common->GetLanguageDict()->GetString( "#str_11108" ), captureLimit) );
|
||||
else
|
||||
scoreBoard->SetStateString( "gameinfo_red", "" );
|
||||
/* Prints "Capture Limit: %i" at the bottom of the scoreboard, left */
|
||||
if ( captureLimit )
|
||||
scoreBoard->SetStateString( "gameinfo_red", va( common->GetLanguageDict()->GetString( "#str_11108" ), captureLimit) );
|
||||
else
|
||||
scoreBoard->SetStateString( "gameinfo_red", "" );
|
||||
|
||||
/* Prints "Time Limit: %i" at the bottom of the scoreboard, right */
|
||||
if ( timeLimit )
|
||||
scoreBoard->SetStateString( "gameinfo_blue", va( common->GetLanguageDict()->GetString( "#str_11109" ), timeLimit) );
|
||||
else
|
||||
scoreBoard->SetStateString( "gameinfo_blue", "" );
|
||||
/* Prints "Time Limit: %i" at the bottom of the scoreboard, right */
|
||||
if ( timeLimit )
|
||||
scoreBoard->SetStateString( "gameinfo_blue", va( common->GetLanguageDict()->GetString( "#str_11109" ), timeLimit) );
|
||||
else
|
||||
scoreBoard->SetStateString( "gameinfo_blue", "" );
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Set team scores
|
||||
scoreBoard->SetStateInt( "red_team_score", GetFlagPoints( 0 ) );
|
||||
scoreBoard->SetStateInt( "blue_team_score", GetFlagPoints( 1 ) );
|
||||
// Set team scores
|
||||
scoreBoard->SetStateInt( "red_team_score", GetFlagPoints( 0 ) );
|
||||
scoreBoard->SetStateInt( "blue_team_score", GetFlagPoints( 1 ) );
|
||||
|
||||
// Handle flag status changed event
|
||||
scoreBoard->HandleNamedEvent( "BlueFlagStatusChange" );
|
||||
scoreBoard->HandleNamedEvent( "RedFlagStatusChange" );
|
||||
scoreBoard->HandleNamedEvent( "RedFlagStatusChange" );
|
||||
|
||||
scoreBoard->Redraw( gameLocal.time );
|
||||
|
||||
|
@ -1418,7 +1418,7 @@ void idMultiplayerGame::NewState( gameState_t news, idPlayer *player ) {
|
|||
teamPoints[0] = 0;
|
||||
teamPoints[1] = 0;
|
||||
|
||||
ClearHUDStatus();
|
||||
ClearHUDStatus();
|
||||
#endif
|
||||
|
||||
PlayGlobalSound( -1, SND_FIGHT );
|
||||
|
@ -2557,10 +2557,10 @@ void idMultiplayerGame::UpdateHud( idPlayer *player, idUserInterface *hud ) {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
if ( IsGametypeFlagBased() )
|
||||
hud->SetStateInt( "self_team", player->team );
|
||||
else
|
||||
hud->SetStateInt( "self_team", -1 ); /* Disable */
|
||||
if ( IsGametypeFlagBased() )
|
||||
hud->SetStateInt( "self_team", player->team );
|
||||
else
|
||||
hud->SetStateInt( "self_team", -1 ); /* Disable */
|
||||
#endif
|
||||
|
||||
}
|
||||
|
@ -2578,9 +2578,9 @@ void idMultiplayerGame::DrawScoreBoard( idPlayer *player ) {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
if ( IsGametypeFlagBased() )
|
||||
UpdateCTFScoreboard( scoreBoard, player );
|
||||
else
|
||||
if ( IsGametypeFlagBased() )
|
||||
UpdateCTFScoreboard( scoreBoard, player );
|
||||
else
|
||||
#endif
|
||||
UpdateScoreboard( scoreBoard, player );
|
||||
|
||||
|
@ -2704,10 +2704,10 @@ void idMultiplayerGame::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
msg.WriteShort( teamPoints[0] );
|
||||
msg.WriteShort( teamPoints[1] );
|
||||
msg.WriteShort( player_red_flag );
|
||||
msg.WriteShort( player_blue_flag );
|
||||
msg.WriteShort( teamPoints[0] );
|
||||
msg.WriteShort( teamPoints[1] );
|
||||
msg.WriteShort( player_red_flag );
|
||||
msg.WriteShort( player_blue_flag );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -2743,11 +2743,11 @@ void idMultiplayerGame::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
teamPoints[0] = msg.ReadShort();
|
||||
teamPoints[1] = msg.ReadShort();
|
||||
teamPoints[0] = msg.ReadShort();
|
||||
teamPoints[1] = msg.ReadShort();
|
||||
|
||||
player_red_flag = msg.ReadShort();
|
||||
player_blue_flag = msg.ReadShort();
|
||||
player_red_flag = msg.ReadShort();
|
||||
player_blue_flag = msg.ReadShort();
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -2880,8 +2880,8 @@ void idMultiplayerGame::PrintMessageEvent( int to, msg_evt_t evt, int parm1, int
|
|||
break;
|
||||
|
||||
case MSG_FLAGTAKEN :
|
||||
if ( gameLocal.GetLocalPlayer() == NULL )
|
||||
break;
|
||||
if ( gameLocal.GetLocalPlayer() == NULL )
|
||||
break;
|
||||
|
||||
if ( parm2 < 0 || parm2 >= MAX_CLIENTS )
|
||||
break;
|
||||
|
@ -2894,8 +2894,8 @@ void idMultiplayerGame::PrintMessageEvent( int to, msg_evt_t evt, int parm1, int
|
|||
break;
|
||||
|
||||
case MSG_FLAGDROP :
|
||||
if ( gameLocal.GetLocalPlayer() == NULL )
|
||||
break;
|
||||
if ( gameLocal.GetLocalPlayer() == NULL )
|
||||
break;
|
||||
|
||||
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
|
||||
AddChatLine( common->GetLanguageDict()->GetString( "#str_11103" ) ); // your team
|
||||
|
@ -2905,8 +2905,8 @@ void idMultiplayerGame::PrintMessageEvent( int to, msg_evt_t evt, int parm1, int
|
|||
break;
|
||||
|
||||
case MSG_FLAGRETURN :
|
||||
if ( gameLocal.GetLocalPlayer() == NULL )
|
||||
break;
|
||||
if ( gameLocal.GetLocalPlayer() == NULL )
|
||||
break;
|
||||
|
||||
if ( parm2 >= 0 && parm2 < MAX_CLIENTS ) {
|
||||
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
|
||||
|
@ -2920,8 +2920,8 @@ void idMultiplayerGame::PrintMessageEvent( int to, msg_evt_t evt, int parm1, int
|
|||
break;
|
||||
|
||||
case MSG_FLAGCAPTURE :
|
||||
if ( gameLocal.GetLocalPlayer() == NULL )
|
||||
break;
|
||||
if ( gameLocal.GetLocalPlayer() == NULL )
|
||||
break;
|
||||
|
||||
if ( parm2 < 0 || parm2 >= MAX_CLIENTS )
|
||||
break;
|
||||
|
@ -3017,8 +3017,8 @@ void idMultiplayerGame::CheckRespawns( idPlayer *spectator ) {
|
|||
}
|
||||
} else {
|
||||
if ( gameLocal.gameType == GAME_DM || // CTF : 3wave sboily, was DM really included before?
|
||||
IsGametypeTeamBased() )
|
||||
{
|
||||
IsGametypeTeamBased() )
|
||||
{
|
||||
if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) {
|
||||
p->ServerSpectate( false );
|
||||
}
|
||||
|
@ -3619,7 +3619,7 @@ void idMultiplayerGame::MapRestart( void ) {
|
|||
teamPoints[0] = 0;
|
||||
teamPoints[1] = 0;
|
||||
|
||||
ClearHUDStatus();
|
||||
ClearHUDStatus();
|
||||
#endif
|
||||
|
||||
#ifdef CTF
|
||||
|
@ -3650,7 +3650,7 @@ void idMultiplayerGame::SwitchToTeam( int clientNum, int oldteam, int newteam )
|
|||
idEntity *ent;
|
||||
int i;
|
||||
|
||||
assert( IsGametypeTeamBased() ); /* CTF */
|
||||
assert( IsGametypeTeamBased() ); /* CTF */
|
||||
assert( oldteam != newteam );
|
||||
assert( !gameLocal.isClient );
|
||||
|
||||
|
@ -3686,8 +3686,8 @@ void idMultiplayerGame::SwitchToTeam( int clientNum, int oldteam, int newteam )
|
|||
}
|
||||
p->Kill( true, true );
|
||||
#ifdef CTF
|
||||
if ( IsGametypeFlagBased() )
|
||||
p->DropFlag();
|
||||
if ( IsGametypeFlagBased() )
|
||||
p->DropFlag();
|
||||
#endif
|
||||
CheckAbortGame();
|
||||
}
|
||||
|
@ -3710,7 +3710,7 @@ void idMultiplayerGame::ProcessChatMessage( int clientNum, bool team, const char
|
|||
const char *prefix = NULL;
|
||||
int send_to; // 0 - all, 1 - specs, 2 - team
|
||||
int i;
|
||||
idEntity *ent;
|
||||
idEntity *ent;
|
||||
idPlayer *p;
|
||||
idStr prefixed_name;
|
||||
|
||||
|
@ -4144,7 +4144,7 @@ void idMultiplayerGame::ClientReadWarmupTime( const idBitMsg &msg ) {
|
|||
/*
|
||||
#ifdef CTF
|
||||
|
||||
Threewave note:
|
||||
Threewave note:
|
||||
The below IsGametype...() functions were implemented for CTF,
|
||||
but we did not #ifdef CTF them, because doing so would clutter
|
||||
the codebase substantially. Please consider them part of the merged
|
||||
|
@ -4158,24 +4158,24 @@ idMultiplayerGame::IsGametypeTeamBased
|
|||
*/
|
||||
bool idMultiplayerGame::IsGametypeTeamBased( void ) /* CTF */
|
||||
{
|
||||
switch ( gameLocal.gameType )
|
||||
{
|
||||
case GAME_SP:
|
||||
case GAME_DM:
|
||||
case GAME_TOURNEY:
|
||||
case GAME_LASTMAN:
|
||||
return false;
|
||||
switch ( gameLocal.gameType )
|
||||
{
|
||||
case GAME_SP:
|
||||
case GAME_DM:
|
||||
case GAME_TOURNEY:
|
||||
case GAME_LASTMAN:
|
||||
return false;
|
||||
#ifdef CTF
|
||||
case GAME_CTF:
|
||||
case GAME_CTF:
|
||||
#endif
|
||||
case GAME_TDM:
|
||||
return true;
|
||||
case GAME_TDM:
|
||||
return true;
|
||||
|
||||
default:
|
||||
assert( !"Add support for your new gametype here." );
|
||||
}
|
||||
default:
|
||||
assert( !"Add support for your new gametype here." );
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -4184,25 +4184,25 @@ idMultiplayerGame::IsGametypeFlagBased
|
|||
================
|
||||
*/
|
||||
bool idMultiplayerGame::IsGametypeFlagBased( void ) {
|
||||
switch ( gameLocal.gameType )
|
||||
{
|
||||
case GAME_SP:
|
||||
case GAME_DM:
|
||||
case GAME_TOURNEY:
|
||||
case GAME_LASTMAN:
|
||||
case GAME_TDM:
|
||||
return false;
|
||||
switch ( gameLocal.gameType )
|
||||
{
|
||||
case GAME_SP:
|
||||
case GAME_DM:
|
||||
case GAME_TOURNEY:
|
||||
case GAME_LASTMAN:
|
||||
case GAME_TDM:
|
||||
return false;
|
||||
|
||||
#ifdef CTF
|
||||
case GAME_CTF:
|
||||
return true;
|
||||
case GAME_CTF:
|
||||
return true;
|
||||
#endif
|
||||
|
||||
default:
|
||||
assert( !"Add support for your new gametype here." );
|
||||
}
|
||||
default:
|
||||
assert( !"Add support for your new gametype here." );
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
|
||||
}
|
||||
#ifdef CTF
|
||||
|
@ -4213,7 +4213,7 @@ idMultiplayerGame::GetTeamFlag
|
|||
================
|
||||
*/
|
||||
idItemTeam * idMultiplayerGame::GetTeamFlag( int team ) {
|
||||
assert( team == 0 || team == 1 );
|
||||
assert( team == 0 || team == 1 );
|
||||
|
||||
if ( !IsGametypeFlagBased() || ( team != 0 && team != 1 ) ) /* CTF */
|
||||
return NULL;
|
||||
|
@ -4263,24 +4263,24 @@ idMultiplayerGame::GetFlagStatus
|
|||
================
|
||||
*/
|
||||
flagStatus_t idMultiplayerGame::GetFlagStatus( int team ) {
|
||||
//assert( IsGametypeFlagBased() );
|
||||
//assert( IsGametypeFlagBased() );
|
||||
|
||||
idItemTeam *teamFlag = GetTeamFlag( team );
|
||||
//assert( teamFlag != NULL );
|
||||
idItemTeam *teamFlag = GetTeamFlag( team );
|
||||
//assert( teamFlag != NULL );
|
||||
|
||||
if ( teamFlag != NULL ) {
|
||||
if ( teamFlag->carried == false && teamFlag->dropped == false )
|
||||
return FLAGSTATUS_INBASE;
|
||||
return FLAGSTATUS_INBASE;
|
||||
|
||||
if ( teamFlag->carried == true )
|
||||
if ( teamFlag->carried == true )
|
||||
return FLAGSTATUS_TAKEN;
|
||||
|
||||
if ( teamFlag->carried == false && teamFlag->dropped == true )
|
||||
return FLAGSTATUS_STRAY;
|
||||
return FLAGSTATUS_STRAY;
|
||||
}
|
||||
|
||||
//assert( !"Invalid flag state." );
|
||||
return FLAGSTATUS_NONE;
|
||||
//assert( !"Invalid flag state." );
|
||||
return FLAGSTATUS_NONE;
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -51,7 +51,7 @@ typedef enum {
|
|||
GAME_TDM,
|
||||
GAME_LASTMAN,
|
||||
#ifdef CTF
|
||||
GAME_CTF,
|
||||
GAME_CTF,
|
||||
GAME_COUNT,
|
||||
#endif
|
||||
} gameType_t;
|
||||
|
@ -60,10 +60,10 @@ typedef enum {
|
|||
|
||||
// Used by the UI
|
||||
typedef enum {
|
||||
FLAGSTATUS_INBASE = 0,
|
||||
FLAGSTATUS_TAKEN = 1,
|
||||
FLAGSTATUS_STRAY = 2,
|
||||
FLAGSTATUS_NONE = 3
|
||||
FLAGSTATUS_INBASE = 0,
|
||||
FLAGSTATUS_TAKEN = 1,
|
||||
FLAGSTATUS_STRAY = 2,
|
||||
FLAGSTATUS_NONE = 3
|
||||
} flagStatus_t;
|
||||
|
||||
#endif
|
||||
|
@ -286,14 +286,14 @@ public:
|
|||
|
||||
void ServerClientConnect( int clientNum );
|
||||
#ifdef CTF
|
||||
void ClearHUDStatus( void );
|
||||
int GetFlagPoints( int team ); // Team points in CTF
|
||||
void ClearHUDStatus( void );
|
||||
int GetFlagPoints( int team ); // Team points in CTF
|
||||
void SetFlagMsg( bool b ); // allow flag event messages to be sent
|
||||
bool IsFlagMsgOn( void ); // should flag event messages go through?
|
||||
void ClearGuis( void );
|
||||
void ClearGuis( void );
|
||||
|
||||
int player_red_flag; // Ent num of red flag carrier for HUD
|
||||
int player_blue_flag; // Ent num of blue flag carrier for HUD
|
||||
int player_red_flag; // Ent num of red flag carrier for HUD
|
||||
int player_blue_flag; // Ent num of blue flag carrier for HUD
|
||||
|
||||
#endif
|
||||
void PlayerStats( int clientNum, char *data, const int len );
|
||||
|
@ -388,7 +388,7 @@ private:
|
|||
#endif
|
||||
|
||||
#ifndef CTF
|
||||
// We declare this publically above so we can call it during a map restart.
|
||||
// We declare this publically above so we can call it during a map restart.
|
||||
void ClearGuis( void );
|
||||
#endif
|
||||
|
||||
|
@ -441,12 +441,12 @@ public:
|
|||
|
||||
#ifdef CTF
|
||||
idItemTeam * GetTeamFlag( int team );
|
||||
flagStatus_t GetFlagStatus( int team );
|
||||
flagStatus_t GetFlagStatus( int team );
|
||||
void TeamScoreCTF( int team, int delta );
|
||||
void PlayerScoreCTF( int playerIdx, int delta );
|
||||
// returns entityNum to team flag carrier, -1 if no flag carrier
|
||||
int GetFlagCarrier( int team );
|
||||
void UpdateScoreboardFlagStatus( void );
|
||||
void UpdateScoreboardFlagStatus( void );
|
||||
|
||||
void SetBestGametype( const char * map );
|
||||
void ReloadScoreboard();
|
||||
|
@ -480,4 +480,3 @@ ID_INLINE bool idMultiplayerGame::IsInGame( int clientNum ) {
|
|||
}
|
||||
|
||||
#endif /* !__MULTIPLAYERGAME_H__ */
|
||||
|
||||
|
|
|
@ -266,7 +266,7 @@ void idInventory::GetPersistantData( idDict &dict ) {
|
|||
// armor
|
||||
dict.SetInt( "armor", armor );
|
||||
|
||||
// don't bother with powerups, maxhealth, maxarmor, or the clip
|
||||
// don't bother with powerups, maxhealth, maxarmor, or the clip
|
||||
|
||||
// ammo
|
||||
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
||||
|
@ -1759,10 +1759,10 @@ void idPlayer::Spawn( void ) {
|
|||
if ( hud ) {
|
||||
hud->Activate( true, gameLocal.time );
|
||||
#ifdef CTF
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() ) {
|
||||
hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints(0) );
|
||||
hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints(1) );
|
||||
}
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() ) {
|
||||
hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints(0) );
|
||||
hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints(1) );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -2543,7 +2543,7 @@ void idPlayer::PrepareForRestart( void ) {
|
|||
|
||||
#ifdef CTF
|
||||
// Confirm reset hud states
|
||||
DropFlag();
|
||||
DropFlag();
|
||||
|
||||
if ( hud ) {
|
||||
hud->SetStateInt( "red_flagstatus", 0 );
|
||||
|
@ -3098,19 +3098,19 @@ void idPlayer::UpdateHudStats( idUserInterface *_hud ) {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && _hud )
|
||||
{
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && _hud )
|
||||
{
|
||||
_hud->SetStateInt( "red_flagstatus", gameLocal.mpGame.GetFlagStatus( 0 ) );
|
||||
_hud->SetStateInt( "blue_flagstatus", gameLocal.mpGame.GetFlagStatus( 1 ) );
|
||||
|
||||
_hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints( 0 ) );
|
||||
_hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints( 1 ) );
|
||||
|
||||
_hud->HandleNamedEvent( "RedFlagStatusChange" );
|
||||
_hud->HandleNamedEvent( "BlueFlagStatusChange" );
|
||||
}
|
||||
_hud->HandleNamedEvent( "RedFlagStatusChange" );
|
||||
_hud->HandleNamedEvent( "BlueFlagStatusChange" );
|
||||
}
|
||||
|
||||
_hud->HandleNamedEvent( "selfTeam" );
|
||||
_hud->HandleNamedEvent( "selfTeam" );
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -5016,7 +5016,7 @@ void idPlayer::UpdateWeapon( void ) {
|
|||
} else if ( ActiveGui() ) {
|
||||
// gui handling overrides weapon use
|
||||
Weapon_GUI();
|
||||
} else if ( focusCharacter && ( focusCharacter->health > 0 ) ) {
|
||||
} else if ( focusCharacter && ( focusCharacter->health > 0 ) ) {
|
||||
Weapon_NPC();
|
||||
} else {
|
||||
Weapon_Combat();
|
||||
|
@ -5504,7 +5504,7 @@ void idPlayer::UpdateFocus( void ) {
|
|||
// clamp the mouse to the corner
|
||||
ev = sys->GenerateMouseMoveEvent( -2000, -2000 );
|
||||
command = focusUI->HandleEvent( &ev, gameLocal.time );
|
||||
HandleGuiCommands( focusGUIent, command );
|
||||
HandleGuiCommands( focusGUIent, command );
|
||||
|
||||
// move to an absolute position
|
||||
ev = sys->GenerateMouseMoveEvent( pt.x * SCREEN_WIDTH, pt.y * SCREEN_HEIGHT );
|
||||
|
@ -5963,7 +5963,7 @@ void idPlayer::AdjustHeartRate( int target, float timeInSecs, float delay, bool
|
|||
return;
|
||||
}
|
||||
|
||||
lastHeartAdjust = gameLocal.time;
|
||||
lastHeartAdjust = gameLocal.time;
|
||||
|
||||
heartInfo.Init( gameLocal.time + delay * 1000, timeInSecs * 1000, heartRate, target );
|
||||
}
|
||||
|
@ -6904,7 +6904,7 @@ void idPlayer::AdjustBodyAngles( void ) {
|
|||
upBlend = -frac;
|
||||
}
|
||||
|
||||
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend );
|
||||
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend );
|
||||
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, forwardBlend );
|
||||
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 2, upBlend );
|
||||
|
||||
|
@ -7114,7 +7114,7 @@ void idPlayer::Move( void ) {
|
|||
|
||||
if ( AI_JUMP ) {
|
||||
// bounce the view weapon
|
||||
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
||||
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
||||
currentLoggedAccel++;
|
||||
acc->time = gameLocal.time;
|
||||
acc->dir[2] = 200;
|
||||
|
@ -7171,7 +7171,7 @@ void idPlayer::UpdateHud( void ) {
|
|||
inventory.pickupItemNames.RemoveIndex( 0 );
|
||||
if (inventory.nextItemNum == 1 ) {
|
||||
inventory.onePickupTime = gameLocal.time;
|
||||
} else if ( inventory.nextItemNum > count ) { //_D3XP
|
||||
} else if ( inventory.nextItemNum > count ) { //_D3XP
|
||||
inventory.nextItemNum = 1;
|
||||
inventory.nextItemPickup = inventory.onePickupTime + 2000;
|
||||
} else {
|
||||
|
@ -7420,7 +7420,7 @@ void idPlayer::Think( void ) {
|
|||
|
||||
// service animations
|
||||
if ( !spectating && !af.IsActive() && !gameLocal.inCinematic ) {
|
||||
UpdateConditions();
|
||||
UpdateConditions();
|
||||
UpdateAnimState();
|
||||
CheckBlink();
|
||||
}
|
||||
|
@ -7517,7 +7517,7 @@ void idPlayer::Think( void ) {
|
|||
if ( !g_stopTime.GetBool() ) {
|
||||
UpdateAnimation();
|
||||
|
||||
Present();
|
||||
Present();
|
||||
|
||||
UpdateDamageEffects();
|
||||
|
||||
|
@ -7893,18 +7893,18 @@ void idPlayer::DamageFeedback( idEntity *victim, idEntity *inflictor, int &damag
|
|||
damage *= PowerUpModifier( BERSERK );
|
||||
if ( damage && ( victim != this ) && ( victim->IsType( idActor::Type ) || victim->IsType( idDamagable::Type ) ) ) {
|
||||
|
||||
idPlayer *victimPlayer = NULL;
|
||||
idPlayer *victimPlayer = NULL;
|
||||
|
||||
/* No damage feedback sound for hitting friendlies in CTF */
|
||||
/* No damage feedback sound for hitting friendlies in CTF */
|
||||
if ( victim->IsType( idPlayer::Type ) ) {
|
||||
victimPlayer = static_cast<idPlayer*>(victim);
|
||||
victimPlayer = static_cast<idPlayer*>(victim);
|
||||
}
|
||||
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && victimPlayer && this->team == victimPlayer->team ) {
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && victimPlayer && this->team == victimPlayer->team ) {
|
||||
/* Do nothing ... */
|
||||
}
|
||||
else {
|
||||
SetLastHitTime( gameLocal.time );
|
||||
SetLastHitTime( gameLocal.time );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9338,7 +9338,7 @@ void idPlayer::ClientPredictionThink( void ) {
|
|||
|
||||
// service animations
|
||||
if ( !spectating && !af.IsActive() ) {
|
||||
UpdateConditions();
|
||||
UpdateConditions();
|
||||
UpdateAnimState();
|
||||
CheckBlink();
|
||||
}
|
||||
|
@ -9543,8 +9543,8 @@ void idPlayer::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|||
msg.WriteBits( isLagged, 1 );
|
||||
msg.WriteBits( isChatting, 1 );
|
||||
#ifdef CTF
|
||||
/* Needed for the scoreboard */
|
||||
msg.WriteBits( carryingFlag, 1 );
|
||||
/* Needed for the scoreboard */
|
||||
msg.WriteBits( carryingFlag, 1 );
|
||||
#endif
|
||||
#ifdef _D3XP
|
||||
msg.WriteBits( enviroSuitLight.GetSpawnId(), 32 );
|
||||
|
@ -10040,9 +10040,9 @@ void idPlayer::DrawPlayerIcons( void ) {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
// Never draw icons for hidden players.
|
||||
if ( this->IsHidden() )
|
||||
return;
|
||||
// Never draw icons for hidden players.
|
||||
if ( this->IsHidden() )
|
||||
return;
|
||||
#endif
|
||||
|
||||
playerIcon.Draw( this, headJoint );
|
||||
|
|
|
@ -837,4 +837,3 @@ ID_INLINE void idPlayer::SetSelfSmooth( bool b ) {
|
|||
}
|
||||
|
||||
#endif /* !__GAME_PLAYER_H__ */
|
||||
|
||||
|
|
|
@ -195,4 +195,3 @@ void idPlayerIcon::UpdateIcon( idPlayer *player, const idVec3 &origin, const idM
|
|||
renderEnt.axis = axis;
|
||||
gameRenderWorld->UpdateEntityDef( iconHandle, &renderEnt );
|
||||
}
|
||||
|
||||
|
|
|
@ -64,4 +64,3 @@ public:
|
|||
|
||||
|
||||
#endif /* !_PLAYERICON_H_ */
|
||||
|
||||
|
|
|
@ -1690,7 +1690,7 @@ void FullscreenFXManager::Initialize( idPlayerView *pv ) {
|
|||
renderSystem->CaptureRenderToImage( "_accum" );
|
||||
renderSystem->UnCrop();
|
||||
|
||||
renderSystem->CropRenderSize( 512, 256, true );
|
||||
renderSystem->CropRenderSize( 512, 256, true );
|
||||
renderSystem->CaptureRenderToImage( "_scratch" );
|
||||
renderSystem->UnCrop();
|
||||
|
||||
|
|
|
@ -911,10 +911,10 @@ void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
|||
light_shader = spawnArgs.GetString( "mtr_explode_light_shader" );
|
||||
|
||||
#ifdef CTF
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") )
|
||||
{
|
||||
light_shader = "lights/midnight_grenade";
|
||||
}
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") )
|
||||
{
|
||||
light_shader = "lights/midnight_grenade";
|
||||
}
|
||||
#endif
|
||||
|
||||
if ( *light_shader ) {
|
||||
|
@ -925,13 +925,13 @@ void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
|||
renderLight.lightRadius[2] = spawnArgs.GetFloat( "explode_light_radius" );
|
||||
|
||||
#ifdef CTF
|
||||
// Midnight ctf
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") )
|
||||
{
|
||||
renderLight.lightRadius[0] =
|
||||
renderLight.lightRadius[1] =
|
||||
renderLight.lightRadius[2] = spawnArgs.GetFloat( "explode_light_radius" ) * 2;
|
||||
}
|
||||
// Midnight ctf
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") )
|
||||
{
|
||||
renderLight.lightRadius[0] =
|
||||
renderLight.lightRadius[1] =
|
||||
renderLight.lightRadius[2] = spawnArgs.GetFloat( "explode_light_radius" ) * 2;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -943,12 +943,12 @@ void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
|||
renderLight.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
||||
|
||||
#ifdef CTF
|
||||
// Midnight ctf
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") )
|
||||
{
|
||||
light_fadetime = 3.0f;
|
||||
}
|
||||
else
|
||||
// Midnight ctf
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") )
|
||||
{
|
||||
light_fadetime = 3.0f;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
light_fadetime = spawnArgs.GetFloat( "explode_light_fadetime", "0.5" );
|
||||
lightStartTime = gameLocal.time;
|
||||
|
|
|
@ -446,7 +446,7 @@ void idSecurityCamera::StartSweep( void ) {
|
|||
sweepStart = gameLocal.time;
|
||||
speed = SEC2MS( SweepSpeed() );
|
||||
sweepEnd = sweepStart + speed;
|
||||
PostEventMS( &EV_SecurityCam_Pause, speed );
|
||||
PostEventMS( &EV_SecurityCam_Pause, speed );
|
||||
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
||||
}
|
||||
|
||||
|
@ -463,7 +463,7 @@ void idSecurityCamera::Event_ContinueSweep( void ) {
|
|||
sweepStart = f;
|
||||
speed = MS2SEC( SweepSpeed() );
|
||||
sweepEnd = sweepStart + speed;
|
||||
PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
|
||||
PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
|
||||
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
||||
SetAlertMode(SCANNING);
|
||||
sweeping = true;
|
||||
|
@ -510,7 +510,7 @@ void idSecurityCamera::Event_Pause( void ) {
|
|||
sweeping = false;
|
||||
StopSound( SND_CHANNEL_ANY, false );
|
||||
StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
|
||||
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
|
||||
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -216,7 +216,7 @@ bool idSmokeParticles::EmitSmoke( const idDeclParticle *smoke, const int systemS
|
|||
}
|
||||
|
||||
// see how many particles we should emit this tic
|
||||
// FIXME: smoke.privateStartTime += stage->timeOffset;
|
||||
// FIXME: smoke.privateStartTime += stage->timeOffset;
|
||||
int finalParticleTime = stage->cycleMsec * stage->spawnBunching;
|
||||
int deltaMsec = gameLocal.time - systemStartTime;
|
||||
|
||||
|
|
|
@ -302,4 +302,3 @@ idSound::ShowEditingDialog
|
|||
void idSound::ShowEditingDialog( void ) {
|
||||
common->InitTool( EDITOR_SOUND, &spawnArgs );
|
||||
}
|
||||
|
||||
|
|
|
@ -1798,4 +1798,3 @@ void idTarget_FadeSoundClass::Event_RestoreVolume() {
|
|||
// restore volume
|
||||
gameSoundWorld->FadeSoundClasses( 0, fadeDB, fadeTime );
|
||||
}
|
||||
|
||||
|
|
|
@ -2703,10 +2703,10 @@ void idWeapon::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|||
idealState = "Fire";
|
||||
}
|
||||
|
||||
// immediately switch back to idle
|
||||
if ( WEAPON_NETFIRING && !isFiring ) {
|
||||
idealState = "Idle";
|
||||
}
|
||||
// immediately switch back to idle
|
||||
if ( WEAPON_NETFIRING && !isFiring ) {
|
||||
idealState = "Idle";
|
||||
}
|
||||
|
||||
WEAPON_NETFIRING = isFiring;
|
||||
}
|
||||
|
@ -3769,9 +3769,9 @@ void idWeapon::Event_Melee( void ) {
|
|||
|
||||
#ifdef CTF /* Code is formed oddly for easy merge */
|
||||
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() )
|
||||
{ /* Do nothing ... */ }
|
||||
else
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() )
|
||||
{ /* Do nothing ... */ }
|
||||
else
|
||||
#endif
|
||||
owner->StealWeapon( static_cast< idPlayer * >( ent ) );
|
||||
}
|
||||
|
|
|
@ -290,7 +290,7 @@ private:
|
|||
bool isFiring;
|
||||
|
||||
// zoom
|
||||
int zoomFov; // variable zoom fov per weapon
|
||||
int zoomFov; // variable zoom fov per weapon
|
||||
|
||||
// joints from models
|
||||
jointHandle_t barrelJointView;
|
||||
|
|
|
@ -2163,7 +2163,7 @@ bool idAI::StepDirection( float dir ) {
|
|||
if ( z <= ceilingPos.z ) {
|
||||
start.x = org.x;
|
||||
start.y = org.y;
|
||||
start.z = z;
|
||||
start.z = z;
|
||||
} else {
|
||||
start = ceilingPos;
|
||||
}
|
||||
|
@ -2250,7 +2250,7 @@ bool idAI::NewWanderDir( const idVec3 &dest ) {
|
|||
if ( gameLocal.random.RandomInt() & 1 ) {
|
||||
for( tdir = 0; tdir <= 315; tdir += 45 ) {
|
||||
if ( tdir != turnaround && StepDirection( tdir ) ) {
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
@ -2961,9 +2961,9 @@ idAI::AdjustFlyingAngles
|
|||
*/
|
||||
void idAI::AdjustFlyingAngles( void ) {
|
||||
idVec3 vel;
|
||||
float speed;
|
||||
float roll;
|
||||
float pitch;
|
||||
float speed;
|
||||
float roll;
|
||||
float pitch;
|
||||
|
||||
vel = physicsObj.GetLinearVelocity();
|
||||
|
||||
|
@ -3628,7 +3628,7 @@ void idAI::Activate( idEntity *activator ) {
|
|||
|
||||
// update the script in cinematics so that entities don't start anims or show themselves a frame late.
|
||||
if ( cinematic ) {
|
||||
UpdateAIScript();
|
||||
UpdateAIScript();
|
||||
|
||||
// make sure our model gets updated
|
||||
animator.ForceUpdate();
|
||||
|
@ -4964,10 +4964,10 @@ bool idAI::UpdateAnimationControllers( void ) {
|
|||
idVec3 focusPos;
|
||||
idQuat jawQuat;
|
||||
idVec3 left;
|
||||
idVec3 dir;
|
||||
idVec3 orientationJointPos;
|
||||
idVec3 localDir;
|
||||
idAngles newLookAng;
|
||||
idVec3 dir;
|
||||
idVec3 orientationJointPos;
|
||||
idVec3 localDir;
|
||||
idAngles newLookAng;
|
||||
idAngles diff;
|
||||
idMat3 mat;
|
||||
idMat3 axis;
|
||||
|
@ -5022,7 +5022,7 @@ bool idAI::UpdateAnimationControllers( void ) {
|
|||
|
||||
idEntity *focusEnt = focusEntity.GetEntity();
|
||||
if ( !allowJointMod || !allowEyeFocus || ( gameLocal.time >= focusTime ) ) {
|
||||
focusPos = GetEyePosition() + orientationJointAxis[ 0 ] * 512.0f;
|
||||
focusPos = GetEyePosition() + orientationJointAxis[ 0 ] * 512.0f;
|
||||
} else if ( focusEnt == NULL ) {
|
||||
// keep looking at last position until focusTime is up
|
||||
focusPos = currentFocusPos;
|
||||
|
|
|
@ -689,8 +689,8 @@ protected:
|
|||
void Event_AllowHiddenMovement( int enable );
|
||||
void Event_TriggerParticles( const char *jointName );
|
||||
void Event_FindActorsInBounds( const idVec3 &mins, const idVec3 &maxs );
|
||||
void Event_CanReachPosition( const idVec3 &pos );
|
||||
void Event_CanReachEntity( idEntity *ent );
|
||||
void Event_CanReachPosition( const idVec3 &pos );
|
||||
void Event_CanReachEntity( idEntity *ent );
|
||||
void Event_CanReachEnemy( void );
|
||||
void Event_GetReachableEntityPosition( idEntity *ent );
|
||||
#ifdef _D3XP
|
||||
|
|
|
@ -111,7 +111,7 @@ void idAI_Vagary::Event_ChooseObjectToThrow( const idVec3 &mins, const idVec3 &m
|
|||
if ( PredictTrajectory( entPhys->GetOrigin() + offsetVec, enemyEyePos, speed, entPhys->GetGravity(),
|
||||
entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel ) ) {
|
||||
idThread::ReturnEntity( ent );
|
||||
return;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -308,7 +308,7 @@ CLASS_DECLARATION( idActor, idAI )
|
|||
EVENT( AI_GetReachableEntityPosition, idAI::Event_GetReachableEntityPosition )
|
||||
#ifdef _D3XP
|
||||
EVENT( AI_MoveToPositionDirect, idAI::Event_MoveToPositionDirect )
|
||||
EVENT( AI_AvoidObstacles, idAI::Event_AvoidObstacles )
|
||||
EVENT( AI_AvoidObstacles, idAI::Event_AvoidObstacles )
|
||||
EVENT( AI_TriggerFX, idAI::Event_TriggerFX )
|
||||
EVENT( AI_StartEmitter, idAI::Event_StartEmitter )
|
||||
EVENT( AI_GetEmitter, idAI::Event_GetEmitter )
|
||||
|
@ -1853,7 +1853,7 @@ void idAI::Event_TestAnimMoveTowardEnemy( const char *animname ) {
|
|||
}
|
||||
|
||||
delta = enemyEnt->GetPhysics()->GetOrigin() - physicsObj.GetOrigin();
|
||||
yaw = delta.ToYaw();
|
||||
yaw = delta.ToYaw();
|
||||
|
||||
moveVec = animator.TotalMovementDelta( anim ) * idAngles( 0.0f, yaw, 0.0f ).ToMat3() * physicsObj.GetGravityAxis();
|
||||
idAI::PredictPath( this, aas, physicsObj.GetOrigin(), moveVec, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
|
||||
|
@ -2903,4 +2903,3 @@ void idAI::Event_StopEmitter( const char* name ) {
|
|||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -52,10 +52,10 @@ If you have questions concerning this license or the applicable additional terms
|
|||
const float MAX_OBSTACLE_RADIUS = 256.0f;
|
||||
const float PUSH_OUTSIDE_OBSTACLES = 0.5f;
|
||||
const float CLIP_BOUNDS_EPSILON = 10.0f;
|
||||
const int MAX_AAS_WALL_EDGES = 256;
|
||||
const int MAX_OBSTACLES = 256;
|
||||
const int MAX_AAS_WALL_EDGES = 256;
|
||||
const int MAX_OBSTACLES = 256;
|
||||
const int MAX_PATH_NODES = 256;
|
||||
const int MAX_OBSTACLE_PATH = 64;
|
||||
const int MAX_OBSTACLE_PATH = 64;
|
||||
|
||||
typedef struct obstacle_s {
|
||||
idVec2 bounds[2];
|
||||
|
@ -425,7 +425,7 @@ int GetObstacles( const idPhysics *physics, const idAAS *aas, const idEntity *ig
|
|||
lastEdgeNormal.Zero();
|
||||
nextVerts[0] = nextVerts[1] = 0;
|
||||
for ( i = 0; i < numWallEdges && numObstacles < MAX_OBSTACLES; i++ ) {
|
||||
aas->GetEdge( wallEdges[i], start, end );
|
||||
aas->GetEdge( wallEdges[i], start, end );
|
||||
aas->GetEdgeVertexNumbers( wallEdges[i], verts );
|
||||
edgeDir = end.ToVec2() - start.ToVec2();
|
||||
edgeDir.Normalize();
|
||||
|
|
|
@ -1192,7 +1192,7 @@ void idAnimBlend::Reset( const idDeclModelDef *_modelDef ) {
|
|||
|
||||
blendStartValue = 0.0f;
|
||||
blendEndValue = 0.0f;
|
||||
blendStartTime = 0;
|
||||
blendStartTime = 0;
|
||||
blendDuration = 0;
|
||||
}
|
||||
|
||||
|
@ -1292,7 +1292,7 @@ idAnimBlend::SetWeight
|
|||
void idAnimBlend::SetWeight( float newweight, int currentTime, int blendTime ) {
|
||||
blendStartValue = GetWeight( currentTime );
|
||||
blendEndValue = newweight;
|
||||
blendStartTime = currentTime - 1;
|
||||
blendStartTime = currentTime - 1;
|
||||
blendDuration = blendTime;
|
||||
|
||||
if ( !newweight ) {
|
||||
|
@ -1918,7 +1918,7 @@ bool idAnimBlend::BlendAnim( int currentTime, int channel, int numJoints, idJoin
|
|||
blendFrame[j].q = jointFrame[j].q;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
} else {
|
||||
blendWeight += weight;
|
||||
lerp = weight / blendWeight;
|
||||
SIMDProcessor->BlendJoints( blendFrame, jointFrame, lerp, modelDef->GetChannelJoints( channel ), modelDef->NumJointsOnChannel( channel ) );
|
||||
|
@ -3634,7 +3634,7 @@ void idAnimator::SyncAnimChannels( int channelNum, int fromChannelNum, int curre
|
|||
toBlend.blendStartValue = 0.0f;
|
||||
toBlend.blendEndValue = 0.0f;
|
||||
}
|
||||
toBlend.SetWeight( weight, currentTime - 1, blendTime );
|
||||
toBlend.SetWeight( weight, currentTime - 1, blendTime );
|
||||
|
||||
// disable framecommands on the current channel so that commands aren't called twice
|
||||
toBlend.AllowFrameCommands( false );
|
||||
|
@ -4290,7 +4290,7 @@ bool idAnimator::CreateFrame( int currentTime, bool force ) {
|
|||
if ( entity && ( ( g_debugAnim.GetInteger() == entity->entityNumber ) || ( g_debugAnim.GetInteger() == -2 ) ) ) {
|
||||
debugInfo = true;
|
||||
gameLocal.Printf( "---------------\n%d: entity '%s':\n", gameLocal.time, entity->GetName() );
|
||||
gameLocal.Printf( "model '%s':\n", modelDef->GetModelName() );
|
||||
gameLocal.Printf( "model '%s':\n", modelDef->GetModelName() );
|
||||
} else {
|
||||
debugInfo = false;
|
||||
}
|
||||
|
@ -5039,7 +5039,7 @@ idRenderModel *idGameEdit::ANIM_CreateMeshForAnim( idRenderModel *model, const c
|
|||
const idDict *args;
|
||||
const char *temp;
|
||||
idRenderModel *newmodel;
|
||||
const idMD5Anim *md5anim;
|
||||
const idMD5Anim *md5anim;
|
||||
idStr filename;
|
||||
idStr extension;
|
||||
const idAnim *anim;
|
||||
|
|
|
@ -415,7 +415,7 @@ int idModelExport::ParseExportSection( idParser &parser ) {
|
|||
return 0;
|
||||
}
|
||||
|
||||
parser.ReadToken( &token );
|
||||
parser.ReadToken( &token );
|
||||
if ( token.Icmp( g_exportMask.GetString() ) ) {
|
||||
parser.SkipBracedSection();
|
||||
return 0;
|
||||
|
|
|
@ -414,7 +414,7 @@ void idTestModel::NextAnim( const idCmdArgs &args ) {
|
|||
headAnim = 0;
|
||||
if ( headAnimator ) {
|
||||
headAnimator->ClearAllAnims( gameLocal.time, 0 );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
if ( !headAnim ) {
|
||||
headAnim = headAnimator->GetAnim( "idle" );
|
||||
}
|
||||
|
@ -456,7 +456,7 @@ void idTestModel::PrevAnim( const idCmdArgs &args ) {
|
|||
headAnim = 0;
|
||||
if ( headAnimator ) {
|
||||
headAnimator->ClearAllAnims( gameLocal.time, 0 );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
if ( !headAnim ) {
|
||||
headAnim = headAnimator->GetAnim( "idle" );
|
||||
}
|
||||
|
@ -565,7 +565,7 @@ void idTestModel::TestAnim( const idCmdArgs &args ) {
|
|||
headAnim = 0;
|
||||
if ( headAnimator ) {
|
||||
headAnimator->ClearAllAnims( gameLocal.time, 0 );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
if ( !headAnim ) {
|
||||
headAnim = headAnimator->GetAnim( "idle" );
|
||||
if ( !headAnim ) {
|
||||
|
|
|
@ -58,19 +58,19 @@ public:
|
|||
void TestAnim( const idCmdArgs &args );
|
||||
void BlendAnim( const idCmdArgs &args );
|
||||
|
||||
static void KeepTestModel_f( const idCmdArgs &args );
|
||||
static void TestModel_f( const idCmdArgs &args );
|
||||
static void KeepTestModel_f( const idCmdArgs &args );
|
||||
static void TestModel_f( const idCmdArgs &args );
|
||||
static void ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) );
|
||||
static void TestSkin_f( const idCmdArgs &args );
|
||||
static void TestShaderParm_f( const idCmdArgs &args );
|
||||
static void TestParticleStopTime_f( const idCmdArgs &args );
|
||||
static void TestAnim_f( const idCmdArgs &args );
|
||||
static void TestSkin_f( const idCmdArgs &args );
|
||||
static void TestShaderParm_f( const idCmdArgs &args );
|
||||
static void TestParticleStopTime_f( const idCmdArgs &args );
|
||||
static void TestAnim_f( const idCmdArgs &args );
|
||||
static void ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) );
|
||||
static void TestBlend_f( const idCmdArgs &args );
|
||||
static void TestModelNextAnim_f( const idCmdArgs &args );
|
||||
static void TestModelPrevAnim_f( const idCmdArgs &args );
|
||||
static void TestModelNextFrame_f( const idCmdArgs &args );
|
||||
static void TestModelPrevFrame_f( const idCmdArgs &args );
|
||||
static void TestBlend_f( const idCmdArgs &args );
|
||||
static void TestModelNextAnim_f( const idCmdArgs &args );
|
||||
static void TestModelPrevAnim_f( const idCmdArgs &args );
|
||||
static void TestModelNextFrame_f( const idCmdArgs &args );
|
||||
static void TestModelPrevFrame_f( const idCmdArgs &args );
|
||||
|
||||
private:
|
||||
idEntityPtr<idEntity> head;
|
||||
|
|
|
@ -2623,4 +2623,3 @@ If you have questions concerning this license or the applicable additional terms
|
|||
typedef void ( idClass::*eventCallback_ffffffff_t )( const float, const float, const float, const float, const float, const float, const float, const float );
|
||||
( this->*( eventCallback_ffffffff_t )callback )( *( float * )&data[ 0 ], *( float * )&data[ 1 ], *( float * )&data[ 2 ], *( float * )&data[ 3 ], *( float * )&data[ 4 ], *( float * )&data[ 5 ], *( float * )&data[ 6 ], *( float * )&data[ 7 ] );
|
||||
break;
|
||||
|
||||
|
|
|
@ -394,7 +394,7 @@ void idClass::Init( void ) {
|
|||
// is a subclass of another
|
||||
num = 0;
|
||||
for( c = classHierarchy.GetNext(); c != NULL; c = c->node.GetNext(), num++ ) {
|
||||
c->typeNum = num;
|
||||
c->typeNum = num;
|
||||
c->lastChild += num;
|
||||
}
|
||||
|
||||
|
@ -504,7 +504,7 @@ void idClass::operator delete( void *ptr ) {
|
|||
p = ( ( int * )ptr ) - 1;
|
||||
memused -= *p;
|
||||
numobjects--;
|
||||
Mem_Free( p );
|
||||
Mem_Free( p );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -515,7 +515,7 @@ void idClass::operator delete( void *ptr, int, int, char *, int ) {
|
|||
p = ( ( int * )ptr ) - 1;
|
||||
memused -= *p;
|
||||
numobjects--;
|
||||
Mem_Free( p );
|
||||
Mem_Free( p );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -233,7 +233,7 @@ void idSaveGame::WriteString( const char *string ) {
|
|||
|
||||
len = strlen( string );
|
||||
WriteInt( len );
|
||||
file->Write( string, len );
|
||||
file->Write( string, len );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -623,19 +623,19 @@ static void Cmd_Say( bool team, const idCmdArgs &args ) {
|
|||
}
|
||||
|
||||
#ifdef CTF
|
||||
// Append the player's location to team chat messages in CTF
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && team && player ) {
|
||||
idLocationEntity *locationEntity = gameLocal.LocationForPoint( player->GetEyePosition() );
|
||||
// Append the player's location to team chat messages in CTF
|
||||
if ( gameLocal.mpGame.IsGametypeFlagBased() && team && player ) {
|
||||
idLocationEntity *locationEntity = gameLocal.LocationForPoint( player->GetEyePosition() );
|
||||
|
||||
if ( locationEntity ) {
|
||||
idStr temp = "[";
|
||||
temp += locationEntity->GetLocation();
|
||||
temp += "] ";
|
||||
temp += text;
|
||||
text = temp;
|
||||
}
|
||||
if ( locationEntity ) {
|
||||
idStr temp = "[";
|
||||
temp += locationEntity->GetLocation();
|
||||
temp += "] ";
|
||||
temp += text;
|
||||
text = temp;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -112,7 +112,7 @@ idCVar ui_chat( "ui_chat", "0", CVAR_GAME | CVAR_USERINFO | CVAR_BOOL
|
|||
// change anytime vars
|
||||
idCVar developer( "developer", "0", CVAR_GAME | CVAR_BOOL, "" );
|
||||
|
||||
idCVar r_aspectRatio( "r_aspectRatio", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "aspect ratio of view:\n0 = 4:3\n1 = 16:9\n2 = 16:10", 0, 2 );
|
||||
idCVar r_aspectRatio( "r_aspectRatio", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "aspect ratio of view:\n0 = 4:3\n1 = 16:9\n2 = 16:10", 0, 2 );
|
||||
|
||||
idCVar g_cinematic( "g_cinematic", "1", CVAR_GAME | CVAR_BOOL, "skips updating entities that aren't marked 'cinematic' '1' during cinematics" );
|
||||
idCVar g_cinematicMaxSkipTime( "g_cinematicMaxSkipTime", "600", CVAR_GAME | CVAR_FLOAT, "# of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end.", 0, 3600 );
|
||||
|
|
|
@ -158,7 +158,7 @@ public: // common physics interface
|
|||
virtual const contactInfo_t &GetContact( int num ) const = 0;
|
||||
virtual void ClearContacts( void ) = 0;
|
||||
virtual void AddContactEntity( idEntity *e ) = 0;
|
||||
virtual void RemoveContactEntity( idEntity *e ) = 0;
|
||||
virtual void RemoveContactEntity( idEntity *e ) = 0;
|
||||
// ground contacts
|
||||
virtual bool HasGroundContacts( void ) const = 0;
|
||||
virtual bool IsGroundEntity( int entityNum ) const = 0;
|
||||
|
|
|
@ -1301,12 +1301,12 @@ void idAFConstraint_UniversalJoint::DebugDraw( void ) {
|
|||
d1 = axis1 * body1->GetWorldAxis();
|
||||
|
||||
if ( master ) {
|
||||
a2 = master->GetWorldOrigin() + anchor2 * master->GetWorldAxis();
|
||||
a2 = master->GetWorldOrigin() + anchor2 * master->GetWorldAxis();
|
||||
s2 = shaft2 * master->GetWorldAxis();
|
||||
d2 = axis2 * master->GetWorldAxis();
|
||||
}
|
||||
else {
|
||||
a2 = anchor2;
|
||||
a2 = anchor2;
|
||||
s2 = shaft2;
|
||||
d2 = axis2;
|
||||
}
|
||||
|
|
|
@ -501,7 +501,7 @@ bool idPhysics_Monster::Evaluate( int timeStepMSec, int endTimeMSec ) {
|
|||
delta = current.velocity * timeStep;
|
||||
if ( delta != vec3_origin ) {
|
||||
moveResult = idPhysics_Monster::SlideMove( current.origin, current.velocity, delta );
|
||||
delta.Zero();
|
||||
delta.Zero();
|
||||
}
|
||||
|
||||
if ( !fly ) {
|
||||
|
|
|
@ -2042,4 +2042,3 @@ void idPhysics_Player::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|||
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -762,7 +762,7 @@ void idPhysics_StaticMulti::DisableClip( void ) {
|
|||
int i;
|
||||
|
||||
for ( i = 0; i < clipModels.Num(); i++ ) {
|
||||
if ( clipModels[i] ) {
|
||||
if ( clipModels[i] ) {
|
||||
clipModels[i]->Disable();
|
||||
}
|
||||
}
|
||||
|
@ -792,7 +792,7 @@ void idPhysics_StaticMulti::UnlinkClip( void ) {
|
|||
int i;
|
||||
|
||||
for ( i = 0; i < clipModels.Num(); i++ ) {
|
||||
if ( clipModels[i] ) {
|
||||
if ( clipModels[i] ) {
|
||||
clipModels[i]->Unlink();
|
||||
}
|
||||
}
|
||||
|
@ -934,7 +934,7 @@ void idPhysics_StaticMulti::SetMaster( idEntity *master, const bool orientated )
|
|||
// transform from world space to master space
|
||||
self->GetMasterPosition( masterOrigin, masterAxis );
|
||||
for ( i = 0; i < clipModels.Num(); i++ ) {
|
||||
current[i].localOrigin = ( current[i].origin - masterOrigin ) * masterAxis.Transpose();
|
||||
current[i].localOrigin = ( current[i].origin - masterOrigin ) * masterAxis.Transpose();
|
||||
if ( orientated ) {
|
||||
current[i].localAxis = current[i].axis * masterAxis.Transpose();
|
||||
} else {
|
||||
|
|
|
@ -1394,7 +1394,7 @@ float idPush::ClipPush( trace_t &results, idEntity *pusher, const int flags,
|
|||
idRotation rotation;
|
||||
float mass;
|
||||
|
||||
mass = 0.0f;
|
||||
mass = 0.0f;
|
||||
|
||||
results.fraction = 1.0f;
|
||||
results.endpos = newOrigin;
|
||||
|
|
|
@ -85,7 +85,7 @@ opcode_t idCompiler::opcodes[] = {
|
|||
{ "!=", "NE_F", 5, false, &def_float, &def_float, &def_float },
|
||||
{ "!=", "NE_V", 5, false, &def_vector, &def_vector, &def_float },
|
||||
{ "!=", "NE_S", 5, false, &def_string, &def_string, &def_float },
|
||||
{ "!=", "NE_E", 5, false, &def_entity, &def_entity, &def_float },
|
||||
{ "!=", "NE_E", 5, false, &def_entity, &def_entity, &def_float },
|
||||
{ "!=", "NE_EO", 5, false, &def_entity, &def_object, &def_float },
|
||||
{ "!=", "NE_OE", 5, false, &def_object, &def_entity, &def_float },
|
||||
{ "!=", "NE_OO", 5, false, &def_object, &def_object, &def_float },
|
||||
|
@ -534,7 +534,7 @@ idVarDef *idCompiler::OptimizeOpcode( const opcode_t *op, idVarDef *var_a, idVar
|
|||
case OP_UDIV_F: c._float = Divide( *var_b->value.floatPtr, *var_a->value.floatPtr ); type = &type_float; break;
|
||||
case OP_UMOD_F: c._float = ( int ) *var_b->value.floatPtr % ( int )*var_a->value.floatPtr; type = &type_float; break;
|
||||
case OP_UOR_F: c._float = ( int )*var_b->value.floatPtr | ( int )*var_a->value.floatPtr; type = &type_float; break;
|
||||
case OP_UAND_F: c._float = ( int )*var_b->value.floatPtr & ( int )*var_a->value.floatPtr; type = &type_float; break;
|
||||
case OP_UAND_F: c._float = ( int )*var_b->value.floatPtr & ( int )*var_a->value.floatPtr; type = &type_float; break;
|
||||
case OP_UINC_F: c._float = *var_a->value.floatPtr + 1; type = &type_float; break;
|
||||
case OP_UDEC_F: c._float = *var_a->value.floatPtr - 1; type = &type_float; break;
|
||||
case OP_COMP_F: c._float = ( float )~( int )*var_a->value.floatPtr; type = &type_float; break;
|
||||
|
@ -586,7 +586,7 @@ idVarDef *idCompiler::EmitOpcode( const opcode_t *op, idVarDef *var_a, idVarDef
|
|||
|
||||
statement = gameLocal.program.AllocStatement();
|
||||
statement->linenumber = currentLineNumber;
|
||||
statement->file = currentFileNumber;
|
||||
statement->file = currentFileNumber;
|
||||
|
||||
if ( ( op->type_c == &def_void ) || op->rightAssociative ) {
|
||||
// ifs, gotos, and assignments don't need vars allocated
|
||||
|
@ -935,8 +935,8 @@ idVarDef *idCompiler::EmitFunctionParms( int op, idVarDef *func, int startarg, i
|
|||
const idTypeDef *funcArg;
|
||||
idVarDef *returnDef;
|
||||
idTypeDef *returnType;
|
||||
int arg;
|
||||
int size;
|
||||
int arg;
|
||||
int size;
|
||||
int resultOp;
|
||||
|
||||
type = func->TypeDef();
|
||||
|
@ -1199,7 +1199,7 @@ idVarDef *idCompiler::LookupDef( const char *name, const idVarDef *baseobj ) {
|
|||
type_c = field->TypeDef()->ReturnType()->Type();
|
||||
} else {
|
||||
type_c = field->TypeDef()->FieldType()->Type(); // field access gets type from field
|
||||
if ( CheckToken( "++" ) ) {
|
||||
if ( CheckToken( "++" ) ) {
|
||||
if ( type_c != ev_float ) {
|
||||
Error( "Invalid type for ++" );
|
||||
}
|
||||
|
@ -1303,7 +1303,7 @@ idCompiler::GetTerm
|
|||
*/
|
||||
idVarDef *idCompiler::GetTerm( void ) {
|
||||
idVarDef *e;
|
||||
int op;
|
||||
int op;
|
||||
|
||||
if ( !immediateType && CheckToken( "~" ) ) {
|
||||
e = GetExpression( TILDE_PRIORITY );
|
||||
|
@ -1468,9 +1468,9 @@ idVarDef *idCompiler::GetExpression( int priority ) {
|
|||
idVarDef *e;
|
||||
idVarDef *e2;
|
||||
const idVarDef *oldtype;
|
||||
etype_t type_a;
|
||||
etype_t type_b;
|
||||
etype_t type_c;
|
||||
etype_t type_a;
|
||||
etype_t type_b;
|
||||
etype_t type_c;
|
||||
|
||||
if ( priority == 0 ) {
|
||||
return GetTerm();
|
||||
|
@ -1675,8 +1675,8 @@ idCompiler::ParseReturnStatement
|
|||
*/
|
||||
void idCompiler::ParseReturnStatement( void ) {
|
||||
idVarDef *e;
|
||||
etype_t type_a;
|
||||
etype_t type_b;
|
||||
etype_t type_a;
|
||||
etype_t type_b;
|
||||
opcode_t *op;
|
||||
|
||||
if ( CheckToken( ";" ) ) {
|
||||
|
@ -1748,7 +1748,7 @@ void idCompiler::ParseWhileStatement( void ) {
|
|||
EmitOpcode( OP_GOTO, JumpTo( patch2 ), 0 );
|
||||
} else {
|
||||
patch1 = gameLocal.program.NumStatements();
|
||||
EmitOpcode( OP_IFNOT, e, 0 );
|
||||
EmitOpcode( OP_IFNOT, e, 0 );
|
||||
ParseStatement();
|
||||
EmitOpcode( OP_GOTO, JumpTo( patch2 ), 0 );
|
||||
gameLocal.program.GetStatement( patch1 ).b = JumpFrom( patch1 );
|
||||
|
@ -2116,8 +2116,8 @@ void idCompiler::ParseFunctionDef( idTypeDef *returnType, const char *name ) {
|
|||
idVarDef *def;
|
||||
const idVarDef *parm;
|
||||
idVarDef *oldscope;
|
||||
int i;
|
||||
int numParms;
|
||||
int i;
|
||||
int numParms;
|
||||
const idTypeDef *parmType;
|
||||
function_t *func;
|
||||
statement_t *pos;
|
||||
|
@ -2399,7 +2399,7 @@ void idCompiler::ParseEventDef( idTypeDef *returnType, const char *name ) {
|
|||
const idTypeDef *expectedType;
|
||||
idTypeDef *argType;
|
||||
idTypeDef *type;
|
||||
int i;
|
||||
int i;
|
||||
int num;
|
||||
const char *format;
|
||||
const idEventDef *ev;
|
||||
|
@ -2483,7 +2483,7 @@ Called at the outer layer and when a local statement is hit
|
|||
================
|
||||
*/
|
||||
void idCompiler::ParseDefs( void ) {
|
||||
idStr name;
|
||||
idStr name;
|
||||
idTypeDef *type;
|
||||
idVarDef *def;
|
||||
idVarDef *oldscope;
|
||||
|
|
|
@ -170,7 +170,7 @@ void idInterpreter::Reset( void ) {
|
|||
currentFunction = 0;
|
||||
NextInstruction( 0 );
|
||||
|
||||
threadDying = false;
|
||||
threadDying = false;
|
||||
doneProcessing = true;
|
||||
}
|
||||
|
||||
|
@ -389,7 +389,7 @@ idInterpreter::StackTrace
|
|||
*/
|
||||
void idInterpreter::StackTrace( void ) const {
|
||||
const function_t *f;
|
||||
int i;
|
||||
int i;
|
||||
int top;
|
||||
|
||||
if ( callStackDepth == 0 ) {
|
||||
|
@ -552,7 +552,7 @@ NOTE: If this is called from within a event called by this interpreter, the func
|
|||
====================
|
||||
*/
|
||||
void idInterpreter::EnterFunction( const function_t *func, bool clearStack ) {
|
||||
int c;
|
||||
int c;
|
||||
prstack_t *stack;
|
||||
|
||||
if ( clearStack ) {
|
||||
|
@ -587,7 +587,7 @@ void idInterpreter::EnterFunction( const function_t *func, bool clearStack ) {
|
|||
gameLocal.Printf( "%d: call '%s' from '%s'(line %d)%s\n", gameLocal.time, func->Name(), currentFunction->Name(),
|
||||
gameLocal.program.GetStatement( instructionPointer ).linenumber, clearStack ? " clear stack" : "" );
|
||||
} else {
|
||||
gameLocal.Printf( "%d: call '%s'%s\n", gameLocal.time, func->Name(), clearStack ? " clear stack" : "" );
|
||||
gameLocal.Printf( "%d: call '%s'%s\n", gameLocal.time, func->Name(), clearStack ? " clear stack" : "" );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -681,11 +681,11 @@ idInterpreter::CallEvent
|
|||
================
|
||||
*/
|
||||
void idInterpreter::CallEvent( const function_t *func, int argsize ) {
|
||||
int i;
|
||||
int i;
|
||||
int j;
|
||||
varEval_t var;
|
||||
int pos;
|
||||
int start;
|
||||
int pos;
|
||||
int start;
|
||||
int data[ D_EVENT_MAXARGS ];
|
||||
const idEventDef *evdef;
|
||||
const char *format;
|
||||
|
@ -852,11 +852,11 @@ idInterpreter::CallSysEvent
|
|||
================
|
||||
*/
|
||||
void idInterpreter::CallSysEvent( const function_t *func, int argsize ) {
|
||||
int i;
|
||||
int i;
|
||||
int j;
|
||||
varEval_t source;
|
||||
int pos;
|
||||
int start;
|
||||
int pos;
|
||||
int start;
|
||||
int data[ D_EVENT_MAXARGS ];
|
||||
const idEventDef *evdef;
|
||||
const char *format;
|
||||
|
@ -939,7 +939,7 @@ bool idInterpreter::Execute( void ) {
|
|||
varEval_t var_c;
|
||||
varEval_t var;
|
||||
statement_t *st;
|
||||
int runaway;
|
||||
int runaway;
|
||||
idThread *newThread;
|
||||
float floatVal;
|
||||
idScriptObject *obj;
|
||||
|
|
|
@ -29,28 +29,28 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#ifndef __SCRIPT_INTERPRETER_H__
|
||||
#define __SCRIPT_INTERPRETER_H__
|
||||
|
||||
#define MAX_STACK_DEPTH 64
|
||||
#define LOCALSTACK_SIZE 6144
|
||||
#define MAX_STACK_DEPTH 64
|
||||
#define LOCALSTACK_SIZE 6144
|
||||
|
||||
typedef struct prstack_s {
|
||||
int s;
|
||||
int s;
|
||||
const function_t *f;
|
||||
int stackbase;
|
||||
int stackbase;
|
||||
} prstack_t;
|
||||
|
||||
class idInterpreter {
|
||||
private:
|
||||
prstack_t callStack[ MAX_STACK_DEPTH ];
|
||||
int callStackDepth;
|
||||
int maxStackDepth;
|
||||
int callStackDepth;
|
||||
int maxStackDepth;
|
||||
|
||||
byte localstack[ LOCALSTACK_SIZE ];
|
||||
int localstackUsed;
|
||||
int localstackBase;
|
||||
int maxLocalstackUsed;
|
||||
int localstackUsed;
|
||||
int localstackBase;
|
||||
int maxLocalstackUsed;
|
||||
|
||||
const function_t *currentFunction;
|
||||
int instructionPointer;
|
||||
int instructionPointer;
|
||||
|
||||
int popParms;
|
||||
const idEventDef *multiFrameEvent;
|
||||
|
|
|
@ -795,7 +795,7 @@ void idVarDef::PrintInfo( idFile *file, int instructionPointer ) const {
|
|||
break;
|
||||
|
||||
case ev_float :
|
||||
file->Printf( "%f", *value.floatPtr );
|
||||
file->Printf( "%f", *value.floatPtr );
|
||||
break;
|
||||
|
||||
case ev_virtualfunction :
|
||||
|
@ -1597,7 +1597,7 @@ void idProgram::BeginCompilation( void ) {
|
|||
// make the first statement a return for a "NULL" function
|
||||
statement = AllocStatement();
|
||||
statement->linenumber = 0;
|
||||
statement->file = 0;
|
||||
statement->file = 0;
|
||||
statement->op = OP_RETURN;
|
||||
statement->a = NULL;
|
||||
statement->b = NULL;
|
||||
|
|
|
@ -72,16 +72,16 @@ public:
|
|||
void Clear( void );
|
||||
|
||||
private:
|
||||
idStr name;
|
||||
idStr name;
|
||||
public:
|
||||
const idEventDef *eventdef;
|
||||
idVarDef *def;
|
||||
const idTypeDef *type;
|
||||
int firstStatement;
|
||||
int numStatements;
|
||||
int parmTotal;
|
||||
int locals; // total ints of parms + locals
|
||||
int filenum; // source file defined in
|
||||
int firstStatement;
|
||||
int numStatements;
|
||||
int parmTotal;
|
||||
int locals; // total ints of parms + locals
|
||||
int filenum; // source file defined in
|
||||
idList<int> parmSize;
|
||||
};
|
||||
|
||||
|
@ -90,8 +90,8 @@ typedef union eval_s {
|
|||
float _float;
|
||||
float vector[ 3 ];
|
||||
function_t *function;
|
||||
int _int;
|
||||
int entity;
|
||||
int _int;
|
||||
int entity;
|
||||
} eval_t;
|
||||
|
||||
/***********************************************************************
|
||||
|
@ -105,7 +105,7 @@ Contains type information for variables and functions.
|
|||
class idTypeDef {
|
||||
private:
|
||||
etype_t type;
|
||||
idStr name;
|
||||
idStr name;
|
||||
int size;
|
||||
|
||||
// function types are more complex
|
||||
|
@ -309,9 +309,9 @@ typedef union varEval_s {
|
|||
float *floatPtr;
|
||||
idVec3 *vectorPtr;
|
||||
function_t *functionPtr;
|
||||
int *intPtr;
|
||||
int *intPtr;
|
||||
byte *bytePtr;
|
||||
int *entityNumberPtr;
|
||||
int *entityNumberPtr;
|
||||
int virtualFunction;
|
||||
int jumpOffset;
|
||||
int stackOffset; // offset in stack for local variables
|
||||
|
@ -328,7 +328,7 @@ class idVarDef {
|
|||
public:
|
||||
int num;
|
||||
varEval_t value;
|
||||
idVarDef * scope; // function, namespace, or object the var was defined in
|
||||
idVarDef * scope; // function, namespace, or object the var was defined in
|
||||
int numUsers; // number of users if this is a constant
|
||||
|
||||
typedef enum {
|
||||
|
@ -448,7 +448,7 @@ single idProgram.
|
|||
class idProgram {
|
||||
private:
|
||||
idStrList fileList;
|
||||
idStr filename;
|
||||
idStr filename;
|
||||
int filenum;
|
||||
|
||||
int numVariables;
|
||||
|
@ -524,7 +524,7 @@ public:
|
|||
statement_t &GetStatement( int index );
|
||||
int NumStatements( void ) { return statements.Num(); }
|
||||
|
||||
int GetReturnedInteger( void );
|
||||
int GetReturnedInteger( void );
|
||||
|
||||
void ReturnFloat( float value );
|
||||
void ReturnInteger( int value );
|
||||
|
|
|
@ -85,8 +85,8 @@ private:
|
|||
|
||||
idDict spawnArgs;
|
||||
|
||||
int threadNum;
|
||||
idStr threadName;
|
||||
int threadNum;
|
||||
idStr threadName;
|
||||
|
||||
int lastExecuteTime;
|
||||
int creationTime;
|
||||
|
@ -134,10 +134,10 @@ private:
|
|||
void Event_SpawnFloat( const char *key, float defaultvalue );
|
||||
void Event_SpawnVector( const char *key, idVec3 &defaultvalue );
|
||||
void Event_ClearPersistantArgs( void );
|
||||
void Event_SetPersistantArg( const char *key, const char *value );
|
||||
void Event_GetPersistantString( const char *key );
|
||||
void Event_GetPersistantFloat( const char *key );
|
||||
void Event_GetPersistantVector( const char *key );
|
||||
void Event_SetPersistantArg( const char *key, const char *value );
|
||||
void Event_GetPersistantString( const char *key );
|
||||
void Event_GetPersistantFloat( const char *key );
|
||||
void Event_GetPersistantVector( const char *key );
|
||||
void Event_AngToForward( idAngles &ang );
|
||||
void Event_AngToRight( idAngles &ang );
|
||||
void Event_AngToUp( idAngles &ang );
|
||||
|
@ -176,17 +176,17 @@ private:
|
|||
void Event_StartMusic( const char *name );
|
||||
void Event_Warning( const char *text );
|
||||
void Event_Error( const char *text );
|
||||
void Event_StrLen( const char *string );
|
||||
void Event_StrLeft( const char *string, int num );
|
||||
void Event_StrRight( const char *string, int num );
|
||||
void Event_StrSkip( const char *string, int num );
|
||||
void Event_StrMid( const char *string, int start, int num );
|
||||
void Event_StrLen( const char *string );
|
||||
void Event_StrLeft( const char *string, int num );
|
||||
void Event_StrRight( const char *string, int num );
|
||||
void Event_StrSkip( const char *string, int num );
|
||||
void Event_StrMid( const char *string, int start, int num );
|
||||
void Event_StrToFloat( const char *string );
|
||||
void Event_RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignore, const char *damageDefName, float dmgPower );
|
||||
void Event_IsClient( void );
|
||||
void Event_IsMultiplayer( void );
|
||||
void Event_GetFrameTime( void );
|
||||
void Event_GetTicsPerSecond( void );
|
||||
void Event_IsMultiplayer( void );
|
||||
void Event_GetFrameTime( void );
|
||||
void Event_GetTicsPerSecond( void );
|
||||
void Event_CacheSoundShader( const char *soundName );
|
||||
void Event_DebugLine( const idVec3 &color, const idVec3 &start, const idVec3 &end, const float lifetime );
|
||||
void Event_DebugArrow( const idVec3 &color, const idVec3 &start, const idVec3 &end, const int size, const float lifetime );
|
||||
|
@ -255,7 +255,7 @@ public:
|
|||
bool Start( void );
|
||||
idThread *WaitingOnThread( void );
|
||||
void SetThreadNum( int num );
|
||||
int GetThreadNum( void );
|
||||
int GetThreadNum( void );
|
||||
void SetThreadName( const char *name );
|
||||
const char *GetThreadName( void );
|
||||
|
||||
|
|
|
@ -132,4 +132,3 @@ If you have questions concerning this license or the applicable additional terms
|
|||
# define ID_ALLOW_D3XP 1
|
||||
# endif
|
||||
#endif
|
||||
|
||||
|
|
|
@ -100,7 +100,7 @@ const int DECL_LEXER_FLAGS = LEXFL_NOSTRINGCONCAT | // multiple strings seper
|
|||
|
||||
class idDeclBase {
|
||||
public:
|
||||
virtual ~idDeclBase() {};
|
||||
virtual ~idDeclBase() {};
|
||||
virtual const char * GetName( void ) const = 0;
|
||||
virtual declType_t GetType( void ) const = 0;
|
||||
virtual declState_t GetState( void ) const = 0;
|
||||
|
@ -134,7 +134,7 @@ public:
|
|||
// The constructor should initialize variables such that
|
||||
// an immediate call to FreeData() does no harm.
|
||||
idDecl( void ) { base = NULL; }
|
||||
virtual ~idDecl( void ) {};
|
||||
virtual ~idDecl( void ) {};
|
||||
|
||||
// Returns the name of the decl.
|
||||
const char * GetName( void ) const { return base->GetName(); }
|
||||
|
|
|
@ -1261,7 +1261,7 @@ void idAF::RemoveBindConstraints( void ) {
|
|||
name.Strip( "bindConstraint " );
|
||||
|
||||
if ( physicsObj.GetConstraint( name ) ) {
|
||||
physicsObj.DeleteConstraint( name );
|
||||
physicsObj.DeleteConstraint( name );
|
||||
}
|
||||
|
||||
kv = args.MatchPrefix( "bindConstraint ", kv );
|
||||
|
|
|
@ -2838,7 +2838,7 @@ idRenderModel *idGameEdit::AF_CreateMesh( const idDict &args, idVec3 &meshOrigin
|
|||
modifiedAxis[ jointNum ] = ( bodyAxis[i] * originalJoints[jointNum].ToMat3().Transpose() ).Transpose() * ( newBodyAxis[i] * meshAxis.Transpose() );
|
||||
// FIXME: calculate correct modifiedOrigin
|
||||
modifiedOrigin[ jointNum ] = originalJoints[ jointNum ].ToVec3();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// apply joint modifications to the skeleton
|
||||
|
|
|
@ -607,7 +607,7 @@ void idActor::Spawn( void ) {
|
|||
int headAnim = headAnimator->GetAnim( "def_head" );
|
||||
if ( headAnim ) {
|
||||
if ( headEnt ) {
|
||||
headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, 0 );
|
||||
headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, 0 );
|
||||
} else {
|
||||
headAnimator->CycleAnim( ANIMCHANNEL_HEAD, headAnim, gameLocal.time, 0 );
|
||||
}
|
||||
|
@ -3197,7 +3197,7 @@ void idActor::Event_NextEnemy( idEntity *ent ) {
|
|||
}
|
||||
}
|
||||
|
||||
idThread::ReturnEntity( NULL );
|
||||
idThread::ReturnEntity( NULL );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -386,7 +386,7 @@ bool idBrittleFracture::UpdateRenderEntity( renderEntity_s *renderEntity, const
|
|||
}
|
||||
packedColor = PackColor( idVec4( renderEntity->shaderParms[ SHADERPARM_RED ] * fade,
|
||||
renderEntity->shaderParms[ SHADERPARM_GREEN ] * fade,
|
||||
renderEntity->shaderParms[ SHADERPARM_BLUE ] * fade,
|
||||
renderEntity->shaderParms[ SHADERPARM_BLUE ] * fade,
|
||||
fade ) );
|
||||
|
||||
const idWinding &winding = shards[i]->winding;
|
||||
|
@ -916,7 +916,7 @@ void idBrittleFracture::DropFloatingIslands( const idVec3 &point, const idVec3 &
|
|||
continue;
|
||||
}
|
||||
|
||||
queueStart = 0;
|
||||
queueStart = 0;
|
||||
queueEnd = 1;
|
||||
queue[0] = shards[i];
|
||||
shards[i]->islandNum = numIslands+1;
|
||||
|
|
|
@ -63,4 +63,3 @@ private:
|
|||
|
||||
void Event_Trigger( idEntity *activator );
|
||||
};
|
||||
|
||||
|
|
|
@ -151,8 +151,8 @@ ABSTRACT_DECLARATION( idClass, idEntity )
|
|||
EVENT( EV_GetMins, idEntity::Event_GetMins)
|
||||
EVENT( EV_GetMaxs, idEntity::Event_GetMaxs )
|
||||
EVENT( EV_Touches, idEntity::Event_Touches )
|
||||
EVENT( EV_SetGuiParm, idEntity::Event_SetGuiParm )
|
||||
EVENT( EV_SetGuiFloat, idEntity::Event_SetGuiFloat )
|
||||
EVENT( EV_SetGuiParm, idEntity::Event_SetGuiParm )
|
||||
EVENT( EV_SetGuiFloat, idEntity::Event_SetGuiFloat )
|
||||
EVENT( EV_GetNextKey, idEntity::Event_GetNextKey )
|
||||
EVENT( EV_SetKey, idEntity::Event_SetKey )
|
||||
EVENT( EV_GetKey, idEntity::Event_GetKey )
|
||||
|
@ -2337,7 +2337,7 @@ void idEntity::JoinTeam( idEntity *teammember ) {
|
|||
ent->teamChain->teamMaster = master;
|
||||
}
|
||||
|
||||
prev->teamChain = this;
|
||||
prev->teamChain = this;
|
||||
ent->teamChain = next;
|
||||
}
|
||||
|
||||
|
@ -2867,9 +2867,9 @@ explosions and melee attacks.
|
|||
============
|
||||
*/
|
||||
bool idEntity::CanDamage( const idVec3 &origin, idVec3 &damagePoint ) const {
|
||||
idVec3 dest;
|
||||
idVec3 dest;
|
||||
trace_t tr;
|
||||
idVec3 midpoint;
|
||||
idVec3 midpoint;
|
||||
|
||||
// use the midpoint of the bounds instead of the origin, because
|
||||
// bmodels may have their origin at 0,0,0
|
||||
|
@ -4387,9 +4387,9 @@ void idEntity::Event_RestorePosition( void ) {
|
|||
if ( spawnArgs.GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", axis ) ) {
|
||||
angles = axis.ToAngles();
|
||||
} else {
|
||||
angles[ 0 ] = 0;
|
||||
angles[ 1 ] = spawnArgs.GetFloat( "angle" );
|
||||
angles[ 2 ] = 0;
|
||||
angles[ 0 ] = 0;
|
||||
angles[ 1 ] = spawnArgs.GetFloat( "angle" );
|
||||
angles[ 2 ] = 0;
|
||||
}
|
||||
|
||||
Teleport( org, angles, NULL );
|
||||
|
|
|
@ -513,12 +513,12 @@ protected:
|
|||
|
||||
private:
|
||||
void Event_GetJointHandle( const char *jointname );
|
||||
void Event_ClearAllJoints( void );
|
||||
void Event_ClearJoint( jointHandle_t jointnum );
|
||||
void Event_SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
|
||||
void Event_SetJointAngle( jointHandle_t jointnum, jointModTransform_t transform_type, const idAngles &angles );
|
||||
void Event_GetJointPos( jointHandle_t jointnum );
|
||||
void Event_GetJointAngle( jointHandle_t jointnum );
|
||||
void Event_ClearAllJoints( void );
|
||||
void Event_ClearJoint( jointHandle_t jointnum );
|
||||
void Event_SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
|
||||
void Event_SetJointAngle( jointHandle_t jointnum, jointModTransform_t transform_type, const idAngles &angles );
|
||||
void Event_GetJointPos( jointHandle_t jointnum );
|
||||
void Event_GetJointAngle( jointHandle_t jointnum );
|
||||
};
|
||||
|
||||
#endif /* !__GAME_ENTITY_H__ */
|
||||
|
|
|
@ -43,7 +43,7 @@ const idEventDef EV_Fx_KillFx( "_killfx" );
|
|||
const idEventDef EV_Fx_Action( "_fxAction", "e" ); // implemented by subclasses
|
||||
|
||||
CLASS_DECLARATION( idEntity, idEntityFx )
|
||||
EVENT( EV_Activate, idEntityFx::Event_Trigger )
|
||||
EVENT( EV_Activate, idEntityFx::Event_Trigger )
|
||||
EVENT( EV_Fx_KillFx, idEntityFx::Event_ClearFx )
|
||||
END_CLASS
|
||||
|
||||
|
|
|
@ -239,7 +239,7 @@ public:
|
|||
|
||||
// Animation system calls for non-game based skeletal rendering.
|
||||
virtual idRenderModel * ANIM_GetModelFromEntityDef( const char *classname );
|
||||
virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname );
|
||||
virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname );
|
||||
virtual idRenderModel * ANIM_GetModelFromEntityDef( const idDict *args );
|
||||
virtual idRenderModel * ANIM_GetModelFromName( const char *modelName );
|
||||
virtual const idMD5Anim * ANIM_GetAnimFromEntityDef( const char *classname, const char *animname );
|
||||
|
|
|
@ -176,7 +176,7 @@ void idDragEntity::Update( idPlayer *player ) {
|
|||
player->GetViewPos( viewPoint, viewAxis );
|
||||
|
||||
// if no entity selected for dragging
|
||||
if ( !dragEnt.GetEntity() ) {
|
||||
if ( !dragEnt.GetEntity() ) {
|
||||
|
||||
if ( player->usercmd.buttons & BUTTON_ATTACK ) {
|
||||
|
||||
|
@ -470,7 +470,7 @@ idEditEntities::RemoveSelectedEntity
|
|||
==============
|
||||
*/
|
||||
void idEditEntities::RemoveSelectedEntity( idEntity *ent ) {
|
||||
if ( selectedEntities.Find( ent ) ) {
|
||||
if ( selectedEntities.Find( ent ) ) {
|
||||
selectedEntities.Remove( ent );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2029,7 +2029,7 @@ bool idGameLocal::InPlayerPVS( idEntity *ent ) const {
|
|||
if ( playerPVS.i == -1 ) {
|
||||
return false;
|
||||
}
|
||||
return pvs.InCurrentPVS( playerPVS, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||||
return pvs.InCurrentPVS( playerPVS, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -2043,7 +2043,7 @@ bool idGameLocal::InPlayerConnectedArea( idEntity *ent ) const {
|
|||
if ( playerConnectedAreas.i == -1 ) {
|
||||
return false;
|
||||
}
|
||||
return pvs.InCurrentPVS( playerConnectedAreas, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||||
return pvs.InCurrentPVS( playerConnectedAreas, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -2058,7 +2058,7 @@ void idGameLocal::UpdateGravity( void ) {
|
|||
if ( g_gravity.GetFloat() == 0.0f ) {
|
||||
g_gravity.SetFloat( 1.0f );
|
||||
}
|
||||
gravity.Set( 0, 0, -g_gravity.GetFloat() );
|
||||
gravity.Set( 0, 0, -g_gravity.GetFloat() );
|
||||
|
||||
// update all physics objects
|
||||
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||||
|
@ -3285,7 +3285,7 @@ int idGameLocal::GetTargets( const idDict &args, idList< idEntityPtr<idEntity> >
|
|||
ent = FindEntity( arg->GetValue() );
|
||||
if ( ent ) {
|
||||
idEntityPtr<idEntity> &entityPtr = list.Alloc();
|
||||
entityPtr = ent;
|
||||
entityPtr = ent;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3546,7 +3546,7 @@ void idGameLocal::RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEnt
|
|||
idEntity * entityList[ MAX_GENTITIES ];
|
||||
int numListedEntities;
|
||||
idBounds bounds;
|
||||
idVec3 v, damagePoint, dir;
|
||||
idVec3 v, damagePoint, dir;
|
||||
int i, e, damage, radius, push;
|
||||
|
||||
const idDict *damageDef = FindEntityDefDict( damageDefName, false );
|
||||
|
@ -4365,4 +4365,3 @@ idGameLocal::GetMapLoadingGUI
|
|||
===============
|
||||
*/
|
||||
void idGameLocal::GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) { }
|
||||
|
||||
|
|
|
@ -1580,7 +1580,7 @@ bool idGameLocal::DownloadRequest( const char *IP, const char *guid, const char
|
|||
reply += ";";
|
||||
}
|
||||
if ( pakList[ i ][ 0 ] == '\0' ) {
|
||||
if ( i == 0 ) {
|
||||
if ( i == 0 ) {
|
||||
// pak 0 will always miss when client doesn't ask for game bin
|
||||
common->DPrintf( "no game pak request\n" );
|
||||
} else {
|
||||
|
|
|
@ -729,7 +729,7 @@ void idObjective::Event_Trigger( idEntity *activator ) {
|
|||
//Pickup( player );
|
||||
|
||||
if ( spawnArgs.GetString( "inv_objective", NULL ) ) {
|
||||
if ( player && player->hud ) {
|
||||
if ( player && player->hud ) {
|
||||
idStr shotName = gameLocal.GetMapName();
|
||||
shotName.StripFileExtension();
|
||||
shotName += "/";
|
||||
|
@ -885,7 +885,7 @@ idMoveableItem::Save
|
|||
================
|
||||
*/
|
||||
void idMoveableItem::Save( idSaveGame *savefile ) const {
|
||||
savefile->WriteStaticObject( physicsObj );
|
||||
savefile->WriteStaticObject( physicsObj );
|
||||
|
||||
savefile->WriteClipModel( trigger );
|
||||
|
||||
|
@ -1310,7 +1310,7 @@ void idObjectiveComplete::Event_Trigger( idEntity *activator ) {
|
|||
RemoveItem( player );
|
||||
|
||||
if ( spawnArgs.GetString( "inv_objective", NULL ) ) {
|
||||
if ( player->hud ) {
|
||||
if ( player->hud ) {
|
||||
player->hud->SetStateString( "objective", "2" );
|
||||
player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) );
|
||||
player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) );
|
||||
|
|
|
@ -123,10 +123,10 @@ void idGameEdit::ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t
|
|||
idMat3 mat;
|
||||
if ( !args->GetMatrix( "light_rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
|
||||
if ( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
|
||||
args->GetFloat( "angle", "0", angles[ 1 ] );
|
||||
angles[ 0 ] = 0;
|
||||
args->GetFloat( "angle", "0", angles[ 1 ] );
|
||||
angles[ 0 ] = 0;
|
||||
angles[ 1 ] = idMath::AngleNormalize360( angles[ 1 ] );
|
||||
angles[ 2 ] = 0;
|
||||
angles[ 2 ] = 0;
|
||||
mat = angles.ToMat3();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2907,8 +2907,8 @@ idPhantomObjects::idPhantomObjects
|
|||
idPhantomObjects::idPhantomObjects() {
|
||||
target = NULL;
|
||||
end_time = 0;
|
||||
throw_time = 0.0f;
|
||||
shake_time = 0.0f;
|
||||
throw_time = 0.0f;
|
||||
shake_time = 0.0f;
|
||||
shake_ang.Zero();
|
||||
speed = 0.0f;
|
||||
min_wait = 0;
|
||||
|
@ -3037,7 +3037,7 @@ void idPhantomObjects::Event_Activate( idEntity *activator ) {
|
|||
|
||||
const idVec3 &toPos = target.GetEntity()->GetEyePosition();
|
||||
|
||||
// calculate the relative times of all the objects
|
||||
// calculate the relative times of all the objects
|
||||
time = 0.0f;
|
||||
for( i = 0; i < targetTime.Num(); i++ ) {
|
||||
targetTime[ i ] = SEC2MS( time );
|
||||
|
|
|
@ -479,7 +479,7 @@ void idMoveable::Event_Activate( idEntity *activator ) {
|
|||
Show();
|
||||
|
||||
if ( !spawnArgs.GetInt( "notPushable" ) ) {
|
||||
physicsObj.EnableImpact();
|
||||
physicsObj.EnableImpact();
|
||||
}
|
||||
|
||||
physicsObj.Activate();
|
||||
|
|
|
@ -522,7 +522,7 @@ idMover::FindGuiTargets
|
|||
================
|
||||
*/
|
||||
void idMover::FindGuiTargets( void ) {
|
||||
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
|
||||
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -2418,7 +2418,7 @@ idMover_Binary::SetMoverState
|
|||
===============
|
||||
*/
|
||||
void idMover_Binary::SetMoverState( moverState_t newstate, int time ) {
|
||||
idVec3 delta;
|
||||
idVec3 delta;
|
||||
|
||||
moverState = newstate;
|
||||
move_thread = 0;
|
||||
|
@ -2880,7 +2880,7 @@ idMover_Binary::FindGuiTargets
|
|||
================
|
||||
*/
|
||||
void idMover_Binary::FindGuiTargets( void ) {
|
||||
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
|
||||
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -3877,13 +3877,13 @@ void idDoor::Event_Activate( idEntity *activator ) {
|
|||
}
|
||||
}
|
||||
|
||||
if ( syncLock.Length() ) {
|
||||
if ( syncLock.Length() ) {
|
||||
idEntity *sync = gameLocal.FindEntity( syncLock );
|
||||
if ( sync && sync->IsType( idDoor::Type ) ) {
|
||||
if ( static_cast<idDoor *>( sync )->IsOpen() ) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ActivateTargets( activator );
|
||||
|
|
|
@ -2977,7 +2977,7 @@ void idMultiplayerGame::ProcessChatMessage( int clientNum, bool team, const char
|
|||
const char *prefix = NULL;
|
||||
int send_to; // 0 - all, 1 - specs, 2 - team
|
||||
int i;
|
||||
idEntity *ent;
|
||||
idEntity *ent;
|
||||
idPlayer *p;
|
||||
idStr prefixed_name;
|
||||
|
||||
|
@ -3407,4 +3407,3 @@ idMultiplayerGame::ClientReadWarmupTime
|
|||
void idMultiplayerGame::ClientReadWarmupTime( const idBitMsg &msg ) {
|
||||
warmupEndTime = msg.ReadLong();
|
||||
}
|
||||
|
||||
|
|
|
@ -368,4 +368,3 @@ ID_INLINE bool idMultiplayerGame::IsInGame( int clientNum ) {
|
|||
}
|
||||
|
||||
#endif /* !__MULTIPLAYERGAME_H__ */
|
||||
|
||||
|
|
|
@ -226,7 +226,7 @@ void idInventory::GetPersistantData( idDict &dict ) {
|
|||
// armor
|
||||
dict.SetInt( "armor", armor );
|
||||
|
||||
// don't bother with powerups, maxhealth, maxarmor, or the clip
|
||||
// don't bother with powerups, maxhealth, maxarmor, or the clip
|
||||
|
||||
// ammo
|
||||
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
||||
|
@ -4045,7 +4045,7 @@ void idPlayer::UpdateWeapon( void ) {
|
|||
} else if ( ActiveGui() ) {
|
||||
// gui handling overrides weapon use
|
||||
Weapon_GUI();
|
||||
} else if ( focusCharacter && ( focusCharacter->health > 0 ) ) {
|
||||
} else if ( focusCharacter && ( focusCharacter->health > 0 ) ) {
|
||||
Weapon_NPC();
|
||||
} else {
|
||||
Weapon_Combat();
|
||||
|
@ -4522,7 +4522,7 @@ void idPlayer::UpdateFocus( void ) {
|
|||
// clamp the mouse to the corner
|
||||
ev = sys->GenerateMouseMoveEvent( -2000, -2000 );
|
||||
command = focusUI->HandleEvent( &ev, gameLocal.time );
|
||||
HandleGuiCommands( focusGUIent, command );
|
||||
HandleGuiCommands( focusGUIent, command );
|
||||
|
||||
// move to an absolute position
|
||||
ev = sys->GenerateMouseMoveEvent( pt.x * SCREEN_WIDTH, pt.y * SCREEN_HEIGHT );
|
||||
|
@ -4957,7 +4957,7 @@ void idPlayer::AdjustHeartRate( int target, float timeInSecs, float delay, bool
|
|||
return;
|
||||
}
|
||||
|
||||
lastHeartAdjust = gameLocal.time;
|
||||
lastHeartAdjust = gameLocal.time;
|
||||
|
||||
heartInfo.Init( gameLocal.time + delay * 1000, timeInSecs * 1000, heartRate, target );
|
||||
}
|
||||
|
@ -5810,7 +5810,7 @@ void idPlayer::AdjustBodyAngles( void ) {
|
|||
upBlend = -frac;
|
||||
}
|
||||
|
||||
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend );
|
||||
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend );
|
||||
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, forwardBlend );
|
||||
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 2, upBlend );
|
||||
|
||||
|
@ -6015,7 +6015,7 @@ void idPlayer::Move( void ) {
|
|||
|
||||
if ( AI_JUMP ) {
|
||||
// bounce the view weapon
|
||||
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
||||
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
||||
currentLoggedAccel++;
|
||||
acc->time = gameLocal.time;
|
||||
acc->dir[2] = 200;
|
||||
|
@ -6065,7 +6065,7 @@ void idPlayer::UpdateHud( void ) {
|
|||
inventory.pickupItemNames.RemoveIndex( 0 );
|
||||
if (inventory.nextItemNum == 1 ) {
|
||||
inventory.onePickupTime = gameLocal.time;
|
||||
} else if ( inventory.nextItemNum > 5 ) {
|
||||
} else if ( inventory.nextItemNum > 5 ) {
|
||||
inventory.nextItemNum = 1;
|
||||
inventory.nextItemPickup = inventory.onePickupTime + 2000;
|
||||
} else {
|
||||
|
@ -6298,7 +6298,7 @@ void idPlayer::Think( void ) {
|
|||
|
||||
// service animations
|
||||
if ( !spectating && !af.IsActive() && !gameLocal.inCinematic ) {
|
||||
UpdateConditions();
|
||||
UpdateConditions();
|
||||
UpdateAnimState();
|
||||
CheckBlink();
|
||||
}
|
||||
|
@ -6368,7 +6368,7 @@ void idPlayer::Think( void ) {
|
|||
if ( !g_stopTime.GetBool() ) {
|
||||
UpdateAnimation();
|
||||
|
||||
Present();
|
||||
Present();
|
||||
|
||||
UpdateDamageEffects();
|
||||
|
||||
|
@ -7847,7 +7847,7 @@ void idPlayer::ClientPredictionThink( void ) {
|
|||
|
||||
// service animations
|
||||
if ( !spectating && !af.IsActive() ) {
|
||||
UpdateConditions();
|
||||
UpdateConditions();
|
||||
UpdateAnimState();
|
||||
CheckBlink();
|
||||
}
|
||||
|
|
|
@ -718,4 +718,3 @@ ID_INLINE void idPlayer::SetSelfSmooth( bool b ) {
|
|||
}
|
||||
|
||||
#endif /* !__GAME_PLAYER_H__ */
|
||||
|
||||
|
|
|
@ -180,4 +180,3 @@ void idPlayerIcon::UpdateIcon( idPlayer *player, const idVec3 &origin, const idM
|
|||
renderEnt.axis = axis;
|
||||
gameRenderWorld->UpdateEntityDef( iconHandle, &renderEnt );
|
||||
}
|
||||
|
||||
|
|
|
@ -60,4 +60,3 @@ public:
|
|||
|
||||
|
||||
#endif /* !_PLAYERICON_H_ */
|
||||
|
||||
|
|
|
@ -719,4 +719,3 @@ void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
|
|||
renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1419,4 +1419,3 @@ void idPVS::ReadPVS( const pvsHandle_t handle, const idBitMsg &msg ) {
|
|||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -446,7 +446,7 @@ void idSecurityCamera::StartSweep( void ) {
|
|||
sweepStart = gameLocal.time;
|
||||
speed = SEC2MS( SweepSpeed() );
|
||||
sweepEnd = sweepStart + speed;
|
||||
PostEventMS( &EV_SecurityCam_Pause, speed );
|
||||
PostEventMS( &EV_SecurityCam_Pause, speed );
|
||||
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
||||
}
|
||||
|
||||
|
@ -463,7 +463,7 @@ void idSecurityCamera::Event_ContinueSweep( void ) {
|
|||
sweepStart = f;
|
||||
speed = MS2SEC( SweepSpeed() );
|
||||
sweepEnd = sweepStart + speed;
|
||||
PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
|
||||
PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
|
||||
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
||||
SetAlertMode(SCANNING);
|
||||
sweeping = true;
|
||||
|
@ -510,7 +510,7 @@ void idSecurityCamera::Event_Pause( void ) {
|
|||
sweeping = false;
|
||||
StopSound( SND_CHANNEL_ANY, false );
|
||||
StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
|
||||
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
|
||||
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -202,7 +202,7 @@ bool idSmokeParticles::EmitSmoke( const idDeclParticle *smoke, const int systemS
|
|||
}
|
||||
|
||||
// see how many particles we should emit this tic
|
||||
// FIXME: smoke.privateStartTime += stage->timeOffset;
|
||||
// FIXME: smoke.privateStartTime += stage->timeOffset;
|
||||
int finalParticleTime = stage->cycleMsec * stage->spawnBunching;
|
||||
int deltaMsec = gameLocal.time - systemStartTime;
|
||||
|
||||
|
|
|
@ -302,4 +302,3 @@ idSound::ShowEditingDialog
|
|||
void idSound::ShowEditingDialog( void ) {
|
||||
common->InitTool( EDITOR_SOUND, &spawnArgs );
|
||||
}
|
||||
|
||||
|
|
|
@ -1762,4 +1762,3 @@ void idTarget_FadeSoundClass::Event_RestoreVolume() {
|
|||
// restore volume
|
||||
gameSoundWorld->FadeSoundClasses( 0, fadeDB, fadeTime );
|
||||
}
|
||||
|
||||
|
|
|
@ -2276,10 +2276,10 @@ void idWeapon::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|||
idealState = "Fire";
|
||||
}
|
||||
|
||||
// immediately switch back to idle
|
||||
if ( WEAPON_NETFIRING && !isFiring ) {
|
||||
idealState = "Idle";
|
||||
}
|
||||
// immediately switch back to idle
|
||||
if ( WEAPON_NETFIRING && !isFiring ) {
|
||||
idealState = "Idle";
|
||||
}
|
||||
|
||||
WEAPON_NETFIRING = isFiring;
|
||||
}
|
||||
|
|
|
@ -255,7 +255,7 @@ private:
|
|||
bool isFiring;
|
||||
|
||||
// zoom
|
||||
int zoomFov; // variable zoom fov per weapon
|
||||
int zoomFov; // variable zoom fov per weapon
|
||||
|
||||
// joints from models
|
||||
jointHandle_t barrelJointView;
|
||||
|
|
|
@ -2081,7 +2081,7 @@ bool idAI::StepDirection( float dir ) {
|
|||
if ( z <= ceilingPos.z ) {
|
||||
start.x = org.x;
|
||||
start.y = org.y;
|
||||
start.z = z;
|
||||
start.z = z;
|
||||
} else {
|
||||
start = ceilingPos;
|
||||
}
|
||||
|
@ -2168,7 +2168,7 @@ bool idAI::NewWanderDir( const idVec3 &dest ) {
|
|||
if ( gameLocal.random.RandomInt() & 1 ) {
|
||||
for( tdir = 0; tdir <= 315; tdir += 45 ) {
|
||||
if ( tdir != turnaround && StepDirection( tdir ) ) {
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
@ -2876,9 +2876,9 @@ idAI::AdjustFlyingAngles
|
|||
*/
|
||||
void idAI::AdjustFlyingAngles( void ) {
|
||||
idVec3 vel;
|
||||
float speed;
|
||||
float roll;
|
||||
float pitch;
|
||||
float speed;
|
||||
float roll;
|
||||
float pitch;
|
||||
|
||||
vel = physicsObj.GetLinearVelocity();
|
||||
|
||||
|
@ -3519,7 +3519,7 @@ void idAI::Activate( idEntity *activator ) {
|
|||
|
||||
// update the script in cinematics so that entities don't start anims or show themselves a frame late.
|
||||
if ( cinematic ) {
|
||||
UpdateAIScript();
|
||||
UpdateAIScript();
|
||||
|
||||
// make sure our model gets updated
|
||||
animator.ForceUpdate();
|
||||
|
@ -4716,10 +4716,10 @@ bool idAI::UpdateAnimationControllers( void ) {
|
|||
idVec3 focusPos;
|
||||
idQuat jawQuat;
|
||||
idVec3 left;
|
||||
idVec3 dir;
|
||||
idVec3 orientationJointPos;
|
||||
idVec3 localDir;
|
||||
idAngles newLookAng;
|
||||
idVec3 dir;
|
||||
idVec3 orientationJointPos;
|
||||
idVec3 localDir;
|
||||
idAngles newLookAng;
|
||||
idAngles diff;
|
||||
idMat3 mat;
|
||||
idMat3 axis;
|
||||
|
@ -4774,7 +4774,7 @@ bool idAI::UpdateAnimationControllers( void ) {
|
|||
|
||||
idEntity *focusEnt = focusEntity.GetEntity();
|
||||
if ( !allowJointMod || !allowEyeFocus || ( gameLocal.time >= focusTime ) ) {
|
||||
focusPos = GetEyePosition() + orientationJointAxis[ 0 ] * 512.0f;
|
||||
focusPos = GetEyePosition() + orientationJointAxis[ 0 ] * 512.0f;
|
||||
} else if ( focusEnt == NULL ) {
|
||||
// keep looking at last position until focusTime is up
|
||||
focusPos = currentFocusPos;
|
||||
|
|
|
@ -653,8 +653,8 @@ protected:
|
|||
void Event_AllowHiddenMovement( int enable );
|
||||
void Event_TriggerParticles( const char *jointName );
|
||||
void Event_FindActorsInBounds( const idVec3 &mins, const idVec3 &maxs );
|
||||
void Event_CanReachPosition( const idVec3 &pos );
|
||||
void Event_CanReachEntity( idEntity *ent );
|
||||
void Event_CanReachPosition( const idVec3 &pos );
|
||||
void Event_CanReachEntity( idEntity *ent );
|
||||
void Event_CanReachEnemy( void );
|
||||
void Event_GetReachableEntityPosition( idEntity *ent );
|
||||
};
|
||||
|
|
|
@ -111,7 +111,7 @@ void idAI_Vagary::Event_ChooseObjectToThrow( const idVec3 &mins, const idVec3 &m
|
|||
if ( PredictTrajectory( entPhys->GetOrigin() + offsetVec, enemyEyePos, speed, entPhys->GetGravity(),
|
||||
entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel ) ) {
|
||||
idThread::ReturnEntity( ent );
|
||||
return;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1704,7 +1704,7 @@ void idAI::Event_TestAnimMoveTowardEnemy( const char *animname ) {
|
|||
}
|
||||
|
||||
delta = enemyEnt->GetPhysics()->GetOrigin() - physicsObj.GetOrigin();
|
||||
yaw = delta.ToYaw();
|
||||
yaw = delta.ToYaw();
|
||||
|
||||
moveVec = animator.TotalMovementDelta( anim ) * idAngles( 0.0f, yaw, 0.0f ).ToMat3() * physicsObj.GetGravityAxis();
|
||||
idAI::PredictPath( this, aas, physicsObj.GetOrigin(), moveVec, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
|
||||
|
|
|
@ -52,10 +52,10 @@ If you have questions concerning this license or the applicable additional terms
|
|||
const float MAX_OBSTACLE_RADIUS = 256.0f;
|
||||
const float PUSH_OUTSIDE_OBSTACLES = 0.5f;
|
||||
const float CLIP_BOUNDS_EPSILON = 10.0f;
|
||||
const int MAX_AAS_WALL_EDGES = 256;
|
||||
const int MAX_OBSTACLES = 256;
|
||||
const int MAX_AAS_WALL_EDGES = 256;
|
||||
const int MAX_OBSTACLES = 256;
|
||||
const int MAX_PATH_NODES = 256;
|
||||
const int MAX_OBSTACLE_PATH = 64;
|
||||
const int MAX_OBSTACLE_PATH = 64;
|
||||
|
||||
typedef struct obstacle_s {
|
||||
idVec2 bounds[2];
|
||||
|
@ -425,7 +425,7 @@ int GetObstacles( const idPhysics *physics, const idAAS *aas, const idEntity *ig
|
|||
lastEdgeNormal.Zero();
|
||||
nextVerts[0] = nextVerts[1] = 0;
|
||||
for ( i = 0; i < numWallEdges && numObstacles < MAX_OBSTACLES; i++ ) {
|
||||
aas->GetEdge( wallEdges[i], start, end );
|
||||
aas->GetEdge( wallEdges[i], start, end );
|
||||
aas->GetEdgeVertexNumbers( wallEdges[i], verts );
|
||||
edgeDir = end.ToVec2() - start.ToVec2();
|
||||
edgeDir.Normalize();
|
||||
|
|
|
@ -1106,7 +1106,7 @@ void idAnimBlend::Reset( const idDeclModelDef *_modelDef ) {
|
|||
|
||||
blendStartValue = 0.0f;
|
||||
blendEndValue = 0.0f;
|
||||
blendStartTime = 0;
|
||||
blendStartTime = 0;
|
||||
blendDuration = 0;
|
||||
}
|
||||
|
||||
|
@ -1206,7 +1206,7 @@ idAnimBlend::SetWeight
|
|||
void idAnimBlend::SetWeight( float newweight, int currentTime, int blendTime ) {
|
||||
blendStartValue = GetWeight( currentTime );
|
||||
blendEndValue = newweight;
|
||||
blendStartTime = currentTime - 1;
|
||||
blendStartTime = currentTime - 1;
|
||||
blendDuration = blendTime;
|
||||
|
||||
if ( !newweight ) {
|
||||
|
@ -1832,7 +1832,7 @@ bool idAnimBlend::BlendAnim( int currentTime, int channel, int numJoints, idJoin
|
|||
blendFrame[j].q = jointFrame[j].q;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
} else {
|
||||
blendWeight += weight;
|
||||
lerp = weight / blendWeight;
|
||||
SIMDProcessor->BlendJoints( blendFrame, jointFrame, lerp, modelDef->GetChannelJoints( channel ), modelDef->NumJointsOnChannel( channel ) );
|
||||
|
@ -3548,7 +3548,7 @@ void idAnimator::SyncAnimChannels( int channelNum, int fromChannelNum, int curre
|
|||
toBlend.blendStartValue = 0.0f;
|
||||
toBlend.blendEndValue = 0.0f;
|
||||
}
|
||||
toBlend.SetWeight( weight, currentTime - 1, blendTime );
|
||||
toBlend.SetWeight( weight, currentTime - 1, blendTime );
|
||||
|
||||
// disable framecommands on the current channel so that commands aren't called twice
|
||||
toBlend.AllowFrameCommands( false );
|
||||
|
@ -4204,7 +4204,7 @@ bool idAnimator::CreateFrame( int currentTime, bool force ) {
|
|||
if ( entity && ( ( g_debugAnim.GetInteger() == entity->entityNumber ) || ( g_debugAnim.GetInteger() == -2 ) ) ) {
|
||||
debugInfo = true;
|
||||
gameLocal.Printf( "---------------\n%d: entity '%s':\n", gameLocal.time, entity->GetName() );
|
||||
gameLocal.Printf( "model '%s':\n", modelDef->GetModelName() );
|
||||
gameLocal.Printf( "model '%s':\n", modelDef->GetModelName() );
|
||||
} else {
|
||||
debugInfo = false;
|
||||
}
|
||||
|
@ -4953,7 +4953,7 @@ idRenderModel *idGameEdit::ANIM_CreateMeshForAnim( idRenderModel *model, const c
|
|||
const idDict *args;
|
||||
const char *temp;
|
||||
idRenderModel *newmodel;
|
||||
const idMD5Anim *md5anim;
|
||||
const idMD5Anim *md5anim;
|
||||
idStr filename;
|
||||
idStr extension;
|
||||
const idAnim *anim;
|
||||
|
|
|
@ -409,7 +409,7 @@ int idModelExport::ParseExportSection( idParser &parser ) {
|
|||
return 0;
|
||||
}
|
||||
|
||||
parser.ReadToken( &token );
|
||||
parser.ReadToken( &token );
|
||||
if ( token.Icmp( g_exportMask.GetString() ) ) {
|
||||
parser.SkipBracedSection();
|
||||
return 0;
|
||||
|
|
|
@ -414,7 +414,7 @@ void idTestModel::NextAnim( const idCmdArgs &args ) {
|
|||
headAnim = 0;
|
||||
if ( headAnimator ) {
|
||||
headAnimator->ClearAllAnims( gameLocal.time, 0 );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
if ( !headAnim ) {
|
||||
headAnim = headAnimator->GetAnim( "idle" );
|
||||
}
|
||||
|
@ -456,7 +456,7 @@ void idTestModel::PrevAnim( const idCmdArgs &args ) {
|
|||
headAnim = 0;
|
||||
if ( headAnimator ) {
|
||||
headAnimator->ClearAllAnims( gameLocal.time, 0 );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
if ( !headAnim ) {
|
||||
headAnim = headAnimator->GetAnim( "idle" );
|
||||
}
|
||||
|
@ -565,7 +565,7 @@ void idTestModel::TestAnim( const idCmdArgs &args ) {
|
|||
headAnim = 0;
|
||||
if ( headAnimator ) {
|
||||
headAnimator->ClearAllAnims( gameLocal.time, 0 );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
headAnim = headAnimator->GetAnim( animname );
|
||||
if ( !headAnim ) {
|
||||
headAnim = headAnimator->GetAnim( "idle" );
|
||||
if ( !headAnim ) {
|
||||
|
|
|
@ -58,19 +58,19 @@ public:
|
|||
void TestAnim( const idCmdArgs &args );
|
||||
void BlendAnim( const idCmdArgs &args );
|
||||
|
||||
static void KeepTestModel_f( const idCmdArgs &args );
|
||||
static void TestModel_f( const idCmdArgs &args );
|
||||
static void KeepTestModel_f( const idCmdArgs &args );
|
||||
static void TestModel_f( const idCmdArgs &args );
|
||||
static void ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) );
|
||||
static void TestSkin_f( const idCmdArgs &args );
|
||||
static void TestShaderParm_f( const idCmdArgs &args );
|
||||
static void TestParticleStopTime_f( const idCmdArgs &args );
|
||||
static void TestAnim_f( const idCmdArgs &args );
|
||||
static void TestSkin_f( const idCmdArgs &args );
|
||||
static void TestShaderParm_f( const idCmdArgs &args );
|
||||
static void TestParticleStopTime_f( const idCmdArgs &args );
|
||||
static void TestAnim_f( const idCmdArgs &args );
|
||||
static void ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) );
|
||||
static void TestBlend_f( const idCmdArgs &args );
|
||||
static void TestModelNextAnim_f( const idCmdArgs &args );
|
||||
static void TestModelPrevAnim_f( const idCmdArgs &args );
|
||||
static void TestModelNextFrame_f( const idCmdArgs &args );
|
||||
static void TestModelPrevFrame_f( const idCmdArgs &args );
|
||||
static void TestBlend_f( const idCmdArgs &args );
|
||||
static void TestModelNextAnim_f( const idCmdArgs &args );
|
||||
static void TestModelPrevAnim_f( const idCmdArgs &args );
|
||||
static void TestModelNextFrame_f( const idCmdArgs &args );
|
||||
static void TestModelPrevFrame_f( const idCmdArgs &args );
|
||||
|
||||
private:
|
||||
idEntityPtr<idEntity> head;
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue