forked from vera/halflife-thewastes-sdk
as released 2000-11-07
This commit is contained in:
parent
7e9f0c84ab
commit
e84d04174b
73 changed files with 4461 additions and 6006 deletions
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@ -99,7 +99,11 @@ entity_state_t gamedll Entity_Encode
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DEFINE_DELTA( aiment, DT_INTEGER, 11, 1.0 ),
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DEFINE_DELTA( basevelocity[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
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DEFINE_DELTA( basevelocity[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
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DEFINE_DELTA( basevelocity[2], DT_SIGNED | DT_FLOAT, 16, 8.0 )
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DEFINE_DELTA( basevelocity[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
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// Playerclass signifies it's a decalable glass item when referring to an object
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DEFINE_DELTA( playerclass, DT_INTEGER, 1, 1.0 )
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}
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entity_state_player_t gamedll Player_Encode
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113
cl_dll/GameStudioModelRenderer.cpp
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113
cl_dll/GameStudioModelRenderer.cpp
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@ -0,0 +1,113 @@
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#include <assert.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "com_model.h"
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#include "studio.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "dlight.h"
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#include "triangleapi.h"
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#include <stdio.h>
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#include <string.h>
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#include <memory.h>
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#include <math.h>
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#include "studio_util.h"
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#include "r_studioint.h"
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#include "StudioModelRenderer.h"
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#include "GameStudioModelRenderer.h"
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//
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// Override the StudioModelRender virtual member functions here to implement custom bone
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// setup, blending, etc.
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//
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// Global engine <-> studio model rendering code interface
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extern engine_studio_api_t IEngineStudio;
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// The renderer object, created on the stack.
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CGameStudioModelRenderer g_StudioRenderer;
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/*
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====================
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CGameStudioModelRenderer
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====================
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*/
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CGameStudioModelRenderer::CGameStudioModelRenderer( void )
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{
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}
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////////////////////////////////////
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// Hooks to class implementation
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////////////////////////////////////
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/*
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====================
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R_StudioDrawPlayer
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====================
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*/
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int R_StudioDrawPlayer( int flags, entity_state_t *pplayer )
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{
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return g_StudioRenderer.StudioDrawPlayer( flags, pplayer );
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}
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/*
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====================
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R_StudioDrawModel
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====================
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*/
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int R_StudioDrawModel( int flags )
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{
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return g_StudioRenderer.StudioDrawModel( flags );
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}
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/*
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====================
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R_StudioInit
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====================
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*/
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void R_StudioInit( void )
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{
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g_StudioRenderer.Init();
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}
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// The simple drawing interface we'll pass back to the engine
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r_studio_interface_t studio =
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{
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STUDIO_INTERFACE_VERSION,
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R_StudioDrawModel,
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R_StudioDrawPlayer,
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};
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/*
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====================
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HUD_GetStudioModelInterface
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Export this function for the engine to use the studio renderer class to render objects.
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====================
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*/
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#define DLLEXPORT __declspec( dllexport )
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extern "C" int DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio )
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{
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if ( version != STUDIO_INTERFACE_VERSION )
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return 0;
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// Point the engine to our callbacks
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*ppinterface = &studio;
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// Copy in engine helper functions
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memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ) );
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// Initialize local variables, etc.
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R_StudioInit();
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// Success
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return 1;
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}
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19
cl_dll/GameStudioModelRenderer.h
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19
cl_dll/GameStudioModelRenderer.h
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@ -0,0 +1,19 @@
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#if !defined( GAMESTUDIOMODELRENDERER_H )
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#define GAMESTUDIOMODELRENDERER_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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/*
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====================
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CGameStudioModelRenderer
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====================
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*/
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class CGameStudioModelRenderer : public CStudioModelRenderer
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{
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public:
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CGameStudioModelRenderer( void );
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};
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#endif // GAMESTUDIOMODELRENDERER_H
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985
cl_dll/GameStudioModelRenderer_Sample.cpp
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985
cl_dll/GameStudioModelRenderer_Sample.cpp
Normal file
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@ -0,0 +1,985 @@
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#include <assert.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "com_model.h"
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#include "studio.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "dlight.h"
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#include "triangleapi.h"
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#include <stdio.h>
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#include <string.h>
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#include <memory.h>
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#include <math.h>
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#include "studio_util.h"
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#include "r_studioint.h"
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#include "StudioModelRenderer.h"
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#include "GameStudioModelRenderer.h"
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// Predicted values saved off in hl_weapons.cpp
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void Game_GetSequence( int *seq, int *gaitseq );
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void Game_GetOrientation( float *o, float *a );
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float g_flStartScaleTime;
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int iPrevRenderState;
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int iRenderStateChanged;
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// Global engine <-> studio model rendering code interface
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extern engine_studio_api_t IEngineStudio;
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typedef struct
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{
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vec3_t origin;
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vec3_t angles;
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vec3_t realangles;
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float animtime;
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float frame;
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int sequence;
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int gaitsequence;
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float framerate;
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int m_fSequenceLoops;
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int m_fSequenceFinished;
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byte controller[ 4 ];
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byte blending[ 2 ];
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latchedvars_t lv;
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} client_anim_state_t;
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static client_anim_state_t g_state;
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static client_anim_state_t g_clientstate;
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// The renderer object, created on the stack.
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CGameStudioModelRenderer g_StudioRenderer;
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/*
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====================
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CGameStudioModelRenderer
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====================
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*/
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CGameStudioModelRenderer::CGameStudioModelRenderer( void )
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{
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// If you want to predict animations locally, set this to TRUE
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// NOTE: The animation code is somewhat broken, but gives you a sense for how
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// to do client side animation of the predicted player in a third person game.
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m_bLocal = false;
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}
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/*
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====================
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StudioSetupBones
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====================
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*/
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void CGameStudioModelRenderer::StudioSetupBones ( void )
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{
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int i;
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double f;
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mstudiobone_t *pbones;
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mstudioseqdesc_t *pseqdesc;
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mstudioanim_t *panim;
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static float pos[MAXSTUDIOBONES][3];
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static vec4_t q[MAXSTUDIOBONES];
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float bonematrix[3][4];
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static float pos2[MAXSTUDIOBONES][3];
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static vec4_t q2[MAXSTUDIOBONES];
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static float pos3[MAXSTUDIOBONES][3];
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static vec4_t q3[MAXSTUDIOBONES];
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static float pos4[MAXSTUDIOBONES][3];
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static vec4_t q4[MAXSTUDIOBONES];
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// Use default bone setup for nonplayers
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if ( !m_pCurrentEntity->player )
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{
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CStudioModelRenderer::StudioSetupBones();
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return;
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}
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// Bound sequence number.
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if ( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq )
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{
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m_pCurrentEntity->curstate.sequence = 0;
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}
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
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if ( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 )
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{
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f = m_pPlayerInfo->gaitframe;
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}
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else
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{
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f = StudioEstimateFrame( pseqdesc );
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}
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// This game knows how to do three way blending
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if ( pseqdesc->numblends == 3 )
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{
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float s;
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// Get left anim
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panim = StudioGetAnim( m_pRenderModel, pseqdesc );
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// Blending is 0-127 == Left to Middle, 128 to 255 == Middle to right
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if ( m_pCurrentEntity->curstate.blending[0] <= 127 )
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{
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StudioCalcRotations( pos, q, pseqdesc, panim, f );
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// Scale 0-127 blending up to 0-255
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s = m_pCurrentEntity->curstate.blending[0];
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s = ( s * 2.0 );
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}
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else
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{
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// Skip ahead to middle
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panim += m_pStudioHeader->numbones;
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StudioCalcRotations( pos, q, pseqdesc, panim, f );
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// Scale 127-255 blending up to 0-255
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s = m_pCurrentEntity->curstate.blending[0];
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s = 2.0 * ( s - 127.0 );
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}
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// Normalize interpolant
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s /= 255.0;
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// Go to middle or right
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panim += m_pStudioHeader->numbones;
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StudioCalcRotations( pos2, q2, pseqdesc, panim, f );
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// Spherically interpolate the bones
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StudioSlerpBones( q, pos, q2, pos2, s );
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}
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else
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{
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panim = StudioGetAnim( m_pRenderModel, pseqdesc );
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StudioCalcRotations( pos, q, pseqdesc, panim, f );
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}
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// Are we in the process of transitioning from one sequence to another.
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if ( m_fDoInterp &&
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m_pCurrentEntity->latched.sequencetime &&
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( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) &&
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( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq ))
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{
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// blend from last sequence
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static float pos1b[MAXSTUDIOBONES][3];
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static vec4_t q1b[MAXSTUDIOBONES];
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float s;
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// Blending value into last sequence
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unsigned char prevseqblending = m_pCurrentEntity->latched.prevseqblending[ 0 ];
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// Point at previous sequenece
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence;
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// Know how to do three way blends
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if ( pseqdesc->numblends == 3 )
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{
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float s;
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// Get left animation
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panim = StudioGetAnim( m_pRenderModel, pseqdesc );
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if ( prevseqblending <= 127 )
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{
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// Set up bones based on final frame of previous sequence
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StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
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s = prevseqblending;
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s = ( s * 2.0 );
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}
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else
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{
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// Skip to middle blend
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panim += m_pStudioHeader->numbones;
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StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
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s = prevseqblending;
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s = 2.0 * ( s - 127.0 );
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}
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// Normalize
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s /= 255.0;
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panim += m_pStudioHeader->numbones;
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StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
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// Interpolate bones
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StudioSlerpBones( q1b, pos1b, q2, pos2, s );
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}
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else
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{
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panim = StudioGetAnim( m_pRenderModel, pseqdesc );
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// clip prevframe
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StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
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}
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// Now blend last frame of previous sequence with current sequence.
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s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2;
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StudioSlerpBones( q, pos, q1b, pos1b, s );
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}
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else
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{
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m_pCurrentEntity->latched.prevframe = f;
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}
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// Now convert quaternions and bone positions into matrices
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pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
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for (i = 0; i < m_pStudioHeader->numbones; i++)
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{
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QuaternionMatrix( q[i], bonematrix );
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bonematrix[0][3] = pos[i][0];
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bonematrix[1][3] = pos[i][1];
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bonematrix[2][3] = pos[i][2];
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if (pbones[i].parent == -1)
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{
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if ( IEngineStudio.IsHardware() )
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{
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ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
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ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
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}
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else
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{
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ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
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ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
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}
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// Apply client-side effects to the transformation matrix
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StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
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}
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else
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{
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ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
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ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
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}
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}
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}
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/*
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====================
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StudioEstimateGait
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====================
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*/
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void CGameStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer )
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{
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float dt;
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vec3_t est_velocity;
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dt = (m_clTime - m_clOldTime);
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dt = max( 0.0, dt );
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dt = min( 1.0, dt );
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if (dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount)
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{
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m_flGaitMovement = 0;
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return;
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}
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// VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity );
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if ( m_fGaitEstimation )
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{
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VectorSubtract( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity );
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VectorCopy( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin );
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m_flGaitMovement = Length( est_velocity );
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if (dt <= 0 || m_flGaitMovement / dt < 5)
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{
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m_flGaitMovement = 0;
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est_velocity[0] = 0;
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est_velocity[1] = 0;
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}
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}
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else
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{
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VectorCopy( pplayer->velocity, est_velocity );
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m_flGaitMovement = Length( est_velocity ) * dt;
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}
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if (est_velocity[1] == 0 && est_velocity[0] == 0)
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{
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float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
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flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
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if (flYawDiff > 180)
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flYawDiff -= 360;
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if (flYawDiff < -180)
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flYawDiff += 360;
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if (dt < 0.25)
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flYawDiff *= dt * 4;
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else
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flYawDiff *= dt;
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m_pPlayerInfo->gaityaw += flYawDiff;
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m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360;
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m_flGaitMovement = 0;
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}
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else
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{
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m_pPlayerInfo->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
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if (m_pPlayerInfo->gaityaw > 180)
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m_pPlayerInfo->gaityaw = 180;
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if (m_pPlayerInfo->gaityaw < -180)
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m_pPlayerInfo->gaityaw = -180;
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}
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}
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/*
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====================
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StudioProcessGait
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====================
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*/
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void CGameStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer )
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{
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mstudioseqdesc_t *pseqdesc;
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float dt;
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||||
float flYaw; // view direction relative to movement
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
|
||||
|
||||
m_pCurrentEntity->angles[PITCH] = 0;
|
||||
m_pCurrentEntity->latched.prevangles[PITCH] = m_pCurrentEntity->angles[PITCH];
|
||||
|
||||
dt = (m_clTime - m_clOldTime);
|
||||
dt = max( 0.0, dt );
|
||||
dt = min( 1.0, dt );
|
||||
|
||||
StudioEstimateGait( pplayer );
|
||||
|
||||
// calc side to side turning
|
||||
flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
|
||||
|
||||
flYaw = fmod( flYaw, 360.0 );
|
||||
|
||||
if (flYaw < -180)
|
||||
{
|
||||
flYaw = flYaw + 360;
|
||||
}
|
||||
else if (flYaw > 180)
|
||||
{
|
||||
flYaw = flYaw - 360;
|
||||
}
|
||||
|
||||
float maxyaw = 120.0;
|
||||
|
||||
if (flYaw > maxyaw)
|
||||
{
|
||||
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180;
|
||||
m_flGaitMovement = -m_flGaitMovement;
|
||||
flYaw = flYaw - 180;
|
||||
}
|
||||
else if (flYaw < -maxyaw)
|
||||
{
|
||||
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180;
|
||||
m_flGaitMovement = -m_flGaitMovement;
|
||||
flYaw = flYaw + 180;
|
||||
}
|
||||
|
||||
float blend_yaw = ( flYaw / 90.0 ) * 128.0 + 127.0;
|
||||
blend_yaw = min( 255.0, blend_yaw );
|
||||
blend_yaw = max( 0.0, blend_yaw );
|
||||
|
||||
blend_yaw = 255.0 - blend_yaw;
|
||||
|
||||
m_pCurrentEntity->curstate.blending[0] = (int)(blend_yaw);
|
||||
m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0];
|
||||
m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0];
|
||||
|
||||
m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw;
|
||||
if (m_pCurrentEntity->angles[YAW] < -0)
|
||||
{
|
||||
m_pCurrentEntity->angles[YAW] += 360;
|
||||
}
|
||||
m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW];
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence;
|
||||
|
||||
// Calc gait frame
|
||||
if (pseqdesc->linearmovement[0] > 0)
|
||||
{
|
||||
m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pPlayerInfo->gaitframe += pseqdesc->fps * dt * m_pCurrentEntity->curstate.framerate;
|
||||
}
|
||||
|
||||
// Do modulo
|
||||
m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
|
||||
if (m_pPlayerInfo->gaitframe < 0)
|
||||
{
|
||||
m_pPlayerInfo->gaitframe += pseqdesc->numframes;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==============================
|
||||
SavePlayerState
|
||||
|
||||
For local player, in third person, we need to store real render data and then
|
||||
setup for with fake/client side animation data
|
||||
==============================
|
||||
*/
|
||||
void CGameStudioModelRenderer::SavePlayerState( entity_state_t *pplayer )
|
||||
{
|
||||
client_anim_state_t *st;
|
||||
cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
|
||||
assert( ent );
|
||||
if ( !ent )
|
||||
return;
|
||||
|
||||
st = &g_state;
|
||||
|
||||
st->angles = ent->curstate.angles;
|
||||
st->origin = ent->curstate.origin;
|
||||
|
||||
st->realangles = ent->angles;
|
||||
|
||||
st->sequence = ent->curstate.sequence;
|
||||
st->gaitsequence = pplayer->gaitsequence;
|
||||
st->animtime = ent->curstate.animtime;
|
||||
st->frame = ent->curstate.frame;
|
||||
st->framerate = ent->curstate.framerate;
|
||||
memcpy( st->blending, ent->curstate.blending, 2 );
|
||||
memcpy( st->controller, ent->curstate.controller, 4 );
|
||||
|
||||
st->lv = ent->latched;
|
||||
}
|
||||
|
||||
void GetSequenceInfo( void *pmodel, client_anim_state_t *pev, float *pflFrameRate, float *pflGroundSpeed )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
if (pev->sequence >= pstudiohdr->numseq)
|
||||
{
|
||||
*pflFrameRate = 0.0;
|
||||
*pflGroundSpeed = 0.0;
|
||||
return;
|
||||
}
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
if (pseqdesc->numframes > 1)
|
||||
{
|
||||
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
|
||||
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
|
||||
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
*pflFrameRate = 256.0;
|
||||
*pflGroundSpeed = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
int GetSequenceFlags( void *pmodel, client_anim_state_t *pev )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
return pseqdesc->flags;
|
||||
}
|
||||
|
||||
float StudioFrameAdvance ( client_anim_state_t *st, float framerate, float flInterval )
|
||||
{
|
||||
if (flInterval == 0.0)
|
||||
{
|
||||
flInterval = (gEngfuncs.GetClientTime() - st->animtime);
|
||||
if (flInterval <= 0.001)
|
||||
{
|
||||
st->animtime = gEngfuncs.GetClientTime();
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
if (!st->animtime)
|
||||
flInterval = 0.0;
|
||||
|
||||
st->frame += flInterval * framerate * st->framerate;
|
||||
st->animtime = gEngfuncs.GetClientTime();
|
||||
|
||||
if (st->frame < 0.0 || st->frame >= 256.0)
|
||||
{
|
||||
if ( st->m_fSequenceLoops )
|
||||
st->frame -= (int)(st->frame / 256.0) * 256.0;
|
||||
else
|
||||
st->frame = (st->frame < 0.0) ? 0 : 255;
|
||||
st->m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
|
||||
}
|
||||
|
||||
return flInterval;
|
||||
}
|
||||
|
||||
/*
|
||||
==============================
|
||||
SetupClientAnimation
|
||||
|
||||
Called to set up local player's animation values
|
||||
==============================
|
||||
*/
|
||||
void CGameStudioModelRenderer::SetupClientAnimation( entity_state_t *pplayer )
|
||||
{
|
||||
static double oldtime;
|
||||
double curtime, dt;
|
||||
|
||||
client_anim_state_t *st;
|
||||
float fr, gs;
|
||||
|
||||
cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
|
||||
assert( ent );
|
||||
if ( !ent )
|
||||
return;
|
||||
|
||||
curtime = gEngfuncs.GetClientTime();
|
||||
dt = curtime - oldtime;
|
||||
dt = min( 1.0, max( 0.0, dt ) );
|
||||
|
||||
oldtime = curtime;
|
||||
st = &g_clientstate;
|
||||
|
||||
st->framerate = 1.0;
|
||||
|
||||
int oldseq = st->sequence;
|
||||
Game_GetSequence( &st->sequence, &st->gaitsequence ); //CVAR_GET_FLOAT( "sequence" );
|
||||
Game_GetOrientation( (float *)&st->origin, (float *)&st->angles );
|
||||
st->realangles = st->angles;
|
||||
|
||||
if ( st->sequence != oldseq )
|
||||
{
|
||||
st->frame = 0.0;
|
||||
st->lv.prevsequence = oldseq;
|
||||
st->lv.sequencetime = st->animtime;
|
||||
|
||||
memcpy( st->lv.prevseqblending, st->blending, 2 );
|
||||
memcpy( st->lv.prevcontroller, st->controller, 4 );
|
||||
}
|
||||
|
||||
void *pmodel = (studiohdr_t *)IEngineStudio.Mod_Extradata( ent->model );
|
||||
|
||||
GetSequenceInfo( pmodel, st, &fr, &gs );
|
||||
st->m_fSequenceLoops = ((GetSequenceFlags( pmodel, st ) & STUDIO_LOOPING) != 0);
|
||||
StudioFrameAdvance( st, fr, dt );
|
||||
|
||||
// gEngfuncs.Con_Printf( "gs %i frame %f\n", st->gaitsequence, st->frame );
|
||||
|
||||
ent->angles = st->realangles;
|
||||
ent->curstate.angles = st->angles;
|
||||
ent->curstate.origin = st->origin;
|
||||
|
||||
ent->curstate.sequence = st->sequence;
|
||||
pplayer->gaitsequence = st->gaitsequence;
|
||||
ent->curstate.animtime = st->animtime;
|
||||
ent->curstate.frame = st->frame;
|
||||
ent->curstate.framerate = st->framerate;
|
||||
memcpy( ent->curstate.blending, st->blending, 2 );
|
||||
memcpy( ent->curstate.controller, st->controller, 4 );
|
||||
|
||||
ent->latched = st->lv;
|
||||
}
|
||||
|
||||
/*
|
||||
==============================
|
||||
RestorePlayerState
|
||||
|
||||
Called to restore original player state information
|
||||
==============================
|
||||
*/
|
||||
void CGameStudioModelRenderer::RestorePlayerState( entity_state_t *pplayer )
|
||||
{
|
||||
client_anim_state_t *st;
|
||||
cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
|
||||
assert( ent );
|
||||
if ( !ent )
|
||||
return;
|
||||
|
||||
st = &g_clientstate;
|
||||
|
||||
st->angles = ent->curstate.angles;
|
||||
st->origin = ent->curstate.origin;
|
||||
st->realangles = ent->angles;
|
||||
|
||||
st->sequence = ent->curstate.sequence;
|
||||
st->gaitsequence = pplayer->gaitsequence;
|
||||
st->animtime = ent->curstate.animtime;
|
||||
st->frame = ent->curstate.frame;
|
||||
st->framerate = ent->curstate.framerate;
|
||||
memcpy( st->blending, ent->curstate.blending, 2 );
|
||||
memcpy( st->controller, ent->curstate.controller, 4 );
|
||||
|
||||
st->lv = ent->latched;
|
||||
|
||||
st = &g_state;
|
||||
|
||||
ent->curstate.angles = st->angles;
|
||||
ent->curstate.origin = st->origin;
|
||||
ent->angles = st->realangles;
|
||||
|
||||
ent->curstate.sequence = st->sequence;
|
||||
pplayer->gaitsequence = st->gaitsequence;
|
||||
ent->curstate.animtime = st->animtime;
|
||||
ent->curstate.frame = st->frame;
|
||||
ent->curstate.framerate = st->framerate;
|
||||
memcpy( ent->curstate.blending, st->blending, 2 );
|
||||
memcpy( ent->curstate.controller, st->controller, 4 );
|
||||
|
||||
ent->latched = st->lv;
|
||||
}
|
||||
|
||||
/*
|
||||
==============================
|
||||
StudioDrawPlayer
|
||||
|
||||
==============================
|
||||
*/
|
||||
int CGameStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer )
|
||||
{
|
||||
int iret = 0;
|
||||
|
||||
bool isLocalPlayer = false;
|
||||
|
||||
// Set up for client?
|
||||
if ( m_bLocal && IEngineStudio.GetCurrentEntity() == gEngfuncs.GetLocalPlayer() )
|
||||
{
|
||||
isLocalPlayer = true;
|
||||
}
|
||||
|
||||
if ( isLocalPlayer )
|
||||
{
|
||||
// Store original data
|
||||
SavePlayerState( pplayer );
|
||||
|
||||
// Copy in client side animation data
|
||||
SetupClientAnimation( pplayer );
|
||||
}
|
||||
|
||||
// Call real draw function
|
||||
iret = _StudioDrawPlayer( flags, pplayer );
|
||||
|
||||
// Restore for client?
|
||||
if ( isLocalPlayer )
|
||||
{
|
||||
// Restore the original data for the player
|
||||
RestorePlayerState( pplayer );
|
||||
}
|
||||
|
||||
return iret;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
_StudioDrawPlayer
|
||||
|
||||
====================
|
||||
*/
|
||||
int CGameStudioModelRenderer::_StudioDrawPlayer( int flags, entity_state_t *pplayer )
|
||||
{
|
||||
alight_t lighting;
|
||||
vec3_t dir;
|
||||
|
||||
m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
|
||||
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime );
|
||||
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal );
|
||||
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale );
|
||||
|
||||
m_nPlayerIndex = pplayer->number - 1;
|
||||
|
||||
if (m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients())
|
||||
return 0;
|
||||
|
||||
m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex );
|
||||
if (m_pRenderModel == NULL)
|
||||
return 0;
|
||||
|
||||
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel);
|
||||
IEngineStudio.StudioSetHeader( m_pStudioHeader );
|
||||
IEngineStudio.SetRenderModel( m_pRenderModel );
|
||||
|
||||
if (pplayer->gaitsequence)
|
||||
{
|
||||
vec3_t orig_angles;
|
||||
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
|
||||
|
||||
VectorCopy( m_pCurrentEntity->angles, orig_angles );
|
||||
|
||||
StudioProcessGait( pplayer );
|
||||
|
||||
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence;
|
||||
m_pPlayerInfo = NULL;
|
||||
|
||||
StudioSetUpTransform( 0 );
|
||||
VectorCopy( orig_angles, m_pCurrentEntity->angles );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pCurrentEntity->curstate.controller[0] = 127;
|
||||
m_pCurrentEntity->curstate.controller[1] = 127;
|
||||
m_pCurrentEntity->curstate.controller[2] = 127;
|
||||
m_pCurrentEntity->curstate.controller[3] = 127;
|
||||
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
|
||||
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
|
||||
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
|
||||
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];
|
||||
|
||||
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
|
||||
m_pPlayerInfo->gaitsequence = 0;
|
||||
|
||||
StudioSetUpTransform( 0 );
|
||||
}
|
||||
|
||||
if (flags & STUDIO_RENDER)
|
||||
{
|
||||
// see if the bounding box lets us trivially reject, also sets
|
||||
if (!IEngineStudio.StudioCheckBBox ())
|
||||
return 0;
|
||||
|
||||
(*m_pModelsDrawn)++;
|
||||
(*m_pStudioModelCount)++; // render data cache cookie
|
||||
|
||||
if (m_pStudioHeader->numbodyparts == 0)
|
||||
return 1;
|
||||
}
|
||||
|
||||
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
|
||||
StudioSetupBones( );
|
||||
StudioSaveBones( );
|
||||
m_pPlayerInfo->renderframe = m_nFrameCount;
|
||||
|
||||
m_pPlayerInfo = NULL;
|
||||
|
||||
if (flags & STUDIO_EVENTS)
|
||||
{
|
||||
StudioCalcAttachments( );
|
||||
IEngineStudio.StudioClientEvents( );
|
||||
// copy attachments into global entity array
|
||||
if ( m_pCurrentEntity->index > 0 )
|
||||
{
|
||||
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index );
|
||||
|
||||
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 );
|
||||
}
|
||||
}
|
||||
|
||||
if (flags & STUDIO_RENDER)
|
||||
{
|
||||
/*
|
||||
if (m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model )
|
||||
{
|
||||
// show highest resolution multiplayer model
|
||||
m_pCurrentEntity->curstate.body = 255;
|
||||
}
|
||||
|
||||
if (!(m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1 ) && ( m_pRenderModel == m_pCurrentEntity->model ) )
|
||||
{
|
||||
m_pCurrentEntity->curstate.body = 1; // force helmet
|
||||
}
|
||||
*/
|
||||
|
||||
lighting.plightvec = dir;
|
||||
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );
|
||||
|
||||
IEngineStudio.StudioEntityLight( &lighting );
|
||||
|
||||
// model and frame independant
|
||||
IEngineStudio.StudioSetupLighting (&lighting);
|
||||
|
||||
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
|
||||
|
||||
// get remap colors
|
||||
m_nTopColor = m_pPlayerInfo->topcolor;
|
||||
if (m_nTopColor < 0)
|
||||
m_nTopColor = 0;
|
||||
if (m_nTopColor > 360)
|
||||
m_nTopColor = 360;
|
||||
m_nBottomColor = m_pPlayerInfo->bottomcolor;
|
||||
if (m_nBottomColor < 0)
|
||||
m_nBottomColor = 0;
|
||||
if (m_nBottomColor > 360)
|
||||
m_nBottomColor = 360;
|
||||
|
||||
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor );
|
||||
|
||||
StudioRenderModel( );
|
||||
m_pPlayerInfo = NULL;
|
||||
|
||||
if (pplayer->weaponmodel)
|
||||
{
|
||||
cl_entity_t saveent = *m_pCurrentEntity;
|
||||
|
||||
model_t *pweaponmodel = IEngineStudio.GetModelByIndex( pplayer->weaponmodel );
|
||||
|
||||
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (pweaponmodel);
|
||||
IEngineStudio.StudioSetHeader( m_pStudioHeader );
|
||||
|
||||
StudioMergeBones( pweaponmodel);
|
||||
|
||||
IEngineStudio.StudioSetupLighting (&lighting);
|
||||
|
||||
StudioRenderModel( );
|
||||
|
||||
StudioCalcAttachments( );
|
||||
|
||||
*m_pCurrentEntity = saveent;
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
Studio_FxTransform
|
||||
|
||||
====================
|
||||
*/
|
||||
void CGameStudioModelRenderer::StudioFxTransform( cl_entity_t *ent, float transform[3][4] )
|
||||
{
|
||||
switch( ent->curstate.renderfx )
|
||||
{
|
||||
case kRenderFxDistort:
|
||||
case kRenderFxHologram:
|
||||
if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
|
||||
{
|
||||
int axis = gEngfuncs.pfnRandomLong(0,1);
|
||||
if ( axis == 1 ) // Choose between x & z
|
||||
axis = 2;
|
||||
VectorScale( transform[axis], gEngfuncs.pfnRandomFloat(1,1.484), transform[axis] );
|
||||
}
|
||||
else if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
|
||||
{
|
||||
float offset;
|
||||
int axis = gEngfuncs.pfnRandomLong(0,1);
|
||||
if ( axis == 1 ) // Choose between x & z
|
||||
axis = 2;
|
||||
offset = gEngfuncs.pfnRandomFloat(-10,10);
|
||||
transform[gEngfuncs.pfnRandomLong(0,2)][3] += offset;
|
||||
}
|
||||
break;
|
||||
case kRenderFxExplode:
|
||||
{
|
||||
if ( iRenderStateChanged )
|
||||
{
|
||||
g_flStartScaleTime = m_clTime;
|
||||
iRenderStateChanged = FALSE;
|
||||
}
|
||||
|
||||
// Make the Model continue to shrink
|
||||
float flTimeDelta = m_clTime - g_flStartScaleTime;
|
||||
if ( flTimeDelta > 0 )
|
||||
{
|
||||
float flScale = 0.001;
|
||||
// Goes almost all away
|
||||
if ( flTimeDelta <= 2.0 )
|
||||
flScale = 1.0 - (flTimeDelta / 2.0);
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
for (int j = 0; j < 3; j++)
|
||||
transform[i][j] *= flScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////
|
||||
// Hooks to class implementation
|
||||
////////////////////////////////////
|
||||
|
||||
/*
|
||||
====================
|
||||
R_StudioDrawPlayer
|
||||
|
||||
====================
|
||||
*/
|
||||
int R_StudioDrawPlayer( int flags, entity_state_t *pplayer )
|
||||
{
|
||||
return g_StudioRenderer.StudioDrawPlayer( flags, pplayer );
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
R_StudioDrawModel
|
||||
|
||||
====================
|
||||
*/
|
||||
int R_StudioDrawModel( int flags )
|
||||
{
|
||||
return g_StudioRenderer.StudioDrawModel( flags );
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
R_StudioInit
|
||||
|
||||
====================
|
||||
*/
|
||||
void R_StudioInit( void )
|
||||
{
|
||||
g_StudioRenderer.Init();
|
||||
}
|
||||
|
||||
// The simple drawing interface we'll pass back to the engine
|
||||
r_studio_interface_t studio =
|
||||
{
|
||||
STUDIO_INTERFACE_VERSION,
|
||||
R_StudioDrawModel,
|
||||
R_StudioDrawPlayer,
|
||||
};
|
||||
|
||||
/*
|
||||
====================
|
||||
HUD_GetStudioModelInterface
|
||||
|
||||
Export this function for the engine to use the studio renderer class to render objects.
|
||||
====================
|
||||
*/
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
extern "C" int DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio )
|
||||
{
|
||||
if ( version != STUDIO_INTERFACE_VERSION )
|
||||
return 0;
|
||||
|
||||
// Point the engine to our callbacks
|
||||
*ppinterface = &studio;
|
||||
|
||||
// Copy in engine helper functions
|
||||
memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ) );
|
||||
|
||||
// Initialize local variables, etc.
|
||||
R_StudioInit();
|
||||
|
||||
// Success
|
||||
return 1;
|
||||
}
|
48
cl_dll/GameStudioModelRenderer_Sample.h
Normal file
48
cl_dll/GameStudioModelRenderer_Sample.h
Normal file
|
@ -0,0 +1,48 @@
|
|||
#if !defined( GAMESTUDIOMODELRENDERER_H )
|
||||
#define GAMESTUDIOMODELRENDERER_H
|
||||
#if defined( _WIN32 )
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
/*
|
||||
====================
|
||||
CGameStudioModelRenderer
|
||||
|
||||
====================
|
||||
*/
|
||||
class CGameStudioModelRenderer : public CStudioModelRenderer
|
||||
{
|
||||
public:
|
||||
CGameStudioModelRenderer( void );
|
||||
|
||||
// Set up model bone positions
|
||||
virtual void StudioSetupBones ( void );
|
||||
|
||||
// Estimate gait frame for player
|
||||
virtual void StudioEstimateGait ( entity_state_t *pplayer );
|
||||
|
||||
// Process movement of player
|
||||
virtual void StudioProcessGait ( entity_state_t *pplayer );
|
||||
|
||||
// Player drawing code
|
||||
virtual int StudioDrawPlayer( int flags, entity_state_t *pplayer );
|
||||
virtual int _StudioDrawPlayer( int flags, entity_state_t *pplayer );
|
||||
|
||||
// Apply special effects to transform matrix
|
||||
virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] );
|
||||
|
||||
private:
|
||||
// For local player, in third person, we need to store real render data and then
|
||||
// setup for with fake/client side animation data
|
||||
void SavePlayerState( entity_state_t *pplayer );
|
||||
// Called to set up local player's animation values
|
||||
void SetupClientAnimation( entity_state_t *pplayer );
|
||||
// Called to restore original player state information
|
||||
void RestorePlayerState( entity_state_t *pplayer );
|
||||
|
||||
private:
|
||||
// Private data
|
||||
bool m_bLocal;
|
||||
};
|
||||
|
||||
#endif // GAMESTUDIOMODELRENDERER_H
|
1649
cl_dll/StudioModelRenderer.cpp
Normal file
1649
cl_dll/StudioModelRenderer.cpp
Normal file
File diff suppressed because it is too large
Load diff
182
cl_dll/StudioModelRenderer.h
Normal file
182
cl_dll/StudioModelRenderer.h
Normal file
|
@ -0,0 +1,182 @@
|
|||
#if !defined ( STUDIOMODELRENDERER_H )
|
||||
#define STUDIOMODELRENDERER_H
|
||||
#if defined( _WIN32 )
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
/*
|
||||
====================
|
||||
CStudioModelRenderer
|
||||
|
||||
====================
|
||||
*/
|
||||
class CStudioModelRenderer
|
||||
{
|
||||
public:
|
||||
// Construction/Destruction
|
||||
CStudioModelRenderer( void );
|
||||
virtual ~CStudioModelRenderer( void );
|
||||
|
||||
// Initialization
|
||||
virtual void Init( void );
|
||||
|
||||
public:
|
||||
// Public Interfaces
|
||||
virtual int StudioDrawModel ( int flags );
|
||||
virtual int StudioDrawPlayer ( int flags, struct entity_state_s *pplayer );
|
||||
|
||||
public:
|
||||
// Local interfaces
|
||||
//
|
||||
|
||||
// Look up animation data for sequence
|
||||
virtual mstudioanim_t *StudioGetAnim ( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc );
|
||||
|
||||
// Interpolate model position and angles and set up matrices
|
||||
virtual void StudioSetUpTransform (int trivial_accept);
|
||||
|
||||
// Set up model bone positions
|
||||
virtual void StudioSetupBones ( void );
|
||||
|
||||
// Find final attachment points
|
||||
virtual void StudioCalcAttachments ( void );
|
||||
|
||||
// Save bone matrices and names
|
||||
virtual void StudioSaveBones( void );
|
||||
|
||||
// Merge cached bones with current bones for model
|
||||
virtual void StudioMergeBones ( model_t *m_pSubModel );
|
||||
|
||||
// Determine interpolation fraction
|
||||
virtual float StudioEstimateInterpolant( void );
|
||||
|
||||
// Determine current frame for rendering
|
||||
virtual float StudioEstimateFrame ( mstudioseqdesc_t *pseqdesc );
|
||||
|
||||
// Apply special effects to transform matrix
|
||||
virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] );
|
||||
|
||||
// Spherical interpolation of bones
|
||||
virtual void StudioSlerpBones ( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s );
|
||||
|
||||
// Compute bone adjustments ( bone controllers )
|
||||
virtual void StudioCalcBoneAdj ( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen );
|
||||
|
||||
// Get bone quaternions
|
||||
virtual void StudioCalcBoneQuaterion ( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q );
|
||||
|
||||
// Get bone positions
|
||||
virtual void StudioCalcBonePosition ( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos );
|
||||
|
||||
// Compute rotations
|
||||
virtual void StudioCalcRotations ( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f );
|
||||
|
||||
// Send bones and verts to renderer
|
||||
virtual void StudioRenderModel ( void );
|
||||
|
||||
// Finalize rendering
|
||||
virtual void StudioRenderFinal (void);
|
||||
|
||||
// GL&D3D vs. Software renderer finishing functions
|
||||
virtual void StudioRenderFinal_Software ( void );
|
||||
virtual void StudioRenderFinal_Hardware ( void );
|
||||
|
||||
// Player specific data
|
||||
// Determine pitch and blending amounts for players
|
||||
virtual void StudioPlayerBlend ( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch );
|
||||
|
||||
// Estimate gait frame for player
|
||||
virtual void StudioEstimateGait ( entity_state_t *pplayer );
|
||||
|
||||
// Process movement of player
|
||||
virtual void StudioProcessGait ( entity_state_t *pplayer );
|
||||
|
||||
public:
|
||||
|
||||
// Client clock
|
||||
double m_clTime;
|
||||
// Old Client clock
|
||||
double m_clOldTime;
|
||||
|
||||
// Do interpolation?
|
||||
int m_fDoInterp;
|
||||
// Do gait estimation?
|
||||
int m_fGaitEstimation;
|
||||
|
||||
// Current render frame #
|
||||
int m_nFrameCount;
|
||||
|
||||
// Cvars that studio model code needs to reference
|
||||
//
|
||||
// Use high quality models?
|
||||
cvar_t *m_pCvarHiModels;
|
||||
// Developer debug output desired?
|
||||
cvar_t *m_pCvarDeveloper;
|
||||
// Draw entities bone hit boxes, etc?
|
||||
cvar_t *m_pCvarDrawEntities;
|
||||
|
||||
// The entity which we are currently rendering.
|
||||
cl_entity_t *m_pCurrentEntity;
|
||||
|
||||
// The model for the entity being rendered
|
||||
model_t *m_pRenderModel;
|
||||
|
||||
// Player info for current player, if drawing a player
|
||||
player_info_t *m_pPlayerInfo;
|
||||
|
||||
// The index of the player being drawn
|
||||
int m_nPlayerIndex;
|
||||
|
||||
// The player's gait movement
|
||||
float m_flGaitMovement;
|
||||
|
||||
// Pointer to header block for studio model data
|
||||
studiohdr_t *m_pStudioHeader;
|
||||
|
||||
// Pointers to current body part and submodel
|
||||
mstudiobodyparts_t *m_pBodyPart;
|
||||
mstudiomodel_t *m_pSubModel;
|
||||
|
||||
// Palette substition for top and bottom of model
|
||||
int m_nTopColor;
|
||||
int m_nBottomColor;
|
||||
|
||||
//
|
||||
// Sprite model used for drawing studio model chrome
|
||||
model_t *m_pChromeSprite;
|
||||
|
||||
// Caching
|
||||
// Number of bones in bone cache
|
||||
int m_nCachedBones;
|
||||
// Names of cached bones
|
||||
char m_nCachedBoneNames[ MAXSTUDIOBONES ][ 32 ];
|
||||
// Cached bone & light transformation matrices
|
||||
float m_rgCachedBoneTransform [ MAXSTUDIOBONES ][ 3 ][ 4 ];
|
||||
float m_rgCachedLightTransform[ MAXSTUDIOBONES ][ 3 ][ 4 ];
|
||||
|
||||
// Software renderer scale factors
|
||||
float m_fSoftwareXScale, m_fSoftwareYScale;
|
||||
|
||||
// Current view vectors and render origin
|
||||
float m_vUp[ 3 ];
|
||||
float m_vRight[ 3 ];
|
||||
float m_vNormal[ 3 ];
|
||||
|
||||
float m_vRenderOrigin[ 3 ];
|
||||
|
||||
// Model render counters ( from engine )
|
||||
int *m_pStudioModelCount;
|
||||
int *m_pModelsDrawn;
|
||||
|
||||
// Matrices
|
||||
// Model to world transformation
|
||||
float (*m_protationmatrix)[ 3 ][ 4 ];
|
||||
// Model to view transformation
|
||||
float (*m_paliastransform)[ 3 ][ 4 ];
|
||||
|
||||
// Concatenated bone and light transforms
|
||||
float (*m_pbonetransform) [ MAXSTUDIOBONES ][ 3 ][ 4 ];
|
||||
float (*m_plighttransform)[ MAXSTUDIOBONES ][ 3 ][ 4 ];
|
||||
};
|
||||
|
||||
#endif // STUDIOMODELRENDERER_H
|
|
@ -186,6 +186,10 @@ SOURCE=.\flashlight.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\GameStudioModelRenderer.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\geiger.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -266,6 +270,14 @@ SOURCE=.\statusbar.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\studio_util.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StudioModelRenderer.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\text_message.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -366,6 +378,10 @@ SOURCE=.\eventscripts.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\GameStudioModelRenderer.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\health.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -418,6 +434,14 @@ SOURCE=..\pm_shared\pm_shared.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\studio_util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StudioModelRenderer.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
|
|
@ -8,7 +8,7 @@ Project: "cl_dll"=.\cl_dll.dsp - Package Owner=<4>
|
|||
Package=<5>
|
||||
{{{
|
||||
begin source code control
|
||||
"$/HLStandardSDK/SourceCode/cl_dll", NUWHAAAA
|
||||
"$/GoldSrc/cl_dll", HGEBAAAA
|
||||
.
|
||||
end source code control
|
||||
}}}
|
||||
|
@ -23,6 +23,10 @@ Global:
|
|||
|
||||
Package=<5>
|
||||
{{{
|
||||
begin source code control
|
||||
"$/Sdk/Standard/cl_dll", UBZBAAAA
|
||||
.
|
||||
end source code control
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
|
|
1245
cl_dll/cl_dll.mak
1245
cl_dll/cl_dll.mak
File diff suppressed because it is too large
Load diff
|
@ -18,6 +18,8 @@ void Game_AddObjects( void );
|
|||
|
||||
extern vec3_t v_origin;
|
||||
|
||||
int g_iAlive = 1;
|
||||
|
||||
extern "C"
|
||||
{
|
||||
int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname );
|
||||
|
@ -68,6 +70,9 @@ void DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const stru
|
|||
// Spectator
|
||||
state->iuser1 = client->iuser1;
|
||||
state->iuser2 = client->iuser2;
|
||||
|
||||
// Fire prevention
|
||||
state->iuser4 = client->iuser4;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -163,10 +168,16 @@ void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct
|
|||
|
||||
pcd->deadflag = ppcd->deadflag;
|
||||
|
||||
// Spectating or not dead == get control over view angles.
|
||||
g_iAlive = ( ppcd->iuser1 || ( pcd->deadflag == DEAD_NO ) ) ? 1 : 0;
|
||||
|
||||
// Spectator
|
||||
pcd->iuser1 = ppcd->iuser1;
|
||||
pcd->iuser2 = ppcd->iuser2;
|
||||
|
||||
// Fire prevention
|
||||
pcd->iuser4 = ppcd->iuser4;
|
||||
|
||||
memcpy( wd, pwd, 32 * sizeof( weapon_data_t ) );
|
||||
}
|
||||
|
||||
|
|
|
@ -788,7 +788,24 @@ void EV_SpinGauss( event_args_t *args )
|
|||
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "ambience/pulsemachine.wav", 1.0, ATTN_NORM, iSoundState, pitch );
|
||||
}
|
||||
|
||||
// FIXME, pass m_fPrimaryFire in as parameter!!!
|
||||
/*
|
||||
==============================
|
||||
EV_StopPreviousGauss
|
||||
|
||||
==============================
|
||||
*/
|
||||
void EV_StopPreviousGauss( int idx )
|
||||
{
|
||||
// Make sure we don't have a gauss spin event in the queue for this guy
|
||||
gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/gaussspin.sc" );
|
||||
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "ambience/pulsemachine.wav" );
|
||||
|
||||
if ( EV_IsLocal( idx ) )
|
||||
{
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 );
|
||||
}
|
||||
}
|
||||
|
||||
void EV_FireGauss( event_args_t *args )
|
||||
{
|
||||
int idx;
|
||||
|
@ -818,6 +835,12 @@ void EV_FireGauss( event_args_t *args )
|
|||
VectorCopy( args->angles, angles );
|
||||
VectorCopy( args->velocity, velocity );
|
||||
|
||||
if ( args->bparam2 )
|
||||
{
|
||||
EV_StopPreviousGauss( idx );
|
||||
return;
|
||||
}
|
||||
|
||||
// Make sure we don't have a gauss spin event in the queue for this guy
|
||||
gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/gaussspin.sc" );
|
||||
|
||||
|
@ -837,8 +860,6 @@ void EV_FireGauss( event_args_t *args )
|
|||
gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 );
|
||||
}
|
||||
|
||||
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "ambience/pulsemachine.wav" );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/gauss2.wav", 0.5 + flDamage * (1.0 / 400.0), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
|
||||
|
||||
while (flDamage > 10 && nMaxHits > 0)
|
||||
|
|
|
@ -96,6 +96,133 @@ void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
// FIXME: In order to predict animations client side, you'll need to work with the following code.
|
||||
// It's not quite working, but it should be of use if you want
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : *pmodel -
|
||||
// *label -
|
||||
// Output : int
|
||||
//-----------------------------------------------------------------------------
|
||||
int LookupSequence( void *pmodel, const char *label )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
for (int i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (stricmp( pseqdesc[i].label, label ) == 0)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : *label -
|
||||
// Output : int CBaseAnimating :: LookupSequence
|
||||
//-----------------------------------------------------------------------------
|
||||
int CBaseAnimating :: LookupSequence ( const char *label )
|
||||
{
|
||||
cl_entity_t *current;
|
||||
|
||||
current = gEngfuncs.GetLocalPlayer();
|
||||
if ( !current || !current->model )
|
||||
return 0;
|
||||
|
||||
return ::LookupSequence( (studiohdr_t *)IEngineStudio.Mod_Extradata( current->model ), label );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : *pmodel -
|
||||
// *pev -
|
||||
// *pflFrameRate -
|
||||
// *pflGroundSpeed -
|
||||
//-----------------------------------------------------------------------------
|
||||
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
if (pev->sequence >= pstudiohdr->numseq)
|
||||
{
|
||||
*pflFrameRate = 0.0;
|
||||
*pflGroundSpeed = 0.0;
|
||||
return;
|
||||
}
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
if (pseqdesc->numframes > 1)
|
||||
{
|
||||
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
|
||||
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
|
||||
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
*pflFrameRate = 256.0;
|
||||
*pflGroundSpeed = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : *pmodel -
|
||||
// *pev -
|
||||
// Output : int
|
||||
//-----------------------------------------------------------------------------
|
||||
int GetSequenceFlags( void *pmodel, entvars_t *pev )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
return pseqdesc->flags;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input :
|
||||
//-----------------------------------------------------------------------------
|
||||
void CBaseAnimating :: ResetSequenceInfo ( )
|
||||
{
|
||||
cl_entity_t *current;
|
||||
|
||||
current = gEngfuncs.GetLocalPlayer();
|
||||
if ( !current || !current->model )
|
||||
return;
|
||||
|
||||
void *pmodel = (studiohdr_t *)IEngineStudio.Mod_Extradata( current->model );
|
||||
|
||||
GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
|
||||
m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
|
||||
pev->animtime = gpGlobals->time;
|
||||
pev->framerate = 1.0;
|
||||
m_fSequenceFinished = FALSE;
|
||||
m_flLastEventCheck = gpGlobals->time;
|
||||
}
|
||||
*/
|
||||
/*
|
||||
=====================
|
||||
CBaseEntity :: Killed
|
||||
|
@ -788,6 +915,59 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
|
|||
g_finalstate = NULL;
|
||||
}
|
||||
|
||||
// For storing predicted sequence and gaitsequence and origin/angles data
|
||||
static int g_rseq = 0, g_gaitseq = 0;
|
||||
static vec3_t g_clorg, g_clang;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : *seq -
|
||||
// *gaitseq -
|
||||
//-----------------------------------------------------------------------------
|
||||
void Game_GetSequence( int *seq, int *gaitseq )
|
||||
{
|
||||
*seq = g_rseq;
|
||||
*gaitseq = g_gaitseq;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : seq -
|
||||
// gaitseq -
|
||||
//-----------------------------------------------------------------------------
|
||||
void Game_SetSequence( int seq, int gaitseq )
|
||||
{
|
||||
g_rseq = seq;
|
||||
g_gaitseq = gaitseq;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : o -
|
||||
// a -
|
||||
//-----------------------------------------------------------------------------
|
||||
void Game_SetOrientation( vec3_t o, vec3_t a )
|
||||
{
|
||||
g_clorg = o;
|
||||
g_clang = a;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : *o -
|
||||
// *a -
|
||||
//-----------------------------------------------------------------------------
|
||||
void Game_GetOrientation( float *o, float *a )
|
||||
{
|
||||
int i;
|
||||
|
||||
for ( i = 0; i < 3; i++ )
|
||||
{
|
||||
o[ i ] = g_clorg[ i ];
|
||||
a[ i ] = g_clang[ i ];
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PostRunCmd
|
||||
|
@ -817,6 +997,13 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s
|
|||
to->client.fov = g_lastFOV;
|
||||
}
|
||||
|
||||
// Store of final sequence, etc. for client side animation
|
||||
if ( g_runfuncs )
|
||||
{
|
||||
Game_SetSequence( to->playerstate.sequence, to->playerstate.gaitsequence );
|
||||
Game_SetOrientation( to->playerstate.origin, cmd->viewangles );
|
||||
}
|
||||
|
||||
// All games can use FOV state
|
||||
g_lastFOV = to->client.fov;
|
||||
}
|
||||
|
|
|
@ -30,6 +30,8 @@ extern "C"
|
|||
int DLLEXPORT HUD_Key_Event( int eventcode, int keynum, const char *pszCurrentBinding );
|
||||
}
|
||||
|
||||
extern int g_iAlive;
|
||||
|
||||
extern int g_weaponselect;
|
||||
extern cl_enginefunc_t gEngfuncs;
|
||||
|
||||
|
@ -686,7 +688,7 @@ void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int activ
|
|||
gEngfuncs.GetViewAngles( (float *)viewangles );
|
||||
// Set current view angles.
|
||||
|
||||
if ( gHUD.m_Health.m_iHealth > 0 )
|
||||
if ( g_iAlive )
|
||||
{
|
||||
VectorCopy( viewangles, cmd->viewangles );
|
||||
VectorCopy( viewangles, oldangles );
|
||||
|
|
|
@ -27,6 +27,10 @@
|
|||
DECLARE_MESSAGE( m_Message, HudText )
|
||||
DECLARE_MESSAGE( m_Message, GameTitle )
|
||||
|
||||
// 1 Global client_textmessage_t for custom messages that aren't in the titles.txt
|
||||
client_textmessage_t g_pCustomMessage;
|
||||
char *g_pCustomName = "Custom";
|
||||
char g_pCustomText[1024];
|
||||
|
||||
int CHudMessage::Init(void)
|
||||
{
|
||||
|
@ -415,13 +419,61 @@ int CHudMessage::Draw( float fTime )
|
|||
|
||||
void CHudMessage::MessageAdd( const char *pName, float time )
|
||||
{
|
||||
int i;
|
||||
int i,j;
|
||||
client_textmessage_t *tempMessage;
|
||||
|
||||
for ( i = 0; i < maxHUDMessages; i++ )
|
||||
{
|
||||
if ( !m_pMessages[i] )
|
||||
{
|
||||
m_pMessages[i] = TextMessageGet( pName );
|
||||
// Trim off a leading # if it's there
|
||||
if ( pName[0] == '#' )
|
||||
tempMessage = TextMessageGet( pName+1 );
|
||||
else
|
||||
tempMessage = TextMessageGet( pName );
|
||||
// If we couldnt find it in the titles.txt, just create it
|
||||
if ( !tempMessage )
|
||||
{
|
||||
g_pCustomMessage.effect = 2;
|
||||
g_pCustomMessage.r1 = g_pCustomMessage.g1 = g_pCustomMessage.b1 = g_pCustomMessage.a1 = 100;
|
||||
g_pCustomMessage.r2 = 240;
|
||||
g_pCustomMessage.g2 = 110;
|
||||
g_pCustomMessage.b2 = 0;
|
||||
g_pCustomMessage.a2 = 0;
|
||||
g_pCustomMessage.x = -1; // Centered
|
||||
g_pCustomMessage.y = 0.7;
|
||||
g_pCustomMessage.fadein = 0.01;
|
||||
g_pCustomMessage.fadeout = 1.5;
|
||||
g_pCustomMessage.fxtime = 0.25;
|
||||
g_pCustomMessage.holdtime = 5;
|
||||
g_pCustomMessage.pName = g_pCustomName;
|
||||
strcpy( g_pCustomText, pName );
|
||||
g_pCustomMessage.pMessage = g_pCustomText;
|
||||
|
||||
tempMessage = &g_pCustomMessage;
|
||||
}
|
||||
|
||||
for ( j = 0; j < maxHUDMessages; j++ )
|
||||
{
|
||||
if ( m_pMessages[j] )
|
||||
{
|
||||
// is this message already in the list
|
||||
if ( !strcmp( tempMessage->pMessage, m_pMessages[j]->pMessage ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
// get rid of any other messages in same location (only one displays at a time)
|
||||
else if ( abs( tempMessage->y - m_pMessages[j]->y ) < 1 )
|
||||
{
|
||||
if ( abs( tempMessage->x - m_pMessages[j]->x ) < 1 )
|
||||
{
|
||||
m_pMessages[j] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_pMessages[i] = tempMessage;
|
||||
m_startTime[i] = time;
|
||||
return;
|
||||
}
|
||||
|
|
244
cl_dll/studio_util.cpp
Normal file
244
cl_dll/studio_util.cpp
Normal file
|
@ -0,0 +1,244 @@
|
|||
#include <memory.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "com_model.h"
|
||||
#include "studio_util.h"
|
||||
|
||||
/*
|
||||
====================
|
||||
AngleMatrix
|
||||
|
||||
====================
|
||||
*/
|
||||
void AngleMatrix (const float *angles, float (*matrix)[4] )
|
||||
{
|
||||
float angle;
|
||||
float sr, sp, sy, cr, cp, cy;
|
||||
|
||||
angle = angles[YAW] * (M_PI*2 / 360);
|
||||
sy = sin(angle);
|
||||
cy = cos(angle);
|
||||
angle = angles[PITCH] * (M_PI*2 / 360);
|
||||
sp = sin(angle);
|
||||
cp = cos(angle);
|
||||
angle = angles[ROLL] * (M_PI*2 / 360);
|
||||
sr = sin(angle);
|
||||
cr = cos(angle);
|
||||
|
||||
// matrix = (YAW * PITCH) * ROLL
|
||||
matrix[0][0] = cp*cy;
|
||||
matrix[1][0] = cp*sy;
|
||||
matrix[2][0] = -sp;
|
||||
matrix[0][1] = sr*sp*cy+cr*-sy;
|
||||
matrix[1][1] = sr*sp*sy+cr*cy;
|
||||
matrix[2][1] = sr*cp;
|
||||
matrix[0][2] = (cr*sp*cy+-sr*-sy);
|
||||
matrix[1][2] = (cr*sp*sy+-sr*cy);
|
||||
matrix[2][2] = cr*cp;
|
||||
matrix[0][3] = 0.0;
|
||||
matrix[1][3] = 0.0;
|
||||
matrix[2][3] = 0.0;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
VectorCompare
|
||||
|
||||
====================
|
||||
*/
|
||||
int VectorCompare (const float *v1, const float *v2)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0 ; i<3 ; i++)
|
||||
if (v1[i] != v2[i])
|
||||
return 0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
CrossProduct
|
||||
|
||||
====================
|
||||
*/
|
||||
void CrossProduct (const float *v1, const float *v2, float *cross)
|
||||
{
|
||||
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
|
||||
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
|
||||
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
VectorTransform
|
||||
|
||||
====================
|
||||
*/
|
||||
void VectorTransform (const float *in1, float in2[3][4], float *out)
|
||||
{
|
||||
out[0] = DotProduct(in1, in2[0]) + in2[0][3];
|
||||
out[1] = DotProduct(in1, in2[1]) + in2[1][3];
|
||||
out[2] = DotProduct(in1, in2[2]) + in2[2][3];
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
ConcatTransforms
|
||||
|
||||
================
|
||||
*/
|
||||
void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4])
|
||||
{
|
||||
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
|
||||
in1[0][2] * in2[2][0];
|
||||
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
|
||||
in1[0][2] * in2[2][1];
|
||||
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
|
||||
in1[0][2] * in2[2][2];
|
||||
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
|
||||
in1[0][2] * in2[2][3] + in1[0][3];
|
||||
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
|
||||
in1[1][2] * in2[2][0];
|
||||
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
|
||||
in1[1][2] * in2[2][1];
|
||||
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
|
||||
in1[1][2] * in2[2][2];
|
||||
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
|
||||
in1[1][2] * in2[2][3] + in1[1][3];
|
||||
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
|
||||
in1[2][2] * in2[2][0];
|
||||
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
|
||||
in1[2][2] * in2[2][1];
|
||||
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
|
||||
in1[2][2] * in2[2][2];
|
||||
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
|
||||
in1[2][2] * in2[2][3] + in1[2][3];
|
||||
}
|
||||
|
||||
// angles index are not the same as ROLL, PITCH, YAW
|
||||
|
||||
/*
|
||||
====================
|
||||
AngleQuaternion
|
||||
|
||||
====================
|
||||
*/
|
||||
void AngleQuaternion( float *angles, vec4_t quaternion )
|
||||
{
|
||||
float angle;
|
||||
float sr, sp, sy, cr, cp, cy;
|
||||
|
||||
// FIXME: rescale the inputs to 1/2 angle
|
||||
angle = angles[2] * 0.5;
|
||||
sy = sin(angle);
|
||||
cy = cos(angle);
|
||||
angle = angles[1] * 0.5;
|
||||
sp = sin(angle);
|
||||
cp = cos(angle);
|
||||
angle = angles[0] * 0.5;
|
||||
sr = sin(angle);
|
||||
cr = cos(angle);
|
||||
|
||||
quaternion[0] = sr*cp*cy-cr*sp*sy; // X
|
||||
quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
|
||||
quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
|
||||
quaternion[3] = cr*cp*cy+sr*sp*sy; // W
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
QuaternionSlerp
|
||||
|
||||
====================
|
||||
*/
|
||||
void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt )
|
||||
{
|
||||
int i;
|
||||
float omega, cosom, sinom, sclp, sclq;
|
||||
|
||||
// decide if one of the quaternions is backwards
|
||||
float a = 0;
|
||||
float b = 0;
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
a += (p[i]-q[i])*(p[i]-q[i]);
|
||||
b += (p[i]+q[i])*(p[i]+q[i]);
|
||||
}
|
||||
if (a > b)
|
||||
{
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
q[i] = -q[i];
|
||||
}
|
||||
}
|
||||
|
||||
cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
|
||||
|
||||
if ((1.0 + cosom) > 0.000001)
|
||||
{
|
||||
if ((1.0 - cosom) > 0.000001)
|
||||
{
|
||||
omega = acos( cosom );
|
||||
sinom = sin( omega );
|
||||
sclp = sin( (1.0 - t)*omega) / sinom;
|
||||
sclq = sin( t*omega ) / sinom;
|
||||
}
|
||||
else
|
||||
{
|
||||
sclp = 1.0 - t;
|
||||
sclq = t;
|
||||
}
|
||||
for (i = 0; i < 4; i++) {
|
||||
qt[i] = sclp * p[i] + sclq * q[i];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
qt[0] = -q[1];
|
||||
qt[1] = q[0];
|
||||
qt[2] = -q[3];
|
||||
qt[3] = q[2];
|
||||
sclp = sin( (1.0 - t) * (0.5 * M_PI));
|
||||
sclq = sin( t * (0.5 * M_PI));
|
||||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
qt[i] = sclp * p[i] + sclq * qt[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
QuaternionMatrix
|
||||
|
||||
====================
|
||||
*/
|
||||
void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] )
|
||||
{
|
||||
matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2];
|
||||
matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2];
|
||||
matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1];
|
||||
|
||||
matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2];
|
||||
matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2];
|
||||
matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0];
|
||||
|
||||
matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1];
|
||||
matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0];
|
||||
matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1];
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
MatrixCopy
|
||||
|
||||
====================
|
||||
*/
|
||||
void MatrixCopy( float in[3][4], float out[3][4] )
|
||||
{
|
||||
memcpy( out, in, sizeof( float ) * 3 * 4 );
|
||||
}
|
33
cl_dll/studio_util.h
Normal file
33
cl_dll/studio_util.h
Normal file
|
@ -0,0 +1,33 @@
|
|||
#if !defined( STUDIO_UTIL_H )
|
||||
#define STUDIO_UTIL_H
|
||||
#if defined( WIN32 )
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||||
#endif
|
||||
|
||||
#ifndef PITCH
|
||||
// MOVEMENT INFO
|
||||
// up / down
|
||||
#define PITCH 0
|
||||
// left / right
|
||||
#define YAW 1
|
||||
// fall over
|
||||
#define ROLL 2
|
||||
#endif
|
||||
|
||||
#define FDotProduct( a, b ) (fabs((a[0])*(b[0])) + fabs((a[1])*(b[1])) + fabs((a[2])*(b[2])))
|
||||
|
||||
void AngleMatrix (const float *angles, float (*matrix)[4] );
|
||||
int VectorCompare (const float *v1, const float *v2);
|
||||
void CrossProduct (const float *v1, const float *v2, float *cross);
|
||||
void VectorTransform (const float *in1, float in2[3][4], float *out);
|
||||
void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
|
||||
void MatrixCopy( float in[3][4], float out[3][4] );
|
||||
void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] );
|
||||
void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt );
|
||||
void AngleQuaternion( float *angles, vec4_t quaternion );
|
||||
|
||||
#endif // STUDIO_UTIL_H
|
|
@ -1513,7 +1513,19 @@ void TeamFortressViewport::ShowVGUIMenu( int iMenu )
|
|||
// See if another menu is visible, and if so, cache this one for display once the other one's finished
|
||||
if (m_pCurrentMenu)
|
||||
{
|
||||
m_pCurrentMenu->SetNextMenu( pNewMenu );
|
||||
if ( m_pCurrentMenu->GetMenuID() == MENU_CLASS && iMenu == MENU_TEAM )
|
||||
{
|
||||
CMenuPanel *temp = m_pCurrentMenu;
|
||||
m_pCurrentMenu->Close();
|
||||
m_pCurrentMenu = pNewMenu;
|
||||
m_pCurrentMenu->SetNextMenu( temp );
|
||||
m_pCurrentMenu->Open();
|
||||
UpdateCursorState();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pCurrentMenu->SetNextMenu( pNewMenu );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -835,6 +835,22 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
|||
if ( CL_IsThirdPerson() )
|
||||
{
|
||||
VectorCopy( camAngles, pparams->viewangles);
|
||||
float pitch = camAngles[ 0 ];
|
||||
|
||||
// Normalize angles
|
||||
if ( pitch > 180 )
|
||||
pitch -= 360.0;
|
||||
else if ( pitch < -180 )
|
||||
pitch += 360;
|
||||
|
||||
// Player pitch is inverted
|
||||
pitch /= -3.0;
|
||||
|
||||
// Slam local player's pitch value
|
||||
ent->angles[ 0 ] = pitch;
|
||||
ent->curstate.angles[ 0 ] = pitch;
|
||||
ent->prevstate.angles[ 0 ] = pitch;
|
||||
ent->latched.prevangles[ 0 ] = pitch;
|
||||
}
|
||||
|
||||
// override all previous settings if the viewent isn't the client
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
344
common/com_model.h
Normal file
344
common/com_model.h
Normal file
|
@ -0,0 +1,344 @@
|
|||
// com_model.h
|
||||
#if !defined( COM_MODEL_H )
|
||||
#define COM_MODEL_H
|
||||
#if defined( _WIN32 )
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#define STUDIO_RENDER 1
|
||||
#define STUDIO_EVENTS 2
|
||||
|
||||
#define MAX_CLIENTS 32
|
||||
#define MAX_EDICTS 900
|
||||
|
||||
#define MAX_MODEL_NAME 64
|
||||
#define MAX_MAP_HULLS 4
|
||||
#define MIPLEVELS 4
|
||||
#define NUM_AMBIENTS 4 // automatic ambient sounds
|
||||
#define MAXLIGHTMAPS 4
|
||||
#define PLANE_ANYZ 5
|
||||
|
||||
#define ALIAS_Z_CLIP_PLANE 5
|
||||
|
||||
// flags in finalvert_t.flags
|
||||
#define ALIAS_LEFT_CLIP 0x0001
|
||||
#define ALIAS_TOP_CLIP 0x0002
|
||||
#define ALIAS_RIGHT_CLIP 0x0004
|
||||
#define ALIAS_BOTTOM_CLIP 0x0008
|
||||
#define ALIAS_Z_CLIP 0x0010
|
||||
#define ALIAS_ONSEAM 0x0020
|
||||
#define ALIAS_XY_CLIP_MASK 0x000F
|
||||
|
||||
#define ZISCALE ((float)0x8000)
|
||||
|
||||
#define CACHE_SIZE 32 // used to align key data structures
|
||||
|
||||
typedef enum
|
||||
{
|
||||
mod_brush,
|
||||
mod_sprite,
|
||||
mod_alias,
|
||||
mod_studio
|
||||
} modtype_t;
|
||||
|
||||
// must match definition in modelgen.h
|
||||
#ifndef SYNCTYPE_T
|
||||
#define SYNCTYPE_T
|
||||
|
||||
typedef enum
|
||||
{
|
||||
ST_SYNC=0,
|
||||
ST_RAND
|
||||
} synctype_t;
|
||||
|
||||
#endif
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float mins[3], maxs[3];
|
||||
float origin[3];
|
||||
int headnode[MAX_MAP_HULLS];
|
||||
int visleafs; // not including the solid leaf 0
|
||||
int firstface, numfaces;
|
||||
} dmodel_t;
|
||||
|
||||
// plane_t structure
|
||||
typedef struct mplane_s
|
||||
{
|
||||
vec3_t normal; // surface normal
|
||||
float dist; // closest appoach to origin
|
||||
byte type; // for texture axis selection and fast side tests
|
||||
byte signbits; // signx + signy<<1 + signz<<1
|
||||
byte pad[2];
|
||||
} mplane_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
vec3_t position;
|
||||
} mvertex_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
unsigned short v[2];
|
||||
unsigned int cachededgeoffset;
|
||||
} medge_t;
|
||||
|
||||
typedef struct texture_s
|
||||
{
|
||||
char name[16];
|
||||
unsigned width, height;
|
||||
int anim_total; // total tenths in sequence ( 0 = no)
|
||||
int anim_min, anim_max; // time for this frame min <=time< max
|
||||
struct texture_s *anim_next; // in the animation sequence
|
||||
struct texture_s *alternate_anims; // bmodels in frame 1 use these
|
||||
unsigned offsets[MIPLEVELS]; // four mip maps stored
|
||||
unsigned paloffset;
|
||||
} texture_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float vecs[2][4]; // [s/t] unit vectors in world space.
|
||||
// [i][3] is the s/t offset relative to the origin.
|
||||
// s or t = dot(3Dpoint,vecs[i])+vecs[i][3]
|
||||
float mipadjust; // ?? mipmap limits for very small surfaces
|
||||
texture_t *texture;
|
||||
int flags; // sky or slime, no lightmap or 256 subdivision
|
||||
} mtexinfo_t;
|
||||
|
||||
typedef struct mnode_s
|
||||
{
|
||||
// common with leaf
|
||||
int contents; // 0, to differentiate from leafs
|
||||
int visframe; // node needs to be traversed if current
|
||||
|
||||
short minmaxs[6]; // for bounding box culling
|
||||
|
||||
struct mnode_s *parent;
|
||||
|
||||
// node specific
|
||||
mplane_t *plane;
|
||||
struct mnode_s *children[2];
|
||||
|
||||
unsigned short firstsurface;
|
||||
unsigned short numsurfaces;
|
||||
} mnode_t;
|
||||
|
||||
typedef struct msurface_s msurface_t;
|
||||
typedef struct decal_s decal_t;
|
||||
|
||||
// JAY: Compress this as much as possible
|
||||
struct decal_s
|
||||
{
|
||||
decal_t *pnext; // linked list for each surface
|
||||
msurface_t *psurface; // Surface id for persistence / unlinking
|
||||
short dx; // Offsets into surface texture (in texture coordinates, so we don't need floats)
|
||||
short dy;
|
||||
short texture; // Decal texture
|
||||
byte scale; // Pixel scale
|
||||
byte flags; // Decal flags
|
||||
|
||||
short entityIndex; // Entity this is attached to
|
||||
};
|
||||
|
||||
typedef struct mleaf_s
|
||||
{
|
||||
// common with node
|
||||
int contents; // wil be a negative contents number
|
||||
int visframe; // node needs to be traversed if current
|
||||
|
||||
short minmaxs[6]; // for bounding box culling
|
||||
|
||||
struct mnode_s *parent;
|
||||
|
||||
// leaf specific
|
||||
byte *compressed_vis;
|
||||
struct efrag_s *efrags;
|
||||
|
||||
msurface_t **firstmarksurface;
|
||||
int nummarksurfaces;
|
||||
int key; // BSP sequence number for leaf's contents
|
||||
byte ambient_sound_level[NUM_AMBIENTS];
|
||||
} mleaf_t;
|
||||
|
||||
struct msurface_s
|
||||
{
|
||||
int visframe; // should be drawn when node is crossed
|
||||
|
||||
int dlightframe; // last frame the surface was checked by an animated light
|
||||
int dlightbits; // dynamically generated. Indicates if the surface illumination
|
||||
// is modified by an animated light.
|
||||
|
||||
mplane_t *plane; // pointer to shared plane
|
||||
int flags; // see SURF_ #defines
|
||||
|
||||
int firstedge; // look up in model->surfedges[], negative numbers
|
||||
int numedges; // are backwards edges
|
||||
|
||||
// surface generation data
|
||||
struct surfcache_s *cachespots[MIPLEVELS];
|
||||
|
||||
short texturemins[2]; // smallest s/t position on the surface.
|
||||
short extents[2]; // ?? s/t texture size, 1..256 for all non-sky surfaces
|
||||
|
||||
mtexinfo_t *texinfo;
|
||||
|
||||
// lighting info
|
||||
byte styles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
|
||||
// no one surface can be effected by more than 4
|
||||
// animated lights.
|
||||
color24 *samples;
|
||||
|
||||
decal_t *pdecals;
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int planenum;
|
||||
short children[2]; // negative numbers are contents
|
||||
} dclipnode_t;
|
||||
|
||||
typedef struct hull_s
|
||||
{
|
||||
dclipnode_t *clipnodes;
|
||||
mplane_t *planes;
|
||||
int firstclipnode;
|
||||
int lastclipnode;
|
||||
vec3_t clip_mins;
|
||||
vec3_t clip_maxs;
|
||||
} hull_t;
|
||||
|
||||
#if !defined( CACHE_USER ) && !defined( QUAKEDEF_H )
|
||||
#define CACHE_USER
|
||||
typedef struct cache_user_s
|
||||
{
|
||||
void *data;
|
||||
} cache_user_t;
|
||||
#endif
|
||||
|
||||
typedef struct model_s
|
||||
{
|
||||
char name[ MAX_MODEL_NAME ];
|
||||
qboolean needload; // bmodels and sprites don't cache normally
|
||||
|
||||
modtype_t type;
|
||||
int numframes;
|
||||
synctype_t synctype;
|
||||
|
||||
int flags;
|
||||
|
||||
//
|
||||
// volume occupied by the model
|
||||
//
|
||||
vec3_t mins, maxs;
|
||||
float radius;
|
||||
|
||||
//
|
||||
// brush model
|
||||
//
|
||||
int firstmodelsurface, nummodelsurfaces;
|
||||
|
||||
int numsubmodels;
|
||||
dmodel_t *submodels;
|
||||
|
||||
int numplanes;
|
||||
mplane_t *planes;
|
||||
|
||||
int numleafs; // number of visible leafs, not counting 0
|
||||
struct mleaf_s *leafs;
|
||||
|
||||
int numvertexes;
|
||||
mvertex_t *vertexes;
|
||||
|
||||
int numedges;
|
||||
medge_t *edges;
|
||||
|
||||
int numnodes;
|
||||
mnode_t *nodes;
|
||||
|
||||
int numtexinfo;
|
||||
mtexinfo_t *texinfo;
|
||||
|
||||
int numsurfaces;
|
||||
msurface_t *surfaces;
|
||||
|
||||
int numsurfedges;
|
||||
int *surfedges;
|
||||
|
||||
int numclipnodes;
|
||||
dclipnode_t *clipnodes;
|
||||
|
||||
int nummarksurfaces;
|
||||
msurface_t **marksurfaces;
|
||||
|
||||
hull_t hulls[MAX_MAP_HULLS];
|
||||
|
||||
int numtextures;
|
||||
texture_t **textures;
|
||||
|
||||
byte *visdata;
|
||||
|
||||
color24 *lightdata;
|
||||
|
||||
char *entities;
|
||||
|
||||
//
|
||||
// additional model data
|
||||
//
|
||||
cache_user_t cache; // only access through Mod_Extradata
|
||||
|
||||
} model_t;
|
||||
|
||||
typedef vec_t vec4_t[4];
|
||||
|
||||
typedef struct alight_s
|
||||
{
|
||||
int ambientlight; // clip at 128
|
||||
int shadelight; // clip at 192 - ambientlight
|
||||
vec3_t color;
|
||||
float *plightvec;
|
||||
} alight_t;
|
||||
|
||||
typedef struct auxvert_s
|
||||
{
|
||||
float fv[3]; // viewspace x, y
|
||||
} auxvert_t;
|
||||
|
||||
#include "custom.h"
|
||||
|
||||
#define MAX_INFO_STRING 256
|
||||
#define MAX_SCOREBOARDNAME 32
|
||||
typedef struct player_info_s
|
||||
{
|
||||
// User id on server
|
||||
int userid;
|
||||
|
||||
// User info string
|
||||
char userinfo[ MAX_INFO_STRING ];
|
||||
|
||||
// Name
|
||||
char name[ MAX_SCOREBOARDNAME ];
|
||||
|
||||
// Spectator or not, unused
|
||||
int spectator;
|
||||
|
||||
int ping;
|
||||
int packet_loss;
|
||||
|
||||
// skin information
|
||||
char model[MAX_QPATH];
|
||||
int topcolor;
|
||||
int bottomcolor;
|
||||
|
||||
// last frame rendered
|
||||
int renderframe;
|
||||
|
||||
// Gait frame estimation
|
||||
int gaitsequence;
|
||||
float gaitframe;
|
||||
float gaityaw;
|
||||
vec3_t prevgaitorigin;
|
||||
|
||||
customization_t customdata;
|
||||
} player_info_t;
|
||||
|
||||
#endif // #define COM_MODEL_H
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
@ -39,7 +39,10 @@ extern int nanmask;
|
|||
|
||||
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
|
||||
|
||||
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
|
||||
#ifndef VECTOR_H
|
||||
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
|
||||
#endif
|
||||
|
||||
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
|
||||
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
|
||||
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
@ -47,7 +47,7 @@ typedef struct particle_s
|
|||
ptype_t type;
|
||||
void (*deathfunc)( struct particle_s *particle );
|
||||
|
||||
// for pt_clientcusttom, we'll call this function each frame
|
||||
// For pt_clientcusttom, we'll call this function each frame
|
||||
void (*callback)( struct particle_s *particle, float frametime );
|
||||
|
||||
// for deathfunc, etc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
108
common/r_studioint.h
Normal file
108
common/r_studioint.h
Normal file
|
@ -0,0 +1,108 @@
|
|||
#if !defined( R_STUDIOINT_H )
|
||||
#define R_STUDIOINT_H
|
||||
#if defined( _WIN32 )
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#define STUDIO_INTERFACE_VERSION 1
|
||||
|
||||
typedef struct engine_studio_api_s
|
||||
{
|
||||
// Allocate number*size bytes and zero it
|
||||
void *( *Mem_Calloc ) ( int number, size_t size );
|
||||
// Check to see if pointer is in the cache
|
||||
void *( *Cache_Check ) ( struct cache_user_s *c );
|
||||
// Load file into cache ( can be swapped out on demand )
|
||||
void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu );
|
||||
// Retrieve model pointer for the named model
|
||||
struct model_s *( *Mod_ForName ) ( const char *name, int crash_if_missing );
|
||||
// Retrieve pointer to studio model data block from a model
|
||||
void *( *Mod_Extradata ) ( struct model_s *mod );
|
||||
// Retrieve indexed model from client side model precache list
|
||||
struct model_s *( *GetModelByIndex ) ( int index );
|
||||
// Get entity that is set for rendering
|
||||
struct cl_entity_s * ( *GetCurrentEntity ) ( void );
|
||||
// Get referenced player_info_t
|
||||
struct player_info_s *( *PlayerInfo ) ( int index );
|
||||
// Get most recently received player state data from network system
|
||||
struct entity_state_s *( *GetPlayerState ) ( int index );
|
||||
// Get viewentity
|
||||
struct cl_entity_s * ( *GetViewEntity ) ( void );
|
||||
// Get current frame count, and last two timestampes on client
|
||||
void ( *GetTimes ) ( int *framecount, double *current, double *old );
|
||||
// Get a pointer to a cvar by name
|
||||
struct cvar_s *( *GetCvar ) ( const char *name );
|
||||
// Get current render origin and view vectors ( up, right and vpn )
|
||||
void ( *GetViewInfo ) ( float *origin, float *upv, float *rightv, float *vpnv );
|
||||
// Get sprite model used for applying chrome effect
|
||||
struct model_s *( *GetChromeSprite ) ( void );
|
||||
// Get model counters so we can incement instrumentation
|
||||
void ( *GetModelCounters ) ( int **s, int **a );
|
||||
// Get software scaling coefficients
|
||||
void ( *GetAliasScale ) ( float *x, float *y );
|
||||
|
||||
// Get bone, light, alias, and rotation matrices
|
||||
float ****( *StudioGetBoneTransform ) ( void );
|
||||
float ****( *StudioGetLightTransform )( void );
|
||||
float ***( *StudioGetAliasTransform ) ( void );
|
||||
float ***( *StudioGetRotationMatrix ) ( void );
|
||||
|
||||
// Set up body part, and get submodel pointers
|
||||
void ( *StudioSetupModel ) ( int bodypart, void **ppbodypart, void **ppsubmodel );
|
||||
// Check if entity's bbox is in the view frustum
|
||||
int ( *StudioCheckBBox ) ( void );
|
||||
// Apply lighting effects to model
|
||||
void ( *StudioDynamicLight ) ( struct cl_entity_s *ent, struct alight_s *plight );
|
||||
void ( *StudioEntityLight ) ( struct alight_s *plight );
|
||||
void ( *StudioSetupLighting ) ( struct alight_s *plighting );
|
||||
|
||||
// Draw mesh vertices
|
||||
void ( *StudioDrawPoints ) ( void );
|
||||
|
||||
// Draw hulls around bones
|
||||
void ( *StudioDrawHulls ) ( void );
|
||||
// Draw bbox around studio models
|
||||
void ( *StudioDrawAbsBBox ) ( void );
|
||||
// Draws bones
|
||||
void ( *StudioDrawBones ) ( void );
|
||||
// Loads in appropriate texture for model
|
||||
void ( *StudioSetupSkin ) ( void *ptexturehdr, int index );
|
||||
// Sets up for remapped colors
|
||||
void ( *StudioSetRemapColors ) ( int top, int bottom );
|
||||
// Set's player model and returns model pointer
|
||||
struct model_s *( *SetupPlayerModel ) ( int index );
|
||||
// Fires any events embedded in animation
|
||||
void ( *StudioClientEvents ) ( void );
|
||||
// Retrieve/set forced render effects flags
|
||||
int ( *GetForceFaceFlags ) ( void );
|
||||
void ( *SetForceFaceFlags ) ( int flags );
|
||||
// Tell engine the value of the studio model header
|
||||
void ( *StudioSetHeader ) ( void *header );
|
||||
// Tell engine which model_t * is being renderered
|
||||
void ( *SetRenderModel ) ( struct model_s *model );
|
||||
|
||||
// Final state setup and restore for rendering
|
||||
void ( *SetupRenderer ) ( int rendermode );
|
||||
void ( *RestoreRenderer ) ( void );
|
||||
|
||||
// Set render origin for applying chrome effect
|
||||
void ( *SetChromeOrigin ) ( void );
|
||||
|
||||
// True if using D3D/OpenGL
|
||||
int ( *IsHardware ) ( void );
|
||||
|
||||
// Only called by hardware interface
|
||||
void ( *GL_StudioDrawShadow ) ( void );
|
||||
void ( *GL_SetRenderMode ) ( int mode );
|
||||
} engine_studio_api_t;
|
||||
|
||||
typedef struct r_studio_interface_s
|
||||
{
|
||||
int version;
|
||||
int ( *StudioDrawModel ) ( int flags );
|
||||
int ( *StudioDrawPlayer ) ( int flags, struct entity_state_s *pplayer );
|
||||
} r_studio_interface_t;
|
||||
|
||||
extern r_studio_interface_t *pStudioAPI;
|
||||
|
||||
#endif // R_STUDIOINT_H
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
|
|
@ -1,55 +1,55 @@
|
|||
#
|
||||
# hlds_run (front end for hlds_l) Makefile for Linux i386
|
||||
#
|
||||
# May 2000, Leon Hartwig (hartwig@valvesoftware.com)
|
||||
#
|
||||
|
||||
#make sure this is the correct compiler for your system
|
||||
CC=gcc
|
||||
|
||||
SRCDIR=.
|
||||
OBJDIR=$(SRCDIR)/obj
|
||||
|
||||
#safe optimization
|
||||
CFLAGS=-w -m486 -O1
|
||||
|
||||
#full optimization
|
||||
#CFLAGS=-w -m486 -O2 \
|
||||
-ffast-math -funroll-loops \
|
||||
-fexpensive-optimizations -malign-loops=2 \
|
||||
-malign-jumps=2 -malign-functions=2
|
||||
|
||||
#use these when debugging
|
||||
#CFLAGS=$(BASE_CFLAGS) -g
|
||||
|
||||
LDFLAGS=-lgcc -ldl
|
||||
|
||||
AR=ar
|
||||
RANLIB=ranlib
|
||||
|
||||
INCLUDEDIRS=-I. -I../common
|
||||
|
||||
DO_CC=$(CC) $(INCLUDEDIRS) $(CFLAGS) -o $@ -c $<
|
||||
|
||||
#############################################################################
|
||||
# HLDS FRONT END
|
||||
#############################################################################
|
||||
|
||||
$(OBJDIR)/%.o: $(SRCDIR)/%.cpp
|
||||
$(DO_CC)
|
||||
|
||||
OBJ = \
|
||||
$(OBJDIR)/sys_ded.o \
|
||||
$(OBJDIR)/engine.o \
|
||||
$(OBJDIR)/md5.o
|
||||
|
||||
hlds_run : neat $(OBJ)
|
||||
$(CC) $(CFLAGS) $(LDFLAGS) -o $@ $(OBJ)
|
||||
neat:
|
||||
-mkdir $(OBJDIR)
|
||||
clean:
|
||||
-rm -f $(OBJ)
|
||||
-rm -f hlds_run
|
||||
spotless: clean
|
||||
-rm -r $(OBJDIR)
|
||||
|
||||
#
|
||||
# hlds_run (front end for hlds_l) Makefile for Linux i386
|
||||
#
|
||||
# May 2000, Leon Hartwig (hartwig@valvesoftware.com)
|
||||
#
|
||||
|
||||
#make sure this is the correct compiler for your system
|
||||
CC=gcc
|
||||
|
||||
SRCDIR=.
|
||||
OBJDIR=$(SRCDIR)/obj
|
||||
|
||||
#safe optimization
|
||||
CFLAGS=-w -m486 -O1
|
||||
|
||||
#full optimization
|
||||
#CFLAGS=-w -m486 -O2 \
|
||||
-ffast-math -funroll-loops \
|
||||
-fexpensive-optimizations -malign-loops=2 \
|
||||
-malign-jumps=2 -malign-functions=2
|
||||
|
||||
#use these when debugging
|
||||
#CFLAGS=$(BASE_CFLAGS) -g
|
||||
|
||||
LDFLAGS=-lgcc -ldl
|
||||
|
||||
AR=ar
|
||||
RANLIB=ranlib
|
||||
|
||||
INCLUDEDIRS=-I. -I../common
|
||||
|
||||
DO_CC=$(CC) $(INCLUDEDIRS) $(CFLAGS) -o $@ -c $<
|
||||
|
||||
#############################################################################
|
||||
# HLDS FRONT END
|
||||
#############################################################################
|
||||
|
||||
$(OBJDIR)/%.o: $(SRCDIR)/%.cpp
|
||||
$(DO_CC)
|
||||
|
||||
OBJ = \
|
||||
$(OBJDIR)/sys_ded.o \
|
||||
$(OBJDIR)/engine.o \
|
||||
$(OBJDIR)/md5.o
|
||||
|
||||
hlds_run : neat $(OBJ)
|
||||
$(CC) $(CFLAGS) $(LDFLAGS) -o $@ $(OBJ)
|
||||
neat:
|
||||
-mkdir $(OBJDIR)
|
||||
clean:
|
||||
-rm -f $(OBJ)
|
||||
-rm -f hlds_run
|
||||
spotless: clean
|
||||
-rm -r $(OBJDIR)
|
||||
|
||||
|
|
|
@ -211,8 +211,8 @@ void Sys_ConsoleOutput (char *string)
|
|||
}
|
||||
UpdateStatus( 1 /* force */ );
|
||||
#else
|
||||
printf( string );
|
||||
fflush(stdout);
|
||||
printf( "%s", string );
|
||||
fflush( stdout );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -435,6 +435,16 @@ void ServerDeactivate( void )
|
|||
|
||||
// Peform any shutdown operations here...
|
||||
//
|
||||
#ifdef PERSISTENCE_SAMPLE
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( i );
|
||||
if(pPlayer && pPlayer->IsPlayer())
|
||||
{
|
||||
pPlayer->m_PersistenceInfo.SendInfo();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
|
||||
|
|
|
@ -55,7 +55,9 @@ extern enginefuncs_t g_engfuncs;
|
|||
#define TRACE_HULL (*g_engfuncs.pfnTraceHull)
|
||||
#define GET_AIM_VECTOR (*g_engfuncs.pfnGetAimVector)
|
||||
#define SERVER_COMMAND (*g_engfuncs.pfnServerCommand)
|
||||
#define SERVER_EXECUTE (*g_engfuncs.pfnServerExecute)
|
||||
#ifndef SERVER_EXECUTE
|
||||
#define SERVER_EXECUTE (*g_engfuncs.pfnServerExecute)
|
||||
#endif
|
||||
#define CLIENT_COMMAND (*g_engfuncs.pfnClientCommand)
|
||||
#define PARTICLE_EFFECT (*g_engfuncs.pfnParticleEffect)
|
||||
#define LIGHT_STYLE (*g_engfuncs.pfnLightStyle)
|
||||
|
|
|
@ -410,6 +410,14 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
|
|||
|
||||
pentIgnore = ENT( m_pPlayer->pev );
|
||||
|
||||
// The main firing event is sent unreliably so it won't be delayed.
|
||||
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 );
|
||||
|
||||
// This reliable event is used to stop the spinning sound
|
||||
// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
|
||||
// It's sent reliably anyway, which could lead to other delays
|
||||
PLAYBACK_EVENT_FULL( FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 1 );
|
||||
|
||||
/*
|
||||
ALERT( at_console, "%f %f %f\n%f %f %f\n",
|
||||
vecSrc.x, vecSrc.y, vecSrc.z,
|
||||
|
@ -418,9 +426,6 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
|
|||
|
||||
// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
|
||||
|
||||
// Pass in correct values here
|
||||
PLAYBACK_EVENT_FULL( FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 );
|
||||
|
||||
while (flDamage > 10 && nMaxHits > 0)
|
||||
{
|
||||
nMaxHits--;
|
||||
|
|
31
dlls/mp.dsp
31
dlls/mp.dsp
|
@ -26,7 +26,7 @@ CFG=mp - Win32 Release
|
|||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""$/SDKSrc/Public/dlls", NVGBAAAA"
|
||||
# PROP Scc_LocalPath "."
|
||||
CPP=cl.exe
|
||||
CPP=xicl6.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
|
@ -43,7 +43,7 @@ RSC=rc.exe
|
|||
# PROP Intermediate_Dir ".\Releasemp"
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
|
||||
# ADD CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\\" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /YX /FD /c
|
||||
# ADD CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\\" /I "..\common\gamedb" /I "..\common\persistence" /I "..\common\persistance\sample" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /D "PERSISTENCE_SAMPLE" /YX /FD /c
|
||||
# SUBTRACT CPP /Fr
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
|
@ -52,7 +52,7 @@ RSC=rc.exe
|
|||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
LINK32=xilink6.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /def:".\mp.def"
|
||||
# SUBTRACT LINK32 /profile
|
||||
|
@ -80,7 +80,7 @@ SOURCE="$(InputPath)"
|
|||
# PROP Intermediate_Dir ".\debugmp"
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
|
||||
# ADD CPP /nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\\" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /FR /YX /FD /c
|
||||
# ADD CPP /nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\\" /I "..\common\gamedb" /I "..\common\persistence" /I "..\common\persistance\sample" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /D "PERSISTENCE_SAMPLE" /FR /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
|
@ -88,7 +88,7 @@ SOURCE="$(InputPath)"
|
|||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
LINK32=xilink6.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
|
||||
# ADD LINK32 user32.lib advapi32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\mp.def" /implib:".\Debug\mp.lib"
|
||||
# SUBTRACT LINK32 /profile
|
||||
|
@ -117,7 +117,7 @@ SOURCE="$(InputPath)"
|
|||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\engine" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /YX /c
|
||||
# SUBTRACT BASE CPP /Fr
|
||||
# ADD CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\\" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /YX /FD /c
|
||||
# ADD CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\\" /I "..\common\gamedb" /I "..\common\persistence" /I "..\common\persistance\sample" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /D "PERSISTENCE_SAMPLE" /YX /FD /c
|
||||
# SUBTRACT CPP /Fr
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
|
@ -126,7 +126,7 @@ SOURCE="$(InputPath)"
|
|||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
LINK32=xilink6.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\mp.def"
|
||||
# SUBTRACT BASE LINK32 /profile
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /profile /debug /machine:I386 /def:".\mp.def"
|
||||
|
@ -168,15 +168,6 @@ SOURCE=.\animating.cpp
|
|||
# Begin Source File
|
||||
|
||||
SOURCE=.\animation.cpp
|
||||
|
||||
!IF "$(CFG)" == "mp - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "mp - Win32 Debug"
|
||||
|
||||
!ELSEIF "$(CFG)" == "mp - Win32 Profile"
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
|
@ -288,6 +279,10 @@ SOURCE=.\hornetgun.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\interface.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\items.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -320,6 +315,10 @@ SOURCE=.\pathcorner.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\persistencehelpers.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\plane.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
|
37
dlls/mp.dsw
37
dlls/mp.dsw
|
@ -1,37 +0,0 @@
|
|||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "mp"=.\mp.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
begin source code control
|
||||
"$/SDKSrc/Public/dlls", NVGBAAAA
|
||||
.
|
||||
end source code control
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
begin source code control
|
||||
"$/SDKSrc/Public/dlls", NVGBAAAA
|
||||
.
|
||||
end source code control
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
|
@ -843,6 +843,14 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
|
|||
{
|
||||
CSound *pSound;
|
||||
|
||||
#ifdef PERSISTENCE_SAMPLE
|
||||
// PERSISTENCE_TODO:
|
||||
// Log other changes to the player's persistence info like this.
|
||||
|
||||
// Update the persistence database.
|
||||
m_PersistenceInfo.IncField_PlayerInfo_NumKills();
|
||||
#endif
|
||||
|
||||
g_pGameRules->PlayerKilled( this, pevAttacker, g_pevLastInflictor );
|
||||
|
||||
if ( m_pTank != NULL )
|
||||
|
@ -1987,6 +1995,10 @@ void CBasePlayer :: UpdateStepSound( void )
|
|||
void CBasePlayer::PreThink(void)
|
||||
{
|
||||
int buttonsChanged = (m_afButtonLast ^ pev->button); // These buttons have changed this frame
|
||||
|
||||
#ifdef PERSISTENCE_SAMPLE
|
||||
m_PersistenceInfo.Update();
|
||||
#endif
|
||||
|
||||
// Debounced button codes for pressed/released
|
||||
// UNDONE: Do we need auto-repeat?
|
||||
|
@ -3061,6 +3073,12 @@ void CBasePlayer::Spawn( void )
|
|||
m_lastx = m_lasty = 0;
|
||||
|
||||
g_pGameRules->PlayerSpawn( this );
|
||||
|
||||
#ifdef PERSISTENCE_SAMPLE
|
||||
// Start getting their persistence data.
|
||||
// (Only does it the first time they spawn).
|
||||
m_PersistenceInfo.StartGettingInfo(g_engfuncs.pfnGetPlayerWONId(pev->pContainingEntity));
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -15,6 +15,12 @@
|
|||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
|
||||
#ifdef PERSISTENCE_SAMPLE
|
||||
#include "persistencehelpers.h"
|
||||
#endif
|
||||
|
||||
|
||||
#define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet
|
||||
#define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet
|
||||
#define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second.
|
||||
|
@ -168,6 +174,12 @@ public:
|
|||
|
||||
char m_szTeamName[TEAM_NAME_LENGTH];
|
||||
|
||||
|
||||
#ifdef PERSISTENCE_SAMPLE
|
||||
PlayerPersistenceInfo m_PersistenceInfo;
|
||||
#endif
|
||||
|
||||
|
||||
virtual void Spawn( void );
|
||||
void Pain( void );
|
||||
|
||||
|
|
|
@ -20,6 +20,8 @@
|
|||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "const.h"
|
||||
|
||||
#define MAX_QPATH 64 // Must match value in quakedefs.h
|
||||
|
||||
/////////////////
|
||||
|
@ -54,6 +56,7 @@ typedef struct resourceinfo_s
|
|||
#define RES_CUSTOM (1<<2) // Is this resource one that corresponds to another player's customization
|
||||
// or is it a server startup resource.
|
||||
#define RES_REQUESTED (1<<3) // Already requested a download of this one
|
||||
#define RES_PRECACHED (1<<4) // Already precached
|
||||
|
||||
#include "crc.h"
|
||||
|
||||
|
|
|
@ -5,6 +5,8 @@
|
|||
#endif
|
||||
#define MAX_ENT_LEAFS 48
|
||||
|
||||
#include "progdefs.h"
|
||||
|
||||
struct edict_s
|
||||
{
|
||||
qboolean free;
|
||||
|
|
|
@ -21,8 +21,8 @@
|
|||
#define INTERFACE_VERSION 140
|
||||
#endif // !HLDEMO_BUILD
|
||||
|
||||
#include <stdio.h>
|
||||
#include "custom.h"
|
||||
|
||||
#include "cvardef.h"
|
||||
//
|
||||
// Defines entity interface between engine and DLLs.
|
||||
|
@ -251,6 +251,8 @@ typedef struct enginefuncs_s
|
|||
void (*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename );
|
||||
|
||||
void (*pfnGetPlayerStats) ( const edict_t *pClient, int *ping, int *packet_loss );
|
||||
|
||||
void (*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) );
|
||||
} enginefuncs_t;
|
||||
// ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 138
|
||||
|
||||
|
@ -374,7 +376,7 @@ typedef struct
|
|||
|
||||
typedef struct
|
||||
{
|
||||
// Initialize the game (one-time call after loading of game .dll )
|
||||
// Initialize/shutdown the game (one-time call after loading of game .dll )
|
||||
void (*pfnGameInit) ( void );
|
||||
int (*pfnSpawn) ( edict_t *pent );
|
||||
void (*pfnThink) ( edict_t *pent );
|
||||
|
@ -459,11 +461,25 @@ typedef struct
|
|||
int (*pfnAllowLagCompensation)( void );
|
||||
} DLL_FUNCTIONS;
|
||||
|
||||
extern DLL_FUNCTIONS gEntityInterface;
|
||||
extern DLL_FUNCTIONS gEntityInterface;
|
||||
|
||||
// Current version.
|
||||
#define NEW_DLL_FUNCTIONS_VERSION 1
|
||||
|
||||
typedef struct
|
||||
{
|
||||
// Called right before the object's memory is freed.
|
||||
// Calls its destructor.
|
||||
void (*pfnOnFreeEntPrivateData)(edict_t *pEnt);
|
||||
void (*pfnGameShutdown)(void);
|
||||
int (*pfnShouldCollide)( edict_t *pentTouched, edict_t *pentOther );
|
||||
} NEW_DLL_FUNCTIONS;
|
||||
typedef int (*NEW_DLL_FUNCTIONS_FN)( NEW_DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion );
|
||||
|
||||
// Pointers will be null if the game DLL doesn't support this API.
|
||||
extern NEW_DLL_FUNCTIONS gNewDLLFunctions;
|
||||
|
||||
typedef int (*APIFUNCTION)( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion );
|
||||
typedef int (*APIFUNCTION2)( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion );
|
||||
|
||||
|
||||
#endif EIFACE_H
|
||||
;
|
||||
|
|
|
@ -37,7 +37,7 @@ Studio models are position independent, so the cache manager can move them.
|
|||
#define MAXSTUDIOBONES 128 // total bones actually used
|
||||
#define MAXSTUDIOMODELS 32 // sub-models per model
|
||||
#define MAXSTUDIOBODYPARTS 32
|
||||
#define MAXSTUDIOGROUPS 4
|
||||
#define MAXSTUDIOGROUPS 16
|
||||
#define MAXSTUDIOANIMATIONS 512 // per sequence
|
||||
#define MAXSTUDIOMESHES 256
|
||||
#define MAXSTUDIOEVENTS 1024
|
||||
|
@ -141,8 +141,12 @@ typedef struct
|
|||
vec3_t bbmax;
|
||||
} mstudiobbox_t;
|
||||
|
||||
#ifndef ZONE_H
|
||||
typedef void *cache_user_t;
|
||||
#if !defined( CACHE_USER ) && !defined( QUAKEDEF_H )
|
||||
#define CACHE_USER
|
||||
typedef struct cache_user_s
|
||||
{
|
||||
void *data;
|
||||
} cache_user_t;
|
||||
#endif
|
||||
|
||||
// demand loaded sequence groups
|
||||
|
|
|
@ -84,7 +84,6 @@ typedef struct physent_s
|
|||
} physent_t;
|
||||
|
||||
typedef struct playermove_s playermove_t;
|
||||
|
||||
struct playermove_s
|
||||
{
|
||||
int player_index; // So we don't try to run the PM_CheckStuck nudging too quickly.
|
||||
|
@ -184,24 +183,24 @@ struct playermove_s
|
|||
|
||||
// Common functions
|
||||
const char *(*PM_Info_ValueForKey) ( const char *s, const char *key );
|
||||
void (*PM_Particle)( vec3_t origin, int color, float life, int zpos, int zvel);
|
||||
int (*PM_TestPlayerPosition) (vec3_t pos, pmtrace_t *ptrace );
|
||||
void (*PM_Particle)( float *origin, int color, float life, int zpos, int zvel);
|
||||
int (*PM_TestPlayerPosition) (float *pos, pmtrace_t *ptrace );
|
||||
void (*Con_NPrintf)( int idx, char *fmt, ... );
|
||||
void (*Con_DPrintf)( char *fmt, ... );
|
||||
void (*Con_Printf)( char *fmt, ... );
|
||||
double (*Sys_FloatTime)( void );
|
||||
void (*PM_StuckTouch)( int hitent, pmtrace_t *ptraceresult );
|
||||
int (*PM_PointContents) (vec3_t p, int *truecontents /*filled in if this is non-null*/ );
|
||||
int (*PM_TruePointContents) (vec3_t p);
|
||||
int (*PM_HullPointContents) ( struct hull_s *hull, int num, vec3_t p);
|
||||
pmtrace_t (*PM_PlayerTrace) (vec3_t start, vec3_t end, int traceFlags, int ignore_pe );
|
||||
int (*PM_PointContents) (float *p, int *truecontents /*filled in if this is non-null*/ );
|
||||
int (*PM_TruePointContents) (float *p);
|
||||
int (*PM_HullPointContents) ( struct hull_s *hull, int num, float *p);
|
||||
pmtrace_t (*PM_PlayerTrace) (float *start, float *end, int traceFlags, int ignore_pe );
|
||||
struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehulll, int ignore_pe );
|
||||
long (*RandomLong)( long lLow, long lHigh );
|
||||
float (*RandomFloat)( float flLow, float flHigh );
|
||||
int (*PM_GetModelType)( struct model_s *mod );
|
||||
void (*PM_GetModelBounds)( struct model_s *mod, vec3_t mins, vec3_t maxs );
|
||||
void *(*PM_HullForBsp)( physent_t *pe, vec3_t offset );
|
||||
float (*PM_TraceModel)( physent_t *pEnt, vec3_t start, vec3_t end, trace_t *trace );
|
||||
void (*PM_GetModelBounds)( struct model_s *mod, float *mins, float *maxs );
|
||||
void *(*PM_HullForBsp)( physent_t *pe, float *offset );
|
||||
float (*PM_TraceModel)( physent_t *pEnt, float *start, float *end, trace_t *trace );
|
||||
int (*COM_FileSize)(char *filename);
|
||||
byte *(*COM_LoadFile) (char *path, int usehunk, int *pLength);
|
||||
void (*COM_FreeFile) ( void *buffer );
|
||||
|
@ -211,8 +210,12 @@ struct playermove_s
|
|||
// Run functions for this frame?
|
||||
qboolean runfuncs;
|
||||
void (*PM_PlaySound) ( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
|
||||
const char *(*PM_TraceTexture) ( int ground, vec3_t vstart, vec3_t vend );
|
||||
const char *(*PM_TraceTexture) ( int ground, float *vstart, float *vend );
|
||||
void (*PM_PlaybackEventFull) ( int flags, int clientindex, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
|
||||
|
||||
pmtrace_t (*PM_PlayerTraceEx) (float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ) );
|
||||
int (*PM_TestPlayerPositionEx) (float *pos, pmtrace_t *ptrace, int (*pfnIgnore)( physent_t *pe ) );
|
||||
struct pmtrace_s *(*PM_TraceLineEx)( float *start, float *end, int flags, int usehulll, int (*pfnIgnore)( physent_t *pe ) );
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1966,6 +1966,50 @@ void PM_FixPlayerCrouchStuck( int direction )
|
|||
VectorCopy( test, pmove->origin ); // Failed
|
||||
}
|
||||
|
||||
void PM_UnDuck( void )
|
||||
{
|
||||
int i;
|
||||
pmtrace_t trace;
|
||||
vec3_t newOrigin;
|
||||
|
||||
VectorCopy( pmove->origin, newOrigin );
|
||||
|
||||
if ( pmove->onground != -1 )
|
||||
{
|
||||
for ( i = 0; i < 3; i++ )
|
||||
{
|
||||
newOrigin[i] += ( pmove->player_mins[1][i] - pmove->player_mins[0][i] );
|
||||
}
|
||||
}
|
||||
|
||||
trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 );
|
||||
|
||||
if ( !trace.startsolid )
|
||||
{
|
||||
pmove->usehull = 0;
|
||||
|
||||
// Oh, no, changing hulls stuck us into something, try unsticking downward first.
|
||||
trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 );
|
||||
if ( trace.startsolid )
|
||||
{
|
||||
// See if we are stuck? If so, stay ducked with the duck hull until we have a clear spot
|
||||
//Con_Printf( "unstick got stuck\n" );
|
||||
pmove->usehull = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
pmove->flags &= ~FL_DUCKING;
|
||||
pmove->bInDuck = false;
|
||||
pmove->view_ofs[2] = VEC_VIEW;
|
||||
pmove->flDuckTime = 0;
|
||||
|
||||
VectorCopy( newOrigin, pmove->origin );
|
||||
|
||||
// Recatagorize position since ducking can change origin
|
||||
PM_CatagorizePosition();
|
||||
}
|
||||
}
|
||||
|
||||
void PM_Duck( void )
|
||||
{
|
||||
int i;
|
||||
|
@ -1987,15 +2031,26 @@ void PM_Duck( void )
|
|||
pmove->oldbuttons &= ~IN_DUCK;
|
||||
}
|
||||
|
||||
if ( pmove->dead )
|
||||
// Prevent ducking if the iuser3 variable is set
|
||||
if ( pmove->iuser3 || pmove->dead )
|
||||
{
|
||||
// Try to unduck
|
||||
if ( pmove->flags & FL_DUCKING )
|
||||
{
|
||||
PM_UnDuck();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ( ( pmove->cmd.buttons & IN_DUCK ) || ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) )
|
||||
if ( pmove->flags & FL_DUCKING )
|
||||
{
|
||||
pmove->cmd.forwardmove *= 0.333;
|
||||
pmove->cmd.sidemove *= 0.333;
|
||||
pmove->cmd.upmove *= 0.333;
|
||||
}
|
||||
|
||||
if ( ( pmove->cmd.buttons & IN_DUCK ) || ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) )
|
||||
{
|
||||
if ( pmove->cmd.buttons & IN_DUCK )
|
||||
{
|
||||
if ( (nButtonPressed & IN_DUCK ) && !( pmove->flags & FL_DUCKING ) )
|
||||
|
@ -2044,45 +2099,8 @@ void PM_Duck( void )
|
|||
}
|
||||
else
|
||||
{
|
||||
pmtrace_t trace;
|
||||
vec3_t newOrigin;
|
||||
|
||||
VectorCopy( pmove->origin, newOrigin );
|
||||
|
||||
if ( pmove->onground != -1 )
|
||||
{
|
||||
for ( i = 0; i < 3; i++ )
|
||||
{
|
||||
newOrigin[i] += ( pmove->player_mins[1][i] - pmove->player_mins[0][i] );
|
||||
}
|
||||
}
|
||||
|
||||
trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 );
|
||||
|
||||
if ( !trace.startsolid )
|
||||
{
|
||||
pmove->usehull = 0;
|
||||
|
||||
// Oh, no, changing hulls stuck us into something, try unsticking downward first.
|
||||
trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 );
|
||||
if ( trace.startsolid )
|
||||
{
|
||||
// See if we are stuck? If so, stay ducked with the duck hull until we have a clear spot
|
||||
//Con_Printf( "unstick got stuck\n" );
|
||||
pmove->usehull = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
pmove->flags &= ~FL_DUCKING;
|
||||
pmove->bInDuck = false;
|
||||
pmove->view_ofs[2] = VEC_VIEW;
|
||||
pmove->flDuckTime = 0;
|
||||
|
||||
VectorCopy( newOrigin, pmove->origin );
|
||||
|
||||
// Recatagorize position since ducking can change origin
|
||||
PM_CatagorizePosition();
|
||||
}
|
||||
// Try to unduck
|
||||
PM_UnDuck();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,253 +0,0 @@
|
|||
# Microsoft Developer Studio Generated NMAKE File, Format Version 4.20
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Console Application" 0x0103
|
||||
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=bspinfo - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to bspinfo - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "bspinfo - Win32 Release" && "$(CFG)" !=\
|
||||
"bspinfo - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE on this makefile
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "bspinfo.mak" CFG="bspinfo - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "bspinfo - Win32 Release" (based on "Win32 (x86) Console Application")
|
||||
!MESSAGE "bspinfo - Win32 Debug" (based on "Win32 (x86) Console Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
################################################################################
|
||||
# Begin Project
|
||||
# PROP Target_Last_Scanned "bspinfo - Win32 Debug"
|
||||
CPP=cl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "bspinfo - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Target_Dir ""
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
|
||||
ALL : "$(OUTDIR)\bspinfo.exe"
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\bspfile.obj"
|
||||
-@erase "$(INTDIR)\bspinfo.obj"
|
||||
-@erase "$(INTDIR)\cmdlib.obj"
|
||||
-@erase "$(INTDIR)\scriplib.obj"
|
||||
-@erase "$(OUTDIR)\bspinfo.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /YX /c
|
||||
# ADD CPP /nologo /GX /O2 /I "..\common" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /YX /c
|
||||
CPP_PROJ=/nologo /ML /GX /O2 /I "..\common" /D "WIN32" /D "NDEBUG" /D\
|
||||
"_CONSOLE" /Fp"$(INTDIR)/bspinfo.pch" /YX /Fo"$(INTDIR)/" /c
|
||||
CPP_OBJS=.\Release/
|
||||
CPP_SBRS=.\.
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)/bspinfo.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
|
||||
LINK32_FLAGS=kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib\
|
||||
advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib\
|
||||
odbccp32.lib /nologo /subsystem:console /incremental:no\
|
||||
/pdb:"$(OUTDIR)/bspinfo.pdb" /machine:I386 /out:"$(OUTDIR)/bspinfo.exe"
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\bspfile.obj" \
|
||||
"$(INTDIR)\bspinfo.obj" \
|
||||
"$(INTDIR)\cmdlib.obj" \
|
||||
"$(INTDIR)\scriplib.obj"
|
||||
|
||||
"$(OUTDIR)\bspinfo.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "bspinfo - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Target_Dir ""
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
|
||||
ALL : "$(OUTDIR)\bspinfo.exe"
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\bspfile.obj"
|
||||
-@erase "$(INTDIR)\bspinfo.obj"
|
||||
-@erase "$(INTDIR)\cmdlib.obj"
|
||||
-@erase "$(INTDIR)\scriplib.obj"
|
||||
-@erase "$(INTDIR)\vc40.idb"
|
||||
-@erase "$(INTDIR)\vc40.pdb"
|
||||
-@erase "$(OUTDIR)\bspinfo.exe"
|
||||
-@erase "$(OUTDIR)\bspinfo.ilk"
|
||||
-@erase "$(OUTDIR)\bspinfo.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /YX /c
|
||||
# ADD CPP /nologo /Gm /GX /Zi /Od /I "..\common" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /YX /c
|
||||
CPP_PROJ=/nologo /MLd /Gm /GX /Zi /Od /I "..\common" /D "WIN32" /D "_DEBUG" /D\
|
||||
"_CONSOLE" /Fp"$(INTDIR)/bspinfo.pch" /YX /Fo"$(INTDIR)/" /Fd"$(INTDIR)/" /c
|
||||
CPP_OBJS=.\Debug/
|
||||
CPP_SBRS=.\.
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)/bspinfo.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386
|
||||
LINK32_FLAGS=kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib\
|
||||
advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib\
|
||||
odbccp32.lib /nologo /subsystem:console /incremental:yes\
|
||||
/pdb:"$(OUTDIR)/bspinfo.pdb" /debug /machine:I386 /out:"$(OUTDIR)/bspinfo.exe"
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\bspfile.obj" \
|
||||
"$(INTDIR)\bspinfo.obj" \
|
||||
"$(INTDIR)\cmdlib.obj" \
|
||||
"$(INTDIR)\scriplib.obj"
|
||||
|
||||
"$(OUTDIR)\bspinfo.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
.c{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cpp{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cxx{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.c{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cpp{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cxx{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
################################################################################
|
||||
# Begin Target
|
||||
|
||||
# Name "bspinfo - Win32 Release"
|
||||
# Name "bspinfo - Win32 Debug"
|
||||
|
||||
!IF "$(CFG)" == "bspinfo - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "bspinfo - Win32 Debug"
|
||||
|
||||
!ENDIF
|
||||
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\bspinfo.c
|
||||
DEP_CPP_BSPIN=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\bspinfo.obj" : $(SOURCE) $(DEP_CPP_BSPIN) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\scriplib.c
|
||||
DEP_CPP_SCRIP=\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\scriplib.obj" : $(SOURCE) $(DEP_CPP_SCRIP) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\cmdlib.c
|
||||
DEP_CPP_CMDLI=\
|
||||
"..\common\cmdlib.h"\
|
||||
{$(INCLUDE)}"\sys\stat.h"\
|
||||
{$(INCLUDE)}"\sys\types.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\cmdlib.obj" : $(SOURCE) $(DEP_CPP_CMDLI) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\bspfile.c
|
||||
DEP_CPP_BSPFI=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\bspfile.obj" : $(SOURCE) $(DEP_CPP_BSPFI) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
################################################################################
|
|
@ -1,212 +0,0 @@
|
|||
# Microsoft Developer Studio Generated NMAKE File, Format Version 4.20
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Console Application" 0x0103
|
||||
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=makels - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to makels - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "makels - Win32 Release" && "$(CFG)" != "makels - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE on this makefile
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
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||||
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||||
!MESSAGE "qbsp2 - Win32 Debug" (based on "Win32 (x86) Console Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "qbsp2 - Win32 Release"
|
||||
|
||||
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|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
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|
||||
# PROP BASE Intermediate_Dir "qbsp2___"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
INTDIR=.\release
|
||||
|
||||
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|
||||
|
||||
CLEAN :
|
||||
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|
||||
-@erase "$(INTDIR)\cmdlib.obj"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
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|
||||
# ADD CPP /nologo /MT /GX /O2 /I "..\common" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "DOUBLEVEC_T" /YX /c
|
||||
CPP_PROJ=/nologo /MT /GX /O2 /I "..\common" /D "NDEBUG" /D "WIN32" /D\
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
|
||||
# ADD LINK32 opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
|
||||
LINK32_FLAGS=opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib\
|
||||
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|
||||
uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /incremental:no\
|
||||
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|
||||
LINK32_OBJS= \
|
||||
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|
||||
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|
||||
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|
||||
"$(INTDIR)\mathlib.obj" \
|
||||
"$(INTDIR)\merge.obj" \
|
||||
"$(INTDIR)\outside.obj" \
|
||||
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|
||||
"$(INTDIR)\qbsp.obj" \
|
||||
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|
||||
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|
||||
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|
||||
"$(INTDIR)\threads.obj" \
|
||||
"$(INTDIR)\tjunc.obj" \
|
||||
"$(INTDIR)\writebsp.obj"
|
||||
|
||||
"$(OUTDIR)\qbsp2.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "qbsp2 - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "qbsp2__0"
|
||||
# PROP BASE Intermediate_Dir "qbsp2__0"
|
||||
# PROP BASE Target_Dir ""
|
||||
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|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "debug"
|
||||
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|
||||
# PROP Target_Dir ""
|
||||
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|
||||
INTDIR=.\debug
|
||||
|
||||
ALL : "$(OUTDIR)\qbsp2.exe"
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\bspfile.obj"
|
||||
-@erase "$(INTDIR)\cmdlib.obj"
|
||||
-@erase "$(INTDIR)\gldraw.obj"
|
||||
-@erase "$(INTDIR)\mathlib.obj"
|
||||
-@erase "$(INTDIR)\merge.obj"
|
||||
-@erase "$(INTDIR)\outside.obj"
|
||||
-@erase "$(INTDIR)\portals.obj"
|
||||
-@erase "$(INTDIR)\qbsp.obj"
|
||||
-@erase "$(INTDIR)\scriplib.obj"
|
||||
-@erase "$(INTDIR)\solidbsp.obj"
|
||||
-@erase "$(INTDIR)\surfaces.obj"
|
||||
-@erase "$(INTDIR)\threads.obj"
|
||||
-@erase "$(INTDIR)\tjunc.obj"
|
||||
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|
||||
-@erase "$(INTDIR)\vc40.pdb"
|
||||
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|
||||
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|
||||
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|
||||
-@erase "$(OUTDIR)\qbsp2.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /YX /c
|
||||
# ADD CPP /nologo /MT /Gm /GX /Zi /Od /I "..\common" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "DOUBLEVEC_T" /YX /c
|
||||
CPP_PROJ=/nologo /MT /Gm /GX /Zi /Od /I "..\common" /D "_DEBUG" /D "WIN32" /D\
|
||||
"_CONSOLE" /D "DOUBLEVEC_T" /Fp"$(INTDIR)/qbsp2.pch" /YX /Fo"$(INTDIR)/"\
|
||||
/Fd"$(INTDIR)/" /c
|
||||
CPP_OBJS=.\debug/
|
||||
CPP_SBRS=.\.
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)/qbsp2.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386
|
||||
# ADD LINK32 opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386
|
||||
LINK32_FLAGS=opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib\
|
||||
winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib\
|
||||
uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /incremental:yes\
|
||||
/pdb:"$(OUTDIR)/qbsp2.pdb" /debug /machine:I386 /out:"$(OUTDIR)/qbsp2.exe"
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\bspfile.obj" \
|
||||
"$(INTDIR)\cmdlib.obj" \
|
||||
"$(INTDIR)\gldraw.obj" \
|
||||
"$(INTDIR)\mathlib.obj" \
|
||||
"$(INTDIR)\merge.obj" \
|
||||
"$(INTDIR)\outside.obj" \
|
||||
"$(INTDIR)\portals.obj" \
|
||||
"$(INTDIR)\qbsp.obj" \
|
||||
"$(INTDIR)\scriplib.obj" \
|
||||
"$(INTDIR)\solidbsp.obj" \
|
||||
"$(INTDIR)\surfaces.obj" \
|
||||
"$(INTDIR)\threads.obj" \
|
||||
"$(INTDIR)\tjunc.obj" \
|
||||
"$(INTDIR)\writebsp.obj"
|
||||
|
||||
"$(OUTDIR)\qbsp2.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
.c{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cpp{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cxx{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.c{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cpp{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cxx{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
################################################################################
|
||||
# Begin Target
|
||||
|
||||
# Name "qbsp2 - Win32 Release"
|
||||
# Name "qbsp2 - Win32 Debug"
|
||||
|
||||
!IF "$(CFG)" == "qbsp2 - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "qbsp2 - Win32 Debug"
|
||||
|
||||
!ENDIF
|
||||
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\merge.c
|
||||
DEP_CPP_MERGE=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\merge.obj" : $(SOURCE) $(DEP_CPP_MERGE) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\gldraw.c
|
||||
DEP_CPP_GLDRA=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
{$(INCLUDE)}"\GL\gl.h"\
|
||||
{$(INCLUDE)}"\GL\glaux.h"\
|
||||
{$(INCLUDE)}"\GL\glu.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\gldraw.obj" : $(SOURCE) $(DEP_CPP_GLDRA) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\writebsp.c
|
||||
DEP_CPP_WRITE=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\writebsp.obj" : $(SOURCE) $(DEP_CPP_WRITE) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\portals.c
|
||||
DEP_CPP_PORTA=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\portals.obj" : $(SOURCE) $(DEP_CPP_PORTA) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\qbsp.c
|
||||
DEP_CPP_QBSP_=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\qbsp.obj" : $(SOURCE) $(DEP_CPP_QBSP_) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\solidbsp.c
|
||||
DEP_CPP_SOLID=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\solidbsp.obj" : $(SOURCE) $(DEP_CPP_SOLID) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\surfaces.c
|
||||
DEP_CPP_SURFA=\
|
||||
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|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\surfaces.obj" : $(SOURCE) $(DEP_CPP_SURFA) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
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|
||||
DEP_CPP_TJUNC=\
|
||||
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|
||||
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|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\tjunc.obj" : $(SOURCE) $(DEP_CPP_TJUNC) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
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|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\outside.c
|
||||
DEP_CPP_OUTSI=\
|
||||
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|
||||
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|
||||
"..\common\mathlib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\bsp5.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\outside.obj" : $(SOURCE) $(DEP_CPP_OUTSI) "$(INTDIR)"
|
||||
|
||||
|
||||
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|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\bsp5.h
|
||||
|
||||
!IF "$(CFG)" == "qbsp2 - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "qbsp2 - Win32 Debug"
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\threads.c
|
||||
DEP_CPP_THREA=\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\threads.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\threads.obj" : $(SOURCE) $(DEP_CPP_THREA) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\bspfile.c
|
||||
DEP_CPP_BSPFI=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\bspfile.obj" : $(SOURCE) $(DEP_CPP_BSPFI) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\scriplib.c
|
||||
DEP_CPP_SCRIP=\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\scriplib.obj" : $(SOURCE) $(DEP_CPP_SCRIP) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\mathlib.c
|
||||
DEP_CPP_MATHL=\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\mathlib.obj" : $(SOURCE) $(DEP_CPP_MATHL) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\cmdlib.c
|
||||
DEP_CPP_CMDLI=\
|
||||
"..\common\cmdlib.h"\
|
||||
{$(INCLUDE)}"\sys\stat.h"\
|
||||
{$(INCLUDE)}"\sys\types.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\cmdlib.obj" : $(SOURCE) $(DEP_CPP_CMDLI) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
|
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|||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
!IF "$(CFG)" == ""
|
||||
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|
||||
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|
||||
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|
||||
|
||||
!IF "$(CFG)" != "writebsp - Win32 Release" && "$(CFG)" !=\
|
||||
"writebsp - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE on this makefile
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "writebsp.mak" CFG="writebsp - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "writebsp - Win32 Release" (based on\
|
||||
"Win32 (x86) Console Application")
|
||||
!MESSAGE "writebsp - Win32 Debug" (based on "Win32 (x86) Console Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
################################################################################
|
||||
# Begin Project
|
||||
RSC=rc.exe
|
||||
CPP=cl.exe
|
||||
|
||||
!IF "$(CFG)" == "writebsp - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
OUTDIR=.
|
||||
INTDIR=.
|
||||
|
||||
ALL : "$(OUTDIR)\writebsp.exe"
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\writebsp.obj"
|
||||
-@erase "$(OUTDIR)\writebsp.exe"
|
||||
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /YX /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /YX /c
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE"\
|
||||
/Fp"writebsp.pch" /YX /c
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)/writebsp.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
|
||||
LINK32_FLAGS=kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib\
|
||||
advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib\
|
||||
odbccp32.lib /nologo /subsystem:console /incremental:no\
|
||||
/pdb:"$(OUTDIR)/writebsp.pdb" /machine:I386 /out:"$(OUTDIR)/writebsp.exe"
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\writebsp.obj"
|
||||
|
||||
"$(OUTDIR)\writebsp.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "writebsp - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
OUTDIR=.
|
||||
INTDIR=.
|
||||
|
||||
ALL : "$(OUTDIR)\writebsp.exe"
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\vc40.idb"
|
||||
-@erase "$(INTDIR)\vc40.pdb"
|
||||
-@erase "$(INTDIR)\writebsp.obj"
|
||||
-@erase "$(OUTDIR)\writebsp.exe"
|
||||
-@erase "$(OUTDIR)\writebsp.ilk"
|
||||
-@erase "$(OUTDIR)\writebsp.pdb"
|
||||
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /YX /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /YX /c
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE"\
|
||||
/Fp"writebsp.pch" /YX /c
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)/writebsp.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386
|
||||
LINK32_FLAGS=kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib\
|
||||
advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib\
|
||||
odbccp32.lib /nologo /subsystem:console /incremental:yes\
|
||||
/pdb:"$(OUTDIR)/writebsp.pdb" /debug /machine:I386\
|
||||
/out:"$(OUTDIR)/writebsp.exe"
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\writebsp.obj"
|
||||
|
||||
"$(OUTDIR)\writebsp.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
.c.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cpp.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cxx.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.c.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cpp.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cxx.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
################################################################################
|
||||
# Begin Target
|
||||
|
||||
# Name "writebsp - Win32 Release"
|
||||
# Name "writebsp - Win32 Debug"
|
||||
|
||||
!IF "$(CFG)" == "writebsp - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "writebsp - Win32 Debug"
|
||||
|
||||
!ENDIF
|
||||
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\writebsp.c
|
||||
DEP_CPP_WRITE=\
|
||||
".\bsp5.h"\
|
||||
|
||||
NODEP_CPP_WRITE=\
|
||||
".\bspfile.h"\
|
||||
".\cmdlib.h"\
|
||||
".\mathlib.h"\
|
||||
".\threads.h"\
|
||||
|
||||
|
||||
"$(INTDIR)\writebsp.obj" : $(SOURCE) $(DEP_CPP_WRITE) "$(INTDIR)"
|
||||
|
||||
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
################################################################################
|
|
@ -14,7 +14,7 @@
|
|||
#include "scriplib.h"
|
||||
#include "polylib.h"
|
||||
#include "threads.h"
|
||||
#include "bspfile.h"
|
||||
#include "bsplib.h"
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
|
@ -33,12 +33,16 @@ typedef struct
|
|||
int inormal[3];
|
||||
} plane_t;
|
||||
|
||||
|
||||
extern plane_t mapplanes[MAX_MAP_PLANES];
|
||||
extern int nummapplanes;
|
||||
|
||||
extern int g_nMapFileVersion; // map file version * 100 (ie 201), zero for pre-Worldcraft 2.0.1 maps
|
||||
|
||||
typedef struct
|
||||
{
|
||||
vec3_t UAxis;
|
||||
vec3_t VAxis;
|
||||
vec_t shift[2];
|
||||
vec_t rotate;
|
||||
vec_t scale[2];
|
||||
|
|
|
@ -8,8 +8,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
// map.c
|
||||
|
||||
#include "csg.h"
|
||||
|
||||
int nummapbrushes;
|
||||
|
@ -18,7 +16,7 @@ brush_t mapbrushes[MAX_MAP_BRUSHES];
|
|||
int numbrushsides;
|
||||
side_t brushsides[MAX_MAP_SIDES];
|
||||
|
||||
//============================================================================
|
||||
int g_nMapFileVersion;
|
||||
|
||||
|
||||
/*
|
||||
|
@ -28,12 +26,12 @@ textureAxisFromPlane
|
|||
*/
|
||||
vec3_t baseaxis[18] =
|
||||
{
|
||||
{0,0,1}, {1,0,0}, {0,-1,0}, // floor
|
||||
{0,0,-1}, {1,0,0}, {0,-1,0}, // ceiling
|
||||
{1,0,0}, {0,1,0}, {0,0,-1}, // west wall
|
||||
{-1,0,0}, {0,1,0}, {0,0,-1}, // east wall
|
||||
{0,1,0}, {1,0,0}, {0,0,-1}, // south wall
|
||||
{0,-1,0}, {1,0,0}, {0,0,-1} // north wall
|
||||
{0,0,1}, {1,0,0}, {0,-1,0}, // floor
|
||||
{0,0,-1}, {1,0,0}, {0,-1,0}, // ceiling
|
||||
{1,0,0}, {0,1,0}, {0,0,-1}, // west wall
|
||||
{-1,0,0}, {0,1,0}, {0,0,-1}, // east wall
|
||||
{0,1,0}, {1,0,0}, {0,0,-1}, // south wall
|
||||
{0,-1,0}, {1,0,0}, {0,0,-1} // north wall
|
||||
};
|
||||
|
||||
void TextureAxisFromPlane(plane_t *pln, vec3_t xv, vec3_t yv)
|
||||
|
@ -60,7 +58,6 @@ void TextureAxisFromPlane(plane_t *pln, vec3_t xv, vec3_t yv)
|
|||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
ParseBrush
|
||||
|
@ -103,7 +100,7 @@ void ParseBrush (entity_t *mapent)
|
|||
|
||||
b->numsides++;
|
||||
|
||||
// read the three point plane definition
|
||||
// read the three point plane definition
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
if (i != 0)
|
||||
|
@ -123,16 +120,71 @@ void ParseBrush (entity_t *mapent)
|
|||
|
||||
}
|
||||
|
||||
// read the texturedef
|
||||
// read the texturedef
|
||||
GetToken (false);
|
||||
strcpy (side->td.name, token);
|
||||
|
||||
GetToken (false);
|
||||
side->td.shift[0] = atoi(token);
|
||||
GetToken (false);
|
||||
side->td.shift[1] = atoi(token);
|
||||
GetToken (false);
|
||||
side->td.rotate = atoi(token);
|
||||
if (g_nMapFileVersion < 220)
|
||||
{
|
||||
GetToken (false);
|
||||
side->td.shift[0] = atof(token);
|
||||
GetToken (false);
|
||||
side->td.shift[1] = atof(token);
|
||||
GetToken (false);
|
||||
side->td.rotate = atof(token);
|
||||
}
|
||||
else
|
||||
{
|
||||
// texture U axis
|
||||
GetToken (false);
|
||||
if (strcmp (token, "["))
|
||||
{
|
||||
Error("missing '[ in texturedef");
|
||||
}
|
||||
|
||||
GetToken (false);
|
||||
side->td.UAxis[0] = atof(token);
|
||||
GetToken (false);
|
||||
side->td.UAxis[1] = atof(token);
|
||||
GetToken (false);
|
||||
side->td.UAxis[2] = atof(token);
|
||||
GetToken (false);
|
||||
side->td.shift[0] = atof(token);
|
||||
|
||||
GetToken (false);
|
||||
if (strcmp (token, "]"))
|
||||
{
|
||||
Error("missing ']' in texturedef");
|
||||
}
|
||||
|
||||
// texture V axis
|
||||
GetToken (false);
|
||||
if (strcmp (token, "["))
|
||||
{
|
||||
Error("missing '[ in texturedef");
|
||||
}
|
||||
|
||||
GetToken (false);
|
||||
side->td.VAxis[0] = atof(token);
|
||||
GetToken (false);
|
||||
side->td.VAxis[1] = atof(token);
|
||||
GetToken (false);
|
||||
side->td.VAxis[2] = atof(token);
|
||||
GetToken (false);
|
||||
side->td.shift[1] = atof(token);
|
||||
|
||||
GetToken (false);
|
||||
if (strcmp (token, "]"))
|
||||
{
|
||||
Error("missing ']' in texturedef");
|
||||
}
|
||||
|
||||
// Texture rotation is implicit in U/V axes.
|
||||
GetToken(false);
|
||||
side->td.rotate = 0;
|
||||
}
|
||||
|
||||
// texure scale
|
||||
GetToken (false);
|
||||
side->td.scale[0] = atof(token);
|
||||
GetToken (false);
|
||||
|
@ -210,6 +262,12 @@ qboolean ParseMapEntity (void)
|
|||
else
|
||||
{
|
||||
e = ParseEpair ();
|
||||
|
||||
if (!strcmp(e->key, "mapversion"))
|
||||
{
|
||||
g_nMapFileVersion = atoi(e->value);
|
||||
}
|
||||
|
||||
e->next = mapent->epairs;
|
||||
mapent->epairs = e;
|
||||
}
|
||||
|
|
|
@ -731,7 +731,7 @@ int main (int argc, char **argv)
|
|||
char name[1024];
|
||||
double start, end;
|
||||
|
||||
printf( "qcsg.exe v2.7 (%s)\n", __DATE__ );
|
||||
printf( "qcsg.exe v2.8 (%s)\n", __DATE__ );
|
||||
printf ("---- qcsg ----\n" );
|
||||
|
||||
for (i=1 ; i<argc ; i++)
|
||||
|
@ -804,6 +804,7 @@ int main (int argc, char **argv)
|
|||
SetQdirFromPath (argv[i]);
|
||||
|
||||
strcpy (source, ExpandArg (argv[i]));
|
||||
COM_FixSlashes(source);
|
||||
StripExtension (source);
|
||||
|
||||
strcpy (name, ExpandArg (argv[i]));
|
||||
|
|
|
@ -1,605 +0,0 @@
|
|||
# Microsoft Developer Studio Generated NMAKE File, Format Version 4.20
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Console Application" 0x0103
|
||||
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=qcsg - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to qcsg - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "qcsg - Win32 Release" && "$(CFG)" != "qcsg - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE on this makefile
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "qcsg.mak" CFG="qcsg - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "qcsg - Win32 Release" (based on "Win32 (x86) Console Application")
|
||||
!MESSAGE "qcsg - Win32 Debug" (based on "Win32 (x86) Console Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
################################################################################
|
||||
# Begin Project
|
||||
# PROP Target_Last_Scanned "qcsg - Win32 Debug"
|
||||
CPP=cl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Target_Dir ""
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
|
||||
ALL : "$(OUTDIR)\qcsg.exe"
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\brush.obj"
|
||||
-@erase "$(INTDIR)\bspfile.obj"
|
||||
-@erase "$(INTDIR)\cmdlib.obj"
|
||||
-@erase "$(INTDIR)\gldraw.obj"
|
||||
-@erase "$(INTDIR)\map.obj"
|
||||
-@erase "$(INTDIR)\mathlib.obj"
|
||||
-@erase "$(INTDIR)\polylib.obj"
|
||||
-@erase "$(INTDIR)\qcsg.obj"
|
||||
-@erase "$(INTDIR)\scriplib.obj"
|
||||
-@erase "$(INTDIR)\textures.obj"
|
||||
-@erase "$(INTDIR)\threads.obj"
|
||||
-@erase "$(OUTDIR)\qcsg.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /YX /c
|
||||
# ADD CPP /nologo /MT /GX /O2 /I "..\common" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /D "DOUBLEVEC_T" /YX /c
|
||||
CPP_PROJ=/nologo /MT /GX /O2 /I "..\common" /D "NDEBUG" /D "WIN32" /D\
|
||||
"_CONSOLE" /D "_MBCS" /D "DOUBLEVEC_T" /Fp"$(INTDIR)/qcsg.pch" /YX\
|
||||
/Fo"$(INTDIR)/" /c
|
||||
CPP_OBJS=.\Release/
|
||||
CPP_SBRS=.\.
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)/qcsg.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
|
||||
# ADD LINK32 opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib uuid.lib /nologo /subsystem:console /machine:I386
|
||||
LINK32_FLAGS=opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib\
|
||||
winspool.lib comdlg32.lib advapi32.lib shell32.lib uuid.lib /nologo\
|
||||
/subsystem:console /incremental:no /pdb:"$(OUTDIR)/qcsg.pdb" /machine:I386\
|
||||
/out:"$(OUTDIR)/qcsg.exe"
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\brush.obj" \
|
||||
"$(INTDIR)\bspfile.obj" \
|
||||
"$(INTDIR)\cmdlib.obj" \
|
||||
"$(INTDIR)\gldraw.obj" \
|
||||
"$(INTDIR)\map.obj" \
|
||||
"$(INTDIR)\mathlib.obj" \
|
||||
"$(INTDIR)\polylib.obj" \
|
||||
"$(INTDIR)\qcsg.obj" \
|
||||
"$(INTDIR)\scriplib.obj" \
|
||||
"$(INTDIR)\textures.obj" \
|
||||
"$(INTDIR)\threads.obj"
|
||||
|
||||
"$(OUTDIR)\qcsg.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Target_Dir ""
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
|
||||
ALL : "$(OUTDIR)\qcsg.exe" "$(OUTDIR)\qcsg.bsc"
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\brush.obj"
|
||||
-@erase "$(INTDIR)\brush.sbr"
|
||||
-@erase "$(INTDIR)\bspfile.obj"
|
||||
-@erase "$(INTDIR)\bspfile.sbr"
|
||||
-@erase "$(INTDIR)\cmdlib.obj"
|
||||
-@erase "$(INTDIR)\cmdlib.sbr"
|
||||
-@erase "$(INTDIR)\gldraw.obj"
|
||||
-@erase "$(INTDIR)\gldraw.sbr"
|
||||
-@erase "$(INTDIR)\map.obj"
|
||||
-@erase "$(INTDIR)\map.sbr"
|
||||
-@erase "$(INTDIR)\mathlib.obj"
|
||||
-@erase "$(INTDIR)\mathlib.sbr"
|
||||
-@erase "$(INTDIR)\polylib.obj"
|
||||
-@erase "$(INTDIR)\polylib.sbr"
|
||||
-@erase "$(INTDIR)\qcsg.obj"
|
||||
-@erase "$(INTDIR)\qcsg.sbr"
|
||||
-@erase "$(INTDIR)\scriplib.obj"
|
||||
-@erase "$(INTDIR)\scriplib.sbr"
|
||||
-@erase "$(INTDIR)\textures.obj"
|
||||
-@erase "$(INTDIR)\textures.sbr"
|
||||
-@erase "$(INTDIR)\threads.obj"
|
||||
-@erase "$(INTDIR)\threads.sbr"
|
||||
-@erase "$(INTDIR)\vc40.idb"
|
||||
-@erase "$(INTDIR)\vc40.pdb"
|
||||
-@erase "$(OUTDIR)\qcsg.bsc"
|
||||
-@erase "$(OUTDIR)\qcsg.exe"
|
||||
-@erase "$(OUTDIR)\qcsg.ilk"
|
||||
-@erase "$(OUTDIR)\qcsg.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /YX /c
|
||||
# ADD CPP /nologo /MTd /Gm /GX /Zi /Od /I "..\common" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /D "DOUBLEVEC_T" /FR /YX /c
|
||||
CPP_PROJ=/nologo /MTd /Gm /GX /Zi /Od /I "..\common" /D "_DEBUG" /D "WIN32" /D\
|
||||
"_CONSOLE" /D "_MBCS" /D "DOUBLEVEC_T" /FR"$(INTDIR)/" /Fp"$(INTDIR)/qcsg.pch"\
|
||||
/YX /Fo"$(INTDIR)/" /Fd"$(INTDIR)/" /c
|
||||
CPP_OBJS=.\Debug/
|
||||
CPP_SBRS=.\Debug/
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)/qcsg.bsc"
|
||||
BSC32_SBRS= \
|
||||
"$(INTDIR)\brush.sbr" \
|
||||
"$(INTDIR)\bspfile.sbr" \
|
||||
"$(INTDIR)\cmdlib.sbr" \
|
||||
"$(INTDIR)\gldraw.sbr" \
|
||||
"$(INTDIR)\map.sbr" \
|
||||
"$(INTDIR)\mathlib.sbr" \
|
||||
"$(INTDIR)\polylib.sbr" \
|
||||
"$(INTDIR)\qcsg.sbr" \
|
||||
"$(INTDIR)\scriplib.sbr" \
|
||||
"$(INTDIR)\textures.sbr" \
|
||||
"$(INTDIR)\threads.sbr"
|
||||
|
||||
"$(OUTDIR)\qcsg.bsc" : "$(OUTDIR)" $(BSC32_SBRS)
|
||||
$(BSC32) @<<
|
||||
$(BSC32_FLAGS) $(BSC32_SBRS)
|
||||
<<
|
||||
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386
|
||||
# ADD LINK32 opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib uuid.lib /nologo /subsystem:console /debug /machine:I386
|
||||
LINK32_FLAGS=opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib\
|
||||
winspool.lib comdlg32.lib advapi32.lib shell32.lib uuid.lib /nologo\
|
||||
/subsystem:console /incremental:yes /pdb:"$(OUTDIR)/qcsg.pdb" /debug\
|
||||
/machine:I386 /out:"$(OUTDIR)/qcsg.exe"
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\brush.obj" \
|
||||
"$(INTDIR)\bspfile.obj" \
|
||||
"$(INTDIR)\cmdlib.obj" \
|
||||
"$(INTDIR)\gldraw.obj" \
|
||||
"$(INTDIR)\map.obj" \
|
||||
"$(INTDIR)\mathlib.obj" \
|
||||
"$(INTDIR)\polylib.obj" \
|
||||
"$(INTDIR)\qcsg.obj" \
|
||||
"$(INTDIR)\scriplib.obj" \
|
||||
"$(INTDIR)\textures.obj" \
|
||||
"$(INTDIR)\threads.obj"
|
||||
|
||||
"$(OUTDIR)\qcsg.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
.c{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cpp{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cxx{$(CPP_OBJS)}.obj:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.c{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cpp{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
.cxx{$(CPP_SBRS)}.sbr:
|
||||
$(CPP) $(CPP_PROJ) $<
|
||||
|
||||
################################################################################
|
||||
# Begin Target
|
||||
|
||||
# Name "qcsg - Win32 Release"
|
||||
# Name "qcsg - Win32 Debug"
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
!ENDIF
|
||||
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\map.c
|
||||
DEP_CPP_MAP_C=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\polylib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\csg.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\map.obj" : $(SOURCE) $(DEP_CPP_MAP_C) "$(INTDIR)"
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
"$(INTDIR)\map.obj" : $(SOURCE) $(DEP_CPP_MAP_C) "$(INTDIR)"
|
||||
|
||||
"$(INTDIR)\map.sbr" : $(SOURCE) $(DEP_CPP_MAP_C) "$(INTDIR)"
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\brush.c
|
||||
DEP_CPP_BRUSH=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\polylib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\csg.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\brush.obj" : $(SOURCE) $(DEP_CPP_BRUSH) "$(INTDIR)"
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
"$(INTDIR)\brush.obj" : $(SOURCE) $(DEP_CPP_BRUSH) "$(INTDIR)"
|
||||
|
||||
"$(INTDIR)\brush.sbr" : $(SOURCE) $(DEP_CPP_BRUSH) "$(INTDIR)"
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\qcsg.c
|
||||
DEP_CPP_QCSG_=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\polylib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\csg.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\qcsg.obj" : $(SOURCE) $(DEP_CPP_QCSG_) "$(INTDIR)"
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
"$(INTDIR)\qcsg.obj" : $(SOURCE) $(DEP_CPP_QCSG_) "$(INTDIR)"
|
||||
|
||||
"$(INTDIR)\qcsg.sbr" : $(SOURCE) $(DEP_CPP_QCSG_) "$(INTDIR)"
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\textures.c
|
||||
DEP_CPP_TEXTU=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\polylib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\csg.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\textures.obj" : $(SOURCE) $(DEP_CPP_TEXTU) "$(INTDIR)"
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
"$(INTDIR)\textures.obj" : $(SOURCE) $(DEP_CPP_TEXTU) "$(INTDIR)"
|
||||
|
||||
"$(INTDIR)\textures.sbr" : $(SOURCE) $(DEP_CPP_TEXTU) "$(INTDIR)"
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\gldraw.c
|
||||
DEP_CPP_GLDRA=\
|
||||
"..\common\bspfile.h"\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\polylib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
"..\common\threads.h"\
|
||||
".\csg.h"\
|
||||
{$(INCLUDE)}"\GL\gl.h"\
|
||||
{$(INCLUDE)}"\GL\glaux.h"\
|
||||
{$(INCLUDE)}"\GL\glu.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\gldraw.obj" : $(SOURCE) $(DEP_CPP_GLDRA) "$(INTDIR)"
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
"$(INTDIR)\gldraw.obj" : $(SOURCE) $(DEP_CPP_GLDRA) "$(INTDIR)"
|
||||
|
||||
"$(INTDIR)\gldraw.sbr" : $(SOURCE) $(DEP_CPP_GLDRA) "$(INTDIR)"
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\threads.c
|
||||
DEP_CPP_THREA=\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\threads.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\threads.obj" : $(SOURCE) $(DEP_CPP_THREA) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
BuildCmds= \
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE) \
|
||||
|
||||
|
||||
"$(INTDIR)\threads.obj" : $(SOURCE) $(DEP_CPP_THREA) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
"$(INTDIR)\threads.sbr" : $(SOURCE) $(DEP_CPP_THREA) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\cmdlib.c
|
||||
DEP_CPP_CMDLI=\
|
||||
"..\common\cmdlib.h"\
|
||||
{$(INCLUDE)}"\sys\Stat.h"\
|
||||
{$(INCLUDE)}"\sys\Types.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\cmdlib.obj" : $(SOURCE) $(DEP_CPP_CMDLI) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
BuildCmds= \
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE) \
|
||||
|
||||
|
||||
"$(INTDIR)\cmdlib.obj" : $(SOURCE) $(DEP_CPP_CMDLI) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
"$(INTDIR)\cmdlib.sbr" : $(SOURCE) $(DEP_CPP_CMDLI) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\mathlib.c
|
||||
DEP_CPP_MATHL=\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\mathlib.obj" : $(SOURCE) $(DEP_CPP_MATHL) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
BuildCmds= \
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE) \
|
||||
|
||||
|
||||
"$(INTDIR)\mathlib.obj" : $(SOURCE) $(DEP_CPP_MATHL) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
"$(INTDIR)\mathlib.sbr" : $(SOURCE) $(DEP_CPP_MATHL) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\polylib.c
|
||||
DEP_CPP_POLYL=\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\mathlib.h"\
|
||||
"..\common\polylib.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\polylib.obj" : $(SOURCE) $(DEP_CPP_POLYL) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
BuildCmds= \
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE) \
|
||||
|
||||
|
||||
"$(INTDIR)\polylib.obj" : $(SOURCE) $(DEP_CPP_POLYL) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
"$(INTDIR)\polylib.sbr" : $(SOURCE) $(DEP_CPP_POLYL) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
################################################################################
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\scriplib.c
|
||||
DEP_CPP_SCRIP=\
|
||||
"..\common\cmdlib.h"\
|
||||
"..\common\scriplib.h"\
|
||||
|
||||
|
||||
!IF "$(CFG)" == "qcsg - Win32 Release"
|
||||
|
||||
|
||||
"$(INTDIR)\scriplib.obj" : $(SOURCE) $(DEP_CPP_SCRIP) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
!ELSEIF "$(CFG)" == "qcsg - Win32 Debug"
|
||||
|
||||
|
||||
BuildCmds= \
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE) \
|
||||
|
||||
|
||||
"$(INTDIR)\scriplib.obj" : $(SOURCE) $(DEP_CPP_SCRIP) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
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|
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||||
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|
||||
################################################################################
|
|
@ -418,55 +418,70 @@ int TexinfoForBrushTexture (plane_t *plane, brush_texture_t *bt, vec3_t origin)
|
|||
|| !Q_strncasecmp (bt->name, "aaatrigger",10))
|
||||
tx.flags |= TEX_SPECIAL;
|
||||
|
||||
TextureAxisFromPlane(plane, vecs[0], vecs[1]);
|
||||
if (g_nMapFileVersion < 220)
|
||||
{
|
||||
TextureAxisFromPlane(plane, vecs[0], vecs[1]);
|
||||
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|
||||
|
||||
if (!bt->scale[0])
|
||||
bt->scale[0] = 1;
|
||||
if (!bt->scale[1])
|
||||
bt->scale[1] = 1;
|
||||
|
||||
|
||||
// rotate axis
|
||||
if (bt->rotate == 0)
|
||||
{ sinv = 0 ; cosv = 1; }
|
||||
else if (bt->rotate == 90)
|
||||
{ sinv = 1 ; cosv = 0; }
|
||||
else if (bt->rotate == 180)
|
||||
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|
||||
else if (bt->rotate == 270)
|
||||
{ sinv = -1 ; cosv = 0; }
|
||||
else
|
||||
{
|
||||
ang = bt->rotate / 180 * Q_PI;
|
||||
sinv = sin(ang);
|
||||
cosv = cos(ang);
|
||||
}
|
||||
|
||||
if (vecs[0][0])
|
||||
sv = 0;
|
||||
else if (vecs[0][1])
|
||||
sv = 1;
|
||||
else
|
||||
sv = 2;
|
||||
|
||||
if (vecs[1][0])
|
||||
tv = 0;
|
||||
else if (vecs[1][1])
|
||||
tv = 1;
|
||||
else
|
||||
tv = 2;
|
||||
|
||||
for (i=0 ; i<2 ; i++)
|
||||
if (g_nMapFileVersion < 220)
|
||||
{
|
||||
ns = cosv * vecs[i][sv] - sinv * vecs[i][tv];
|
||||
nt = sinv * vecs[i][sv] + cosv * vecs[i][tv];
|
||||
vecs[i][sv] = ns;
|
||||
vecs[i][tv] = nt;
|
||||
}
|
||||
// rotate axis
|
||||
if (bt->rotate == 0)
|
||||
{ sinv = 0 ; cosv = 1; }
|
||||
else if (bt->rotate == 90)
|
||||
{ sinv = 1 ; cosv = 0; }
|
||||
else if (bt->rotate == 180)
|
||||
{ sinv = 0 ; cosv = -1; }
|
||||
else if (bt->rotate == 270)
|
||||
{ sinv = -1 ; cosv = 0; }
|
||||
else
|
||||
{
|
||||
ang = bt->rotate / 180 * Q_PI;
|
||||
sinv = sin(ang);
|
||||
cosv = cos(ang);
|
||||
}
|
||||
|
||||
for (i=0 ; i<2 ; i++)
|
||||
for (j=0 ; j<3 ; j++)
|
||||
tx.vecs[i][j] = vecs[i][j] / bt->scale[i];
|
||||
if (vecs[0][0])
|
||||
sv = 0;
|
||||
else if (vecs[0][1])
|
||||
sv = 1;
|
||||
else
|
||||
sv = 2;
|
||||
|
||||
if (vecs[1][0])
|
||||
tv = 0;
|
||||
else if (vecs[1][1])
|
||||
tv = 1;
|
||||
else
|
||||
tv = 2;
|
||||
|
||||
for (i=0 ; i<2 ; i++)
|
||||
{
|
||||
ns = cosv * vecs[i][sv] - sinv * vecs[i][tv];
|
||||
nt = sinv * vecs[i][sv] + cosv * vecs[i][tv];
|
||||
vecs[i][sv] = ns;
|
||||
vecs[i][tv] = nt;
|
||||
}
|
||||
|
||||
for (i=0 ; i<2 ; i++)
|
||||
for (j=0 ; j<3 ; j++)
|
||||
tx.vecs[i][j] = vecs[i][j] / bt->scale[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
tx.vecs[0][0] = bt->UAxis[0] / bt->scale[0];
|
||||
tx.vecs[0][1] = bt->UAxis[1] / bt->scale[0];
|
||||
tx.vecs[0][2] = bt->UAxis[2] / bt->scale[0];
|
||||
|
||||
tx.vecs[1][0] = bt->VAxis[0] / bt->scale[1];
|
||||
tx.vecs[1][1] = bt->VAxis[1] / bt->scale[1];
|
||||
tx.vecs[1][2] = bt->VAxis[2] / bt->scale[1];
|
||||
}
|
||||
|
||||
tx.vecs[0][3] = bt->shift[0] + DotProduct( origin, tx.vecs[0] );
|
||||
tx.vecs[1][3] = bt->shift[1] + DotProduct( origin, tx.vecs[1] );
|
||||
|
|
|
@ -1,412 +0,0 @@
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||||
!IF "$(CFG)" == ""
|
||||
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|
||||
!MESSAGE No configuration specified. Defaulting to qlumpy - Win32 Debug.
|
||||
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|
||||
|
||||
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||||
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|
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|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
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||||
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||||
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||||
|
||||
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|
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||||
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||||
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||||
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||||
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||||
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|
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||||
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||||
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|
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|
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|
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|
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||||
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||||
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||||
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||||
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||||
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||||
|
||||
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||||
|
||||
|
||||
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|
||||
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|
||||
|
||||
|
||||
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||||
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|
||||
|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
|
||||
|
||||
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||||
|
||||
|
||||
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||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
|
||||
BuildCmds= \
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|
||||
|
||||
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
||||
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||||
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||||
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||||
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|
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||||
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||||
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||||
|
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||||
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|
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||||
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|
||||
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||||
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|
||||
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||||
|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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||||
|
||||
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
|
||||
|
||||
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||||
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||||
|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
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!ELSEIF "$(CFG)" == "vis - Win32 Debug"
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||||
|
||||
|
||||
BuildCmds= \
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE) \
|
||||
|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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||||
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|
||||
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||||
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|
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|
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|
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|
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||||
|
||||
|
||||
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|
||||
$(CPP) $(CPP_PROJ) $(SOURCE) \
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|
||||
|
||||
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||||
|
||||
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|
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||||
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|
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
|
||||
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$(CPP) $(CPP_PROJ) $(SOURCE)
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|
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||||
|
||||
|
||||
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|
||||
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|
||||
|
||||
|
||||
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|
||||
$(BuildCmds)
|
||||
|
||||
"$(INTDIR)\bspfile.sbr" : $(SOURCE) $(DEP_CPP_BSPFI) "$(INTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
################################################################################
|
Loading…
Reference in a new issue