Pushing local edits
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3 changed files with 77 additions and 50 deletions
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@ -153,18 +153,18 @@ void BotInit (void)
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for (i=0, client=svs.clients; i<svs.maxclients; i++, client++) // Keep looping as long as there are clients
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{
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globot.MaxClients++; // Increase MaxClients with 1
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globot.MaxClients++; // Increase MaxClients with 1
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client->edict->bot.ClientNo = -1; // We dont want anyone to have a client number until they have connected
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client->edict->bot.menudone = false; // Of course we have not gone past the Team Fortress menu yet
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client->edict->bot.Active = false; // Of course noone is active... the game havent started yet :)
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client->edict->bot.isbot = false; // And noone is a bot either... or human...
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client->edict->bot.ClientNo = -1; // We dont want anyone to have a client number until they have connected
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client->edict->bot.menudone = false;// Of course we have not gone past the Team Fortress menu yet
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client->edict->bot.Active = false;// Of course noone is active... the game havent started yet :)
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client->edict->bot.isbot = false;// And noone is a bot either... or human...
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}
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for (i=1; i<16; i++)
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globot.botactive[i] = false;
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if (globot.MaxClients > 16) // We dont allow more then 16 players right now
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if (globot.MaxClients > 16) // We dont allow more then 16 players right now
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globot.MaxClients = 16;
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}
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@ -231,11 +231,11 @@ void BotConnect (client_t *client, int ClientNo, int color, char *name)
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edict_t *bot = client->edict;
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int randombot;
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bot->bot.isbot = true; // And yes this is a bot
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bot->bot.Active = true; // and hes active
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bot->bot.enemy = bot; // Now why is he chasing himself?
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bot->bot.isbot = true; // And yes this is a bot
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bot->bot.Active = true; // and hes active
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bot->bot.enemy = bot; // Now why is he chasing himself?
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bot->bot.connecttime = sv.time;
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bot->bot.ClientNo = ClientNo; // Now we get a clientnumber
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bot->bot.ClientNo = ClientNo; // Now we get a clientnumber
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randombot = ceil (RandomRange (0, 15));
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@ -251,29 +251,29 @@ void BotConnect (client_t *client, int ClientNo, int color, char *name)
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if (color != 666)
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{
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client->colors = color * 14 + color; // The bot must have a color
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bot->v.team = color + 1; // And to be in a team
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client->colors = color * 14 + color; // The bot must have a color
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bot->v.team = color + 1; // And to be in a team
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}
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else
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{
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client->colors = randombot * 14 + randombot; // The bot must have a color
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bot->v.team = randombot + 1; // And to be in a team
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client->colors = randombot * 14 + randombot; // The bot must have a color
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bot->v.team = randombot + 1; // And to be in a team
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}
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client->old_frags = 0; // And since he just joined he cant have got any frags yet
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client->old_frags = 0; // And since he just joined he cant have got any frags yet
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bot->v.colormap = ClientNo; // Without this he wont be using any colored clothes
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bot->v.colormap = ClientNo; // Without this he wont be using any colored clothes
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bot->v.netname = client->name - pr_strings; // Everyone wants a name
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UpdateClient (client, ClientNo); // Update the scoreboard
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UpdateClient (client, ClientNo); // Update the scoreboard
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pr_global_struct->self = EDICT_TO_PROG(bot); // Update the QC self to be the bot
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pr_global_struct->self = EDICT_TO_PROG(bot); // Update the QC self to be the bot
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PR_ExecuteProgram (pr_global_struct->SetNewParms); // Now call some QC functions
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PR_ExecuteProgram (pr_global_struct->SetNewParms); // Now call some QC functions
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PR_ExecuteProgram (pr_global_struct->ClientConnect); // Now call some more QC functions
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PR_ExecuteProgram (pr_global_struct->PutClientInServer); // Now call yet some more QC functions
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pr_global_struct->self = EDICT_TO_PROG (self); // Get back to the backup
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pr_global_struct->self = EDICT_TO_PROG (self); // Get back to the backup
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}
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@ -292,11 +292,11 @@ void LoserConnect (client_t *client, int ClientNo, int color, char *name)
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edict_t *bot = client->edict;
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int randombot;
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splitmeup = 2;
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bot->bot.isbot = 35; // And yes this is a human who ignores some builtins
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bot->bot.Active = true; // and hes active
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bot->bot.enemy = bot; // Now why is he chasing himself?
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bot->bot.isbot = 35; // And yes this is a human who ignores some builtins
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bot->bot.Active = true; // and hes active
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bot->bot.enemy = bot; // Now why is he chasing himself?
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bot->bot.connecttime = sv.time;
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bot->bot.ClientNo = ClientNo; // Now we get a clientnumber
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bot->bot.ClientNo = ClientNo;// Now we get a clientnumber
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randombot = ceil (RandomRange (0, 15));
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@ -312,28 +312,28 @@ void LoserConnect (client_t *client, int ClientNo, int color, char *name)
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if (color != 666)
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{
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client->colors = color * 16 + color; // The bot must have a color
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bot->v.team = color + 1; // And to be in a team
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client->colors = color * 16 + color; // The bot must have a color
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bot->v.team = color + 1; // And to be in a team
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}
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else
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{
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client->colors = randombot * 16 + randombot; // The bot must have a color
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bot->v.team = randombot + 1; // And to be in a team
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client->colors = randombot * 16 + randombot; // The bot must have a color
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bot->v.team = randombot + 1; // And to be in a team
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}
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client->old_frags = 0; // And since he just joined he cant have got any frags yet
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client->old_frags = 0; // And since he just joined he cant have got any frags yet
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bot->v.colormap = ClientNo; // Without this he wont be using any colored clothes
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bot->v.netname = client->name - pr_strings; // Everyone wants a name
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bot->v.colormap = ClientNo; // Without this he wont be using any colored clothes
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bot->v.netname = client->name - pr_strings; // Everyone wants a name
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UpdateClient (client, ClientNo); // Update the scoreboard
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UpdateClient (client, ClientNo);// Update the scoreboard
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pr_global_struct->self = EDICT_TO_PROG(bot); // Update the QC self to be the bot
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pr_global_struct->self = EDICT_TO_PROG(bot); // Update the QC self to be the bot
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PR_ExecuteProgram (pr_global_struct->SetNewParms); // Now call some QC functions
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PR_ExecuteProgram (pr_global_struct->SetNewParms); // Now call some QC functions
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PR_ExecuteProgram (pr_global_struct->ClientConnect); // Now call some more QC functions
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PR_ExecuteProgram (pr_global_struct->PutClientInServer); // Now call yet some more QC functions
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pr_global_struct->self = EDICT_TO_PROG (self); // Get back to the backup
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pr_global_struct->self = EDICT_TO_PROG (self); // Get back to the backup
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splitplayer = client;
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}
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/*
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@ -737,4 +737,4 @@ void Bot_Init (void)
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Cmd_AddCommand ("addbot", NextFreeClient);
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Cmd_AddCommand ("addburp", NextFreeLoser);
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}
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#endif
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#endif
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@ -1208,7 +1208,7 @@ void D_PolysetDrawSpans8_C (spanpackage_t *pspanpackage)
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int dodith, doshine;
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int s, t;
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int s2, t2;
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#ifdef linux
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#ifdef linux // for now
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if (coloredmethod == 1){
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D_PolysetDrawSpans8_Low_C (pspanpackage);
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return;
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@ -1525,10 +1525,10 @@ void D_PolysetDrawSpans8_Low_C (spanpackage_t *pspanpackage)
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float bhad = 1;
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int ta, te, tv;
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int dith, det; // leilei - shading dither
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int dodith;
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int dodith, doshine;
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int s, t;
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dodith = r_shadedither->value;
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doshine = r_shinygrays->value;
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if (currententity->effects & EF_NODRAW || currententity->leifect)
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return; // haha don't do it
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det = 0;
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@ -1624,10 +1624,17 @@ void D_PolysetDrawSpans8_Low_C (spanpackage_t *pspanpackage)
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llightrgb[0] = smoothtable[llightrgbd[0]][det];
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llightrgb[1] = smoothtable[llightrgbd[1]][det];
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llightrgb[2] = smoothtable[llightrgbd[2]][det];
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}
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// metal shine...
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// Shine crap
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if ((doshine == 2)&& *lptex < 16){
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int ti;
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llightrgb[0] &= 0xAF00;
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llightrgb[1] &= 0xAF00;
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llightrgb[2] &= 0xAF00;
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llight &= 0xAF00;
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}
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/*
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// *lpdest = palmap2[trans[0]][trans[1]][trans[2]];
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*lpdest = *(lptex + idiths + iditht);
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@ -1657,9 +1664,9 @@ void D_PolysetDrawSpans8_Low_C (spanpackage_t *pspanpackage)
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// TODO FIXME: colored light vectors similar to dp105/q3
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{
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trans[0] = (pix24[0] * (16384 - shad - llightrgb[0])) >> 15;
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trans[1] = (pix24[1] * (16384 - shad - llightrgb[1])) >> 15;
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trans[2] = (pix24[2] * (16384 - shad - llightrgb[2])) >> 15; if (trans[0] & ~63) trans[0] = 63; if (trans[1] & ~63) trans[1] = 63; if (trans[2] & ~63) trans[2] = 63;
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// 18-Bit lighting - Alpha Blending
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if (currententity->alpha){
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if (currententity->alpha < 0.33)
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@ -1720,7 +1727,8 @@ void D_PolysetDrawSpans8_Low_C (spanpackage_t *pspanpackage)
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*lpz = lzi >> 16;
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}
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if (doshine == 1 && *lptex < 16 )
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*lpdest= ((byte *)acolormap)[*lpdest + (llight & 0xAF00)];
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}
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// -------------------------------------------------
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// Big FAT BLENDING ROUTINES End
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@ -1785,8 +1793,6 @@ void D_PolysetDrawSpans8_Low_C (spanpackage_t *pspanpackage)
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} while (pspanpackage->count != -999999);
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}
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void D_PolysetDrawSpans8_C_Dither (spanpackage_t *pspanpackage)
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{
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int lcount;
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@ -110,8 +110,29 @@ void Sys_Printf (char *fmt, ...)
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static char end1[] =
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"\x1b[?7h\x1b[40m\x1b[2J\x1b[0;1;41m\x1b[1;1H QUAKE: The Doomed Dimension \x1b[33mby \x1b[44mid\x1b[41m Software \x1b[2;1H ---------------------------------------------------------------------------- \x1b[3;1H CALL 1-800-IDGAMES TO ORDER OR FOR TECHNICAL SUPPORT \x1b[4;1H PRICE: $45.00 (PRICES MAY VARY OUTSIDE THE US.) \x1b[5;1H \x1b[6;1H \x1b[37mYes! You only have one fourth of this incredible epic. That is because most \x1b[7;1H of you have paid us nothing or at most, very little. You could steal the \x1b[8;1H game from a friend. But we both know you'll be punished by God if you do. \x1b[9;1H \x1b[33mWHY RISK ETERNAL DAMNATION? CALL 1-800-IDGAMES AND BUY NOW! \x1b[10;1H \x1b[37mRemember, we love you almost as much as He does. \x1b[11;1H \x1b[12;1H \x1b[33mProgramming: \x1b[37mJohn Carmack, Michael Abrash, John Cash \x1b[13;1H \x1b[33mDesign: \x1b[37mJohn Romero, Sandy Petersen, American McGee, Tim Willits \x1b[14;1H \x1b[33mArt: \x1b[37mAdrian Carmack, Kevin Cloud \x1b[15;1H \x1b[33mBiz: \x1b[37mJay Wilbur, Mike Wilson, Donna Jackson \x1b[16;1H \x1b[33mProjects: \x1b[37mShawn Green \x1b[33mSupport: \x1b[37mBarrett Alexander \x1b[17;1H \x1b[33mSound Effects: \x1b[37mTrent Reznor and Nine Inch Nails \x1b[18;1H For other information or details on ordering outside the US, check out the \x1b[19;1H files accompanying QUAKE or our website at http://www.idsoftware.com. \x1b[20;1H \x1b[0;41mQuake is a trademark of Id Software, inc., (c)1996 Id Software, inc. \x1b[21;1H All rights reserved. NIN logo is a registered trademark licensed to \x1b[22;1H Nothing Interactive, Inc. All rights reserved. \x1b[40m\x1b[23;1H\x1b[0m";
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static char end2[] =
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"\x1b[?7h\x1b[40m\x1b[2J\x1b[0;1;41m\x1b[1;1H QUAKE \x1b[33mby \x1b[44mid\x1b[41m Software \x1b[2;1H ----------------------------------------------------------------------------- \x1b[3;1H \x1b[37mWhy did you quit from the registered version of QUAKE? Did the \x1b[4;1H scary monsters frighten you? Or did Mr. Sandman tug at your \x1b[5;1H little lids? No matter! What is important is you love our \x1b[6;1H game, and gave us your money. Congratulations, you are probably \x1b[7;1H not a thief. \x1b[8;1H Thank You. \x1b[9;1H \x1b[33;44mid\x1b[41m Software is: \x1b[10;1H PROGRAMMING: \x1b[37mJohn Carmack, Michael Abrash, John Cash \x1b[11;1H \x1b[33mDESIGN: \x1b[37mJohn Romero, Sandy Petersen, American McGee, Tim Willits \x1b[12;1H \x1b[33mART: \x1b[37mAdrian Carmack, Kevin Cloud \x1b[13;1H \x1b[33mBIZ: \x1b[37mJay Wilbur, Mike Wilson \x1b[33mPROJECTS MAN: \x1b[37mShawn Green \x1b[14;1H \x1b[33mBIZ ASSIST: \x1b[37mDonna Jackson \x1b[33mSUPPORT: \x1b[37mBarrett Alexander \x1b[15;1H \x1b[33mSOUND EFFECTS AND MUSIC: \x1b[37mTrent Reznor and Nine Inch Nails \x1b[16;1H \x1b[17;1H If you need help running QUAKE refer to the text files in the \x1b[18;1H QUAKE directory, or our website at http://www.idsoftware.com. \x1b[19;1H If all else fails, call our technical support at 1-800-IDGAMES. \x1b[20;1H \x1b[0;41mQuake is a trademark of Id Software, inc., (c)1996 Id Software, inc. \x1b[21;1H All rights reserved. NIN logo is a registered trademark licensed \x1b[22;1H to Nothing Interactive, Inc. All rights reserved. \x1b[23;1H\x1b[40m\x1b[0m";
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static char end2[] = "\x1b[0;1;46m\x1b[1;1H\
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ENGOO \x1b[37mversion 2.78 \n\
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\x1b[33m================================================================================\n\
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\n\
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\x1b[37mBased on QIP Engine by Maddes \n\
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\n\
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\n\
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\x1b[33mProgramming by Linux port by \n\
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\x1b[37mleilei eukara \n\
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\n\
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\x1b[33mLOTS of HELP from \n\
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\x1b[37mLordHavoc - Lighting \n\
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Spike - Memory \n\
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Fitz - Fog \n\
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Qbism - Optimizations \n\
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Mankrip - Optimizations \n\
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Andrewj - Dithering \n\
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Tomaz - Snow/Rain and Bots \n\
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MH - Vid code /interpolation \n\
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Siggi - 2D Scaling \n\
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Taniwha - Aspect \n\
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\x1b[33m This engine is licensed under the \n\
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GNU GPL v2. Read COPYING for more. \n\e[0m";
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void Sys_Quit (void)
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