Added xgame.cpp

This commit is contained in:
Aaron Dean 2023-09-06 15:35:01 -04:00
parent 30c57b17b4
commit 49a147c18a
6 changed files with 17 additions and 16 deletions

View file

@ -10,6 +10,7 @@ set(GAME_SRC
${CMAKE_CURRENT_SOURCE_DIR}/action/a_game.cpp
${CMAKE_CURRENT_SOURCE_DIR}/action/a_team.cpp
${CMAKE_CURRENT_SOURCE_DIR}/action/a_balancer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/action/a_xgame.cpp
${CMAKE_CURRENT_SOURCE_DIR}/bots/bot_debug.cpp
${CMAKE_CURRENT_SOURCE_DIR}/bots/bot_exports.cpp

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@ -37,7 +37,6 @@ void GetNearbyTeammates (edict_t * self, char *buf);
void ResetScores (bool playerScores);
void AddKilledPlayer (edict_t * self, edict_t * ent);
void VideoCheckClient (edict_t * ent);
//AQ2:TNG END
//TempFile
void GetLastLoss (edict_t * self, char *buf, char team);

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@ -1614,8 +1614,8 @@ void ai_run(edict_t *self, float dist)
{
// check for hint_paths.
self->monsterinfo.last_hint_time = level.time;
if (monsterlost_checkhint(self))
return;
// if (monsterlost_checkhint(self))
// return;
}
}
// PGM

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@ -11,6 +11,7 @@
#include "action/a_game.h"
#include "action/cgf_sfx_glass.h"
#include "action/a_radio.h"
#include "action/a_xgame.h"
// the "gameversion" client command will print this plus compile date
constexpr const char *GAMEVERSION = "action";
@ -2149,7 +2150,7 @@ void ChangeWeapon(edict_t *ent);
void SpawnItem(edict_t *ent, gitem_t *item);
void Think_Weapon(edict_t *ent);
item_id_t ArmorIndex(edict_t *ent);
item_id_t PowerArmorType(edict_t *ent);
//item_id_t PowerArmorType(edict_t *ent);
gitem_t *GetItemByIndex(item_id_t index);
gitem_t *GetItemByAmmo(ammo_t ammo);
gitem_t *GetItemByPowerup(powerup_t powerup);
@ -2704,7 +2705,7 @@ enum class blocked_jump_result_t
};
blocked_jump_result_t blocked_checkjump(edict_t *self, float dist);
bool monsterlost_checkhint(edict_t *self);
//bool monsterlost_checkhint(edict_t *self);
bool inback(edict_t *self, edict_t *other);
float realrange(edict_t *self, edict_t *other);
edict_t *SpawnBadArea(const vec3_t &mins, const vec3_t &maxs, gtime_t lifespan, edict_t *owner);

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@ -279,10 +279,10 @@ Must NOT be on the team with the rest of the turret parts.
Instead it must target the turret_breach.
*/
void infantry_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod);
void infantry_stand(edict_t *self);
void infantry_pain(edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod);
void infantry_setskin(edict_t *self);
// void infantry_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod);
// void infantry_stand(edict_t *self);
// void infantry_pain(edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod);
// void infantry_setskin(edict_t *self);
DIE(turret_driver_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
@ -312,7 +312,7 @@ DIE(turret_driver_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, in
self->think = monster_think;
}
infantry_die(self, inflictor, attacker, damage, point, mod);
//infantry_die(self, inflictor, attacker, damage, point, mod);
G_FixStuckObject(self, self->s.origin);
AngleVectors(self->s.angles, self->velocity, nullptr, nullptr);
@ -431,9 +431,9 @@ void SP_turret_driver(edict_t *self)
self->mass = 200;
self->viewheight = 24;
self->pain = infantry_pain;
//self->pain = infantry_pain;
self->die = turret_driver_die;
self->monsterinfo.stand = infantry_stand;
//self->monsterinfo.stand = infantry_stand;
self->flags |= FL_NO_KNOCKBACK;
@ -447,7 +447,7 @@ void SP_turret_driver(edict_t *self)
self->clipmask = MASK_MONSTERSOLID;
self->s.old_origin = self->s.origin;
self->monsterinfo.aiflags |= AI_STAND_GROUND;
self->monsterinfo.setskin = infantry_setskin;
//self->monsterinfo.setskin = infantry_setskin;
if (st.item)
{

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@ -783,9 +783,9 @@ void G_SetStats(edict_t *ent)
//
// armor
//
power_armor_type = PowerArmorType(ent);
if (power_armor_type)
cells = ent->client->pers.inventory[IT_AMMO_CELLS];
// power_armor_type = PowerArmorType(ent);
// if (power_armor_type)
// cells = ent->client->pers.inventory[IT_AMMO_CELLS];
//index = ArmorIndex(ent);
// if (power_armor_type && (!index || (level.time.milliseconds() % 3000) < 1500))