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https://github.com/id-Software/quake2-rerelease-dll.git
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Added xgame.cpp
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parent
30c57b17b4
commit
49a147c18a
6 changed files with 17 additions and 16 deletions
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@ -10,6 +10,7 @@ set(GAME_SRC
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${CMAKE_CURRENT_SOURCE_DIR}/action/a_game.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/action/a_team.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/action/a_balancer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/action/a_xgame.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/bots/bot_debug.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/bots/bot_exports.cpp
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@ -37,7 +37,6 @@ void GetNearbyTeammates (edict_t * self, char *buf);
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void ResetScores (bool playerScores);
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void AddKilledPlayer (edict_t * self, edict_t * ent);
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void VideoCheckClient (edict_t * ent);
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//AQ2:TNG END
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//TempFile
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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)
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{
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// check for hint_paths.
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self->monsterinfo.last_hint_time = level.time;
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if (monsterlost_checkhint(self))
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return;
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// if (monsterlost_checkhint(self))
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// return;
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}
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}
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// PGM
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@ -11,6 +11,7 @@
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#include "action/a_game.h"
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#include "action/cgf_sfx_glass.h"
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#include "action/a_radio.h"
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#include "action/a_xgame.h"
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// the "gameversion" client command will print this plus compile date
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constexpr const char *GAMEVERSION = "action";
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@ -2149,7 +2150,7 @@ void ChangeWeapon(edict_t *ent);
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void SpawnItem(edict_t *ent, gitem_t *item);
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void Think_Weapon(edict_t *ent);
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item_id_t ArmorIndex(edict_t *ent);
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item_id_t PowerArmorType(edict_t *ent);
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//item_id_t PowerArmorType(edict_t *ent);
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gitem_t *GetItemByIndex(item_id_t index);
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gitem_t *GetItemByAmmo(ammo_t ammo);
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gitem_t *GetItemByPowerup(powerup_t powerup);
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@ -2704,7 +2705,7 @@ enum class blocked_jump_result_t
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};
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blocked_jump_result_t blocked_checkjump(edict_t *self, float dist);
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bool monsterlost_checkhint(edict_t *self);
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//bool monsterlost_checkhint(edict_t *self);
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bool inback(edict_t *self, edict_t *other);
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float realrange(edict_t *self, edict_t *other);
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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.
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Instead it must target the turret_breach.
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*/
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void infantry_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod);
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void infantry_stand(edict_t *self);
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void infantry_pain(edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod);
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void infantry_setskin(edict_t *self);
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// void infantry_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod);
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// void infantry_stand(edict_t *self);
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// void infantry_pain(edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod);
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// void infantry_setskin(edict_t *self);
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DIE(turret_driver_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
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{
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@ -312,7 +312,7 @@ DIE(turret_driver_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, in
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self->think = monster_think;
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}
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infantry_die(self, inflictor, attacker, damage, point, mod);
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//infantry_die(self, inflictor, attacker, damage, point, mod);
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G_FixStuckObject(self, self->s.origin);
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AngleVectors(self->s.angles, self->velocity, nullptr, nullptr);
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@ -431,9 +431,9 @@ void SP_turret_driver(edict_t *self)
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self->mass = 200;
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self->viewheight = 24;
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self->pain = infantry_pain;
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//self->pain = infantry_pain;
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self->die = turret_driver_die;
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self->monsterinfo.stand = infantry_stand;
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//self->monsterinfo.stand = infantry_stand;
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self->flags |= FL_NO_KNOCKBACK;
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@ -447,7 +447,7 @@ void SP_turret_driver(edict_t *self)
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self->clipmask = MASK_MONSTERSOLID;
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self->s.old_origin = self->s.origin;
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self->monsterinfo.aiflags |= AI_STAND_GROUND;
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self->monsterinfo.setskin = infantry_setskin;
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//self->monsterinfo.setskin = infantry_setskin;
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if (st.item)
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{
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@ -783,9 +783,9 @@ void G_SetStats(edict_t *ent)
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//
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// armor
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//
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power_armor_type = PowerArmorType(ent);
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if (power_armor_type)
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cells = ent->client->pers.inventory[IT_AMMO_CELLS];
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// power_armor_type = PowerArmorType(ent);
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// if (power_armor_type)
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// cells = ent->client->pers.inventory[IT_AMMO_CELLS];
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//index = ArmorIndex(ent);
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// if (power_armor_type && (!index || (level.time.milliseconds() % 3000) < 1500))
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