mirror of
https://github.com/nzp-team/quakec.git
synced 2025-05-30 16:41:11 +00:00
Misc. QuakeC workflow improvements (#73)
* REPO: Update progs.src standards, consolidate both ssqc to one src file * FTEQCC: Optimize SSQC with -O3 * PROGS: Globally disable useless fastarrays on standard * TOOLS: Consolidate Linux and macOS build scripts into one * Remove some debug stuff * ACTIONS: Change build script reference name
This commit is contained in:
parent
595a9a5dd9
commit
244f21bf79
15 changed files with 136 additions and 197 deletions
|
@ -147,9 +147,9 @@ float K_LEFTDOWN, K_RIGHTDOWN, K_BACKDOWN, K_FORWARDDOWN;
|
|||
#define P_FLOP 16
|
||||
#define P_STAMIN 32
|
||||
|
||||
vector TEXT_LIGHTBLUE = [(2/255), (118/255), (181/255)];
|
||||
vector TEXT_ORANGE = [(235/255), (189/255), 0];
|
||||
vector TEXT_GREEN = [0, (230/255), (34/255)];
|
||||
vector TEXT_LIGHTBLUE = [0, 0.46, 0.70];
|
||||
vector TEXT_ORANGE = [0.92, 0.74, 0];
|
||||
vector TEXT_GREEN = [0, 0.90, 0.13];
|
||||
vector TEXT_RED = [1, 0, 0];
|
||||
|
||||
float screenflash_type;
|
||||
|
|
|
@ -66,7 +66,7 @@ void() Particles_MuzzleflashCallback =
|
|||
|
||||
muzzleflash_position += v_forward * muzzleflash_offset_z;
|
||||
muzzleflash_position += v_right * muzzleflash_offset_x;
|
||||
muzzleflash_position += v_up * muzzleflash_offset_y;
|
||||
muzzleflash_position += v_up * muzzleflash_offset_y;
|
||||
|
||||
float muzzleflash_type = rint(random() * 2); // Choose one of three Muzzleflash variances.
|
||||
|
||||
|
@ -92,6 +92,7 @@ void() Particles_MuzzleflashCallback =
|
|||
pointparticles(particleeffectnum("weapons.impact"), particle_position, '0 0 0', 1);
|
||||
pointparticles(particleeffectnum("weapons.impact_decal"), particle_position, '0 0 0', 1);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// This struct must be ordered linearly for fast array lookups. Do NOT skip indexes.
|
||||
|
|
|
@ -26,15 +26,6 @@
|
|||
|
||||
*/
|
||||
|
||||
// FTEQCC currently has an optimization bug with -fastarrays
|
||||
// that leads to corruption with the weapon list. Disable
|
||||
// if we're not on FTE.
|
||||
#ifndef FTE
|
||||
|
||||
#pragma flag disable fastarrays
|
||||
|
||||
#endif // FTE
|
||||
|
||||
// TODO: Actually implement some of these..
|
||||
// Frame types, generalized.
|
||||
#define ANIM_FIRE 0
|
||||
|
@ -447,10 +438,3 @@ void Weapon_RemoveWeapon(float slot)
|
|||
Weapon_AssignWeapon(slot, 0, 0, 0);
|
||||
Weapon_FixUpList();
|
||||
};
|
||||
|
||||
// Re-enable fast array optimization.
|
||||
#ifndef FTE
|
||||
|
||||
#pragma flag enable fastarrays
|
||||
|
||||
#endif // FTE
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
shared/defs/custom.qc
|
||||
shared/shared_defs.qc
|
||||
|
||||
shared definitions
|
||||
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
shared/weapon_defines.qc
|
||||
shared/weapon_stats.qc
|
||||
|
||||
all weapon stats are stored here
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue