mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-24 12:51:54 +00:00
new health box fits now into the hud
tweaked the fpsmax in rearview mirror version upcount
This commit is contained in:
parent
08d3297b72
commit
24b46797a3
7 changed files with 79 additions and 103 deletions
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@ -259,10 +259,9 @@ static void CG_DrawField (int x, int y, int width, int value) {
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#endif // MISSIONPACK
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/*
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================
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==============
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CG_Draw3DModel
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================
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==============
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*/
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void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ) {
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refdef_t refdef;
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@ -415,10 +414,9 @@ void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean fo
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}
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/*
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================
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====================
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CG_DrawStatusBarHead
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================
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====================
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*/
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#ifndef MISSIONPACK
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#if 0 // ZTM: Not used by Q3Rally
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@ -478,10 +476,9 @@ static void CG_DrawStatusBarHead( float x ) {
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#endif // MISSIONPACK
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/*
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================
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====================
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CG_DrawStatusBarFlag
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================
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====================
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*/
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#ifndef MISSIONPACK
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static void CG_DrawStatusBarFlag( float x, int team ) {
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@ -490,10 +487,9 @@ static void CG_DrawStatusBarFlag( float x, int team ) {
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#endif // MISSIONPACK
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/*
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================
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=====================
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CG_DrawTeamBackground
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================
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=====================
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*/
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void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team )
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{
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@ -800,7 +796,7 @@ static void CG_DrawRallyStatusBar( void ) {
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origin[0] = 70;
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origin[1] = 0;
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origin[2] = 0;
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angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 );
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angles[YAW] = 270 * sin( cg.time / 1000.0 );
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CG_Draw3DModel( 10, 476 - 28, 26, 26,
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cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
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}
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@ -816,10 +812,10 @@ static void CG_DrawRallyStatusBar( void ) {
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healthModel = trap_R_RegisterModel( "models/powerups/health/small_cross.md3" );
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if ( healthModel ) {
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origin[0] = 35;
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origin[0] = 68;
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origin[1] = 0;
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origin[2] = -5;
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angles[YAW] = 180 * sin( cg.time / 1000.0 );
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origin[2] = 0;
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angles[YAW] = 270 * sin( cg.time / 1000.0 );
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CG_Draw3DModel( 136, 476 - 28, 26, 26,
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healthModel, 0, origin, angles );
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}
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@ -838,7 +834,7 @@ static void CG_DrawRallyStatusBar( void ) {
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origin[0] = 45;
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origin[1] = 0;
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origin[2] = -10;
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angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0;
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angles[YAW] = 270 * sin( cg.time / 1000.0 );
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// CG_Draw3DModel( 196, 476 - 64, 26, 26,
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CG_Draw3DModel( 262, 476 - 28, 26, 26,
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cgs.media.armorModel, 0, origin, angles );
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@ -891,7 +887,7 @@ static void CG_DrawRallyStatusBar( void ) {
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origin[0] = 70;
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origin[1] = 0;
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origin[2] = 0;
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angles[YAW] = 20 * sin( cg.time / 1000.0 );
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angles[YAW] = 270 * sin( cg.time / 1000.0 );
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CG_Draw3DModel( 10, 476 - 64, 26, 26,
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cg_weapons[ weapon ].weaponModel, 0, origin, angles );
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}
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@ -1547,7 +1547,7 @@ extern vmCvar_t cg_checkpointArrowMode;
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extern vmCvar_t cg_atmosphericLevel;
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extern vmCvar_t cg_developer;
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// extern vmCvar_t cg_fpsLimit;
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extern vmCvar_t cg_fpsLimit;
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extern vmCvar_t cg_autodrop;
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extern vmCvar_t cg_drawPositionSprites;
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extern vmCvar_t cg_tightCamTracking;
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@ -253,7 +253,7 @@ vmCvar_t cg_developer;
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// cutom variable used in modified atmospheric effects from q3f
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vmCvar_t cg_atmosphericLevel;
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// vmCvar_t cg_fpsLimit;
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vmCvar_t cg_fpsLimit;
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vmCvar_t cg_autodrop;
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vmCvar_t cg_drawPositionSprites;
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vmCvar_t cg_tightCamTracking;
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@ -361,7 +361,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_rearViewRenderLevel, "cg_rearViewRenderLevel", "3", CVAR_ARCHIVE },
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{ &cg_mainViewRenderLevel, "cg_mainViewRenderLevel", "31", CVAR_ARCHIVE },
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// { &cg_fpsLimit, "cg_fpsLimit", "30", CVAR_ARCHIVE },
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{ &cg_fpsLimit, "cg_fpsLimit", "60", CVAR_ARCHIVE },
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{ &cg_autodrop, "cg_autodrop", "0", CVAR_ARCHIVE | CVAR_USERINFO },
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{ &cg_drawPositionSprites, "cg_drawPositionSprites", "1", CVAR_ARCHIVE },
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@ -13,23 +13,22 @@
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float colors[4][4] = {
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// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} };
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{ 1.0f, 0.69f, 0.0f, 1.0f } , // normal
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{ 1.0f, 0.2f, 0.2f, 1.0f }, // low health
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{ 0.5f, 0.5f, 0.5f, 1.0f }, // weapon firing
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{ 1.0f, 1.0f, 1.0f, 1.0f } // health > 100
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{ 1.0f, 0.69f, 0.0f, 1.0f } , // normal
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{ 1.0f, 0.2f, 0.2f, 1.0f }, // low health
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{ 0.5f, 0.5f, 0.5f, 1.0f }, // weapon firing
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{ 1.0f, 1.0f, 1.0f, 1.0f } // health > 100
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};
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/*
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================
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=====================
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CG_DrawRearviewMirror
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================
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=====================
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*/
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void CG_DrawRearviewMirror( float x, float y, float w, float h) {
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//static int lastLowFPSTime;
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static int lastLowFPSTime;
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int i;
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//int fps;
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int fps;
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float mx, my, mw, mh;
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int tmp;
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@ -42,7 +41,6 @@ void CG_DrawRearviewMirror( float x, float y, float w, float h) {
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if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR)
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return;
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/*
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if (cg_fpsLimit.integer >= 100)
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return;
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@ -61,7 +59,7 @@ void CG_DrawRearviewMirror( float x, float y, float w, float h) {
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return;
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}
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}
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*/
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mx = x - 8;
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my = y - 7;
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mw = w * 1.0534F;
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@ -81,14 +79,14 @@ void CG_DrawRearviewMirror( float x, float y, float w, float h) {
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cg.mirrorRefdef.time = cg.time;
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cg.mirrorRefdef.rdflags = 0;
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/*
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AnglesToAxis( cg.predictedPlayerState.viewangles, mirrorRefdef.viewaxis );
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VectorInverse( mirrorRefdef.viewaxis[0] );
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VectorInverse( mirrorRefdef.viewaxis[1] );
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// AnglesToAxis( cg.predictedPlayerState.viewangles, mirrorRefdef.viewaxis );
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// VectorInverse( mirrorRefdef.viewaxis[0] );
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// VectorInverse( mirrorRefdef.viewaxis[1] );
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// VectorCopy( cg.predictedPlayerState.origin, mirrorRefdef.vieworg );
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// VectorMA( mirrorRefdef.vieworg, 16, mirrorRefdef.viewaxis[2], mirrorRefdef.vieworg );
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VectorCopy( cg.predictedPlayerState.origin, mirrorRefdef.vieworg );
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VectorMA( mirrorRefdef.vieworg, 16, mirrorRefdef.viewaxis[2], mirrorRefdef.vieworg );
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*/
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// add entities and graphics to rearview scene
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if (cg_rearViewRenderLevel.integer & RL_MARKS){
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CG_AddMarks();
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@ -120,17 +118,9 @@ void CG_DrawRearviewMirror( float x, float y, float w, float h) {
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}
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/*
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================
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===========
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CG_DrawMMap
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TBB - minimap EXPERIMENTAL -
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modified rearview but only render stuff from +8192(Z) from
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center of bsp, pitched downward, and render only players (flags for ctf).
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this will probably drop fps, hopefully not too much and ,
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might have to make a cvar for displaying it plus opacity
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trying to get this to work like the minimap from UrT
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from scratch. must try to make it 2d bitmap
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================
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===========
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*/
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void CG_DrawMMap( float x, float y, float w, float h ) {
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@ -147,12 +137,15 @@ void CG_DrawMMap( float x, float y, float w, float h ) {
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if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR)
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return;
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/* TBB - minimap to show for only racing and team racing no weapons (for now)
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/* minimap to show for only racing and team racing no weapons (for now)
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if ( cgs.gametype != GT_RACING )
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return;
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if ( (cgs.gametype != GT_RACING) || (cgs.gametype != GT_TEAM_RACING) )
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return; */
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return;
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*/
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mx = x ;
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my = y ;
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// VectorCopy( cg.predictedPlayerState.origin, mirrorRefdef.vieworg );
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// VectorMA( mirrorRefdef.vieworg, 16, mirrorRefdef.viewaxis[2], mirrorRefdef.vieworg );
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//TBB
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/*only add players to minimap scene
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add ctf flag entities later*/
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if (cg_rearViewRenderLevel.integer & RL_MARKS){
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trap_R_RenderScene( &cg.mmapRefdef );
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CG_DrawPic( mx, my, mw, mh, cgs.media.MMapShader );
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}
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//TBB FIN
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/*
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================
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========================
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CG_DrawArrowToCheckpoint
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================
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========================
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*/
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static float CG_DrawArrowToCheckpoint( float y ) {
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centity_t *cent;
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@ -525,10 +513,9 @@ static float CG_DrawLaps( float y ) {
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/*
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================
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======================
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CG_DrawCurrentPosition
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================
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======================
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*/
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static float CG_DrawCurrentPosition( float y ) {
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centity_t *cent;
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@ -567,10 +554,9 @@ static float CG_DrawCurrentPosition( float y ) {
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/*
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================
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========================
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CG_DrawCarAheadAndBehind
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================
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========================
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*/
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static float CG_DrawCarAheadAndBehind( float y ) {
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centity_t *cent, *other;
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@ -625,9 +611,9 @@ static float CG_DrawCarAheadAndBehind( float y ) {
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#if 0
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/*
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=================
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====================
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CG_DrawHUD_DerbyList
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=================
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====================
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void CG_DrawHUD_DerbyList(float x, float y){
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int i;
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@ -702,10 +688,9 @@ void CG_DrawHUD_DerbyList(float x, float y){
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#endif
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/*
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================
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============
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CG_DrawSpeed
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================
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============
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*/
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static float CG_DrawSpeed( float y ) {
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playerState_t *ps;
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@ -868,10 +853,9 @@ static float CG_DrawSDKMessage( float y ) {
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#if 0
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/*
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================
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===========
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CG_DrawGear
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================
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===========
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*/
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static float CG_DrawGear( float y ) {
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CG_DrawSmallDigitalStringColor( 560, y, va("Gear: %d", cg.predictedPlayerState.stats[STAT_GEAR]), colors[0]);
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@ -610,7 +610,7 @@ void weapon_railgun_fire (gentity_t *ent) {
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int passent;
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gentity_t *unlinkedEntities[MAX_RAIL_HITS];
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damage = 50 * s_quadFactor;
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damage = 17 * s_quadFactor;
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VectorMA (muzzle, 8192, forward, end);
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@ -67,7 +67,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define BASETA "missionpack"
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#ifndef PRODUCT_VERSION
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#define PRODUCT_VERSION "v0.3c_r439"
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#define PRODUCT_VERSION "v0.3c_r443"
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#endif
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@ -886,37 +886,33 @@ q3rallycode
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engine\cross-make-mingw64.sh
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[Open project files]
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0=engine\code\qcommon\q_shared.h
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1=engine\code\game\g_local.h
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2=engine\code\game\g_weapon.c
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3=engine\code\cgame\cg_playerstate.c
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4=engine\code\game\bg_public.h
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5=engine\code\game\g_arenas.c
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6=engine\code\game\g_cmds.c
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7=engine\code\q3_ui\ui_sppostgame.c
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1=engine\code\cgame\cg_rally_hud.c
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2=engine\code\cgame\cg_rally_hud2.c
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3=engine\code\cgame\cg_local.h
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4=engine\code\cgame\cg_main.c
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5=engine\code\cgame\cg_draw.c
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6=engine\code\cgame\cg_newdraw.c
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[Selected Project Files]
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Main=
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Selected=engine\code\qcommon\q_shared.h
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Selected=engine\code\cgame\cg_draw.c
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[engine\code\qcommon\q_shared.h]
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TopLine=57
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Caret=36,70
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[engine\code\game\g_local.h]
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TopLine=346
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Caret=1,362
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[engine\code\game\g_weapon.c]
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TopLine=808
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Caret=35,826
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[engine\code\cgame\cg_playerstate.c]
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TopLine=355
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Caret=1,371
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[engine\code\game\bg_public.h]
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TopLine=335
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Caret=1,351
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[engine\code\game\g_arenas.c]
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TopLine=98
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Caret=1,114
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[engine\code\game\g_cmds.c]
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TopLine=358
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Caret=1,370
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[engine\code\q3_ui\ui_sppostgame.c]
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TopLine=73
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Caret=28,92
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[engine\code\cgame\cg_rally_hud.c]
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TopLine=929
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Caret=1,755
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[engine\code\cgame\cg_rally_hud2.c]
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TopLine=1
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Caret=1,1
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[engine\code\cgame\cg_local.h]
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TopLine=1661
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Caret=1,1677
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[engine\code\cgame\cg_main.c]
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TopLine=348
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Caret=35,364
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[engine\code\cgame\cg_draw.c]
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TopLine=798
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Caret=17,815
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[engine\code\cgame\cg_newdraw.c]
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TopLine=524
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Caret=1,540
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