mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-21 19:41:36 +00:00
removed more useless "crosshair" code
version number upcount
This commit is contained in:
parent
2ac94a1efe
commit
629909b230
8 changed files with 27 additions and 33 deletions
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@ -2478,7 +2478,7 @@ CROSSHAIR
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=================
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CG_DrawCrosshair
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=================
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*/
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static void CG_DrawCrosshair(void)
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{
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float w, h;
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@ -2535,12 +2535,12 @@ static void CG_DrawCrosshair(void)
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trap_R_SetColor( NULL );
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}
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*/
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/*
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=================
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CG_DrawCrosshair3D
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=================
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*/
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static void CG_DrawCrosshair3D(void)
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{
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float w;
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@ -2611,7 +2611,7 @@ static void CG_DrawCrosshair3D(void)
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trap_R_AddRefEntityToScene(&ent);
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}
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*/
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/*
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=================
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@ -3288,7 +3288,7 @@ static void CG_Draw2D(stereoFrame_t stereoFrame)
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CG_DrawSpectator();
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if(stereoFrame == STEREO_CENTER)
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CG_DrawCrosshair();
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// CG_DrawCrosshair();
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CG_DrawCrosshairNames();
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} else {
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@ -3316,7 +3316,7 @@ static void CG_Draw2D(stereoFrame_t stereoFrame)
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CG_DrawProxWarning();
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#endif
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if(stereoFrame == STEREO_CENTER)
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CG_DrawCrosshair();
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// CG_DrawCrosshair();
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CG_DrawCrosshairNames();
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CG_DrawWeaponSelect();
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@ -3413,7 +3413,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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CG_TileClear();
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if(stereoView != STEREO_CENTER)
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CG_DrawCrosshair3D();
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// CG_DrawCrosshair3D();
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// apply earthquake effect
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CG_Earthquake();
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@ -1048,7 +1048,7 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
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for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
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cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
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// cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
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}
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cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
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@ -1146,7 +1146,7 @@ static void CG_RegisterGraphics( void ) {
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#endif
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cgs.media.dustPuffShader = trap_R_RegisterShader("hasteSmokePuff" );
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cgs.media.snowPuffShader = trap_R_RegisterShader("snowPuff" );
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cgs.media.sandPuffShader = trap_R_RegisterShader("sandPuff" );
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// FIX THIS !!! cgs.media.sandPuffShader = trap_R_RegisterShader("sandPuff" );
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//#endif
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// Q3Rally Code END
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@ -2131,7 +2131,8 @@ static void CG_SandTrail( centity_t *cent ) {
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cg.time,
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0,
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0,
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cgs.media.sandPuffShader );
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// FIX THIS !!! cgs.media.sandPuffShader );
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cgs.media.snowPuffShader );
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}
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#endif
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@ -431,7 +431,8 @@ static void Controls_UpdateModel( int anim ) {
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s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW];
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s_controls.playerLegs = LEGS_IDLE;
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s_controls.playerTorso = TORSO_STAND;
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s_controls.playerWeapon = -1;
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// s_controls.playerWeapon = -1;
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s_controls.playerWeapon = WP_NUM_WEAPONS;
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s_controls.playerChat = qfalse;
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switch( anim ) {
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@ -295,7 +295,8 @@ typedef struct
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vec3_t playerMoveangles;
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int playerLegs;
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int playerTorso;
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int playerWeapon;
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// int playerWeapon;
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weapon_t playerWeapon;
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qboolean playerChat;
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// STONELANCE
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@ -528,7 +529,8 @@ static void Controls_UpdateModel( int anim ) {
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s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW];
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s_controls.playerLegs = LEGS_IDLE;
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s_controls.playerTorso = TORSO_STAND;
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s_controls.playerWeapon = -1;
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// s_controls.playerWeapon = -1;
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s_controls.playerWeapon = WP_NUM_WEAPONS;
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s_controls.playerChat = qfalse;
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switch( anim ) {
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@ -617,19 +619,17 @@ static void Controls_UpdateModel( int anim ) {
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s_controls.playerWeapon = WP_BFG;
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break;
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// STONELANCE
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case ANIM_WEAPON10:
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s_controls.playerWeapon = WP_FLAME_THROWER;
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break;
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// END
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s_controls.playerWeapon = WP_FLAME_THROWER;
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break;
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case ANIM_ATTACK:
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s_controls.playerTorso = TORSO_ATTACK;
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break;
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case ANIM_ALT_ATTACK:
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s_controls.playerTorso = TORSO_ATTACK;
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break;
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s_controls.playerTorso = TORSO_ATTACK;
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break;
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// STONELANCE
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/*
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case ANIM_GESTURE:
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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 "v0.0.3.0_r360"
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#define PRODUCT_VERSION "v0.0.3.0_r362"
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#endif
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@ -227,7 +227,7 @@ void AssetCache( void ) {
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uiInfo.uiDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB );
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for( n = 0; n < NUM_CROSSHAIRS; n++ ) {
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uiInfo.uiDC.Assets.crosshairShader[n] = trap_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a' + n ) );
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// uiInfo.uiDC.Assets.crosshairShader[n] = trap_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a' + n ) );
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}
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uiInfo.newHighScoreSound = trap_S_RegisterSound("sound/feedback/voc_newhighscore.wav", qfalse);
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@ -861,8 +861,6 @@ q3rallycode
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0=engine\code\qcommon\q_shared.h
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1=engine\code\q3_ui\ui_rally_controls.c
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2=engine\code\q3_ui\ui_controls2.c
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3=engine\code\q3_ui\ui_options.c
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4=engine\code\q3_ui\ui_preferences.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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@ -870,14 +868,8 @@ Selected=engine\code\qcommon\q_shared.h
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TopLine=53
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Caret=39,70
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[engine\code\q3_ui\ui_rally_controls.c]
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TopLine=373
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Caret=1,1
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TopLine=533
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Caret=48,533
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[engine\code\q3_ui\ui_controls2.c]
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TopLine=199
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Caret=1,1
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[engine\code\q3_ui\ui_options.c]
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TopLine=27
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Caret=1,1
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[engine\code\q3_ui\ui_preferences.c]
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TopLine=383
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Caret=3,405
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TopLine=121
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Caret=1,138
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