removed more useless "crosshair" code

version number upcount
This commit is contained in:
q3rally 2021-04-12 21:33:56 +00:00
parent 2ac94a1efe
commit 629909b230
8 changed files with 27 additions and 33 deletions

View file

@ -2478,7 +2478,7 @@ CROSSHAIR
=================
CG_DrawCrosshair
=================
*/
static void CG_DrawCrosshair(void)
{
float w, h;
@ -2535,12 +2535,12 @@ static void CG_DrawCrosshair(void)
trap_R_SetColor( NULL );
}
*/
/*
=================
CG_DrawCrosshair3D
=================
*/
static void CG_DrawCrosshair3D(void)
{
float w;
@ -2611,7 +2611,7 @@ static void CG_DrawCrosshair3D(void)
trap_R_AddRefEntityToScene(&ent);
}
*/
/*
=================
@ -3288,7 +3288,7 @@ static void CG_Draw2D(stereoFrame_t stereoFrame)
CG_DrawSpectator();
if(stereoFrame == STEREO_CENTER)
CG_DrawCrosshair();
// CG_DrawCrosshair();
CG_DrawCrosshairNames();
} else {
@ -3316,7 +3316,7 @@ static void CG_Draw2D(stereoFrame_t stereoFrame)
CG_DrawProxWarning();
#endif
if(stereoFrame == STEREO_CENTER)
CG_DrawCrosshair();
// CG_DrawCrosshair();
CG_DrawCrosshairNames();
CG_DrawWeaponSelect();
@ -3413,7 +3413,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
CG_TileClear();
if(stereoView != STEREO_CENTER)
CG_DrawCrosshair3D();
// CG_DrawCrosshair3D();
// apply earthquake effect
CG_Earthquake();

View file

@ -1048,7 +1048,7 @@ static void CG_RegisterGraphics( void ) {
cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
// cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
}
cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
@ -1146,7 +1146,7 @@ static void CG_RegisterGraphics( void ) {
#endif
cgs.media.dustPuffShader = trap_R_RegisterShader("hasteSmokePuff" );
cgs.media.snowPuffShader = trap_R_RegisterShader("snowPuff" );
cgs.media.sandPuffShader = trap_R_RegisterShader("sandPuff" );
// FIX THIS !!! cgs.media.sandPuffShader = trap_R_RegisterShader("sandPuff" );
//#endif
// Q3Rally Code END

View file

@ -2131,7 +2131,8 @@ static void CG_SandTrail( centity_t *cent ) {
cg.time,
0,
0,
cgs.media.sandPuffShader );
// FIX THIS !!! cgs.media.sandPuffShader );
cgs.media.snowPuffShader );
}
#endif

View file

@ -431,7 +431,8 @@ static void Controls_UpdateModel( int anim ) {
s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW];
s_controls.playerLegs = LEGS_IDLE;
s_controls.playerTorso = TORSO_STAND;
s_controls.playerWeapon = -1;
// s_controls.playerWeapon = -1;
s_controls.playerWeapon = WP_NUM_WEAPONS;
s_controls.playerChat = qfalse;
switch( anim ) {

View file

@ -295,7 +295,8 @@ typedef struct
vec3_t playerMoveangles;
int playerLegs;
int playerTorso;
int playerWeapon;
// int playerWeapon;
weapon_t playerWeapon;
qboolean playerChat;
// STONELANCE
@ -528,7 +529,8 @@ static void Controls_UpdateModel( int anim ) {
s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW];
s_controls.playerLegs = LEGS_IDLE;
s_controls.playerTorso = TORSO_STAND;
s_controls.playerWeapon = -1;
// s_controls.playerWeapon = -1;
s_controls.playerWeapon = WP_NUM_WEAPONS;
s_controls.playerChat = qfalse;
switch( anim ) {
@ -617,11 +619,9 @@ static void Controls_UpdateModel( int anim ) {
s_controls.playerWeapon = WP_BFG;
break;
// STONELANCE
case ANIM_WEAPON10:
s_controls.playerWeapon = WP_FLAME_THROWER;
break;
// END
case ANIM_ATTACK:
s_controls.playerTorso = TORSO_ATTACK;

View file

@ -67,7 +67,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define BASETA "missionpack"
#ifndef PRODUCT_VERSION
#define PRODUCT_VERSION "v0.0.3.0_r360"
#define PRODUCT_VERSION "v0.0.3.0_r362"
#endif

View file

@ -227,7 +227,7 @@ void AssetCache( void ) {
uiInfo.uiDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB );
for( n = 0; n < NUM_CROSSHAIRS; n++ ) {
uiInfo.uiDC.Assets.crosshairShader[n] = trap_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a' + n ) );
// uiInfo.uiDC.Assets.crosshairShader[n] = trap_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a' + n ) );
}
uiInfo.newHighScoreSound = trap_S_RegisterSound("sound/feedback/voc_newhighscore.wav", qfalse);

View file

@ -861,8 +861,6 @@ q3rallycode
0=engine\code\qcommon\q_shared.h
1=engine\code\q3_ui\ui_rally_controls.c
2=engine\code\q3_ui\ui_controls2.c
3=engine\code\q3_ui\ui_options.c
4=engine\code\q3_ui\ui_preferences.c
[Selected Project Files]
Main=
Selected=engine\code\qcommon\q_shared.h
@ -870,14 +868,8 @@ Selected=engine\code\qcommon\q_shared.h
TopLine=53
Caret=39,70
[engine\code\q3_ui\ui_rally_controls.c]
TopLine=373
Caret=1,1
TopLine=533
Caret=48,533
[engine\code\q3_ui\ui_controls2.c]
TopLine=199
Caret=1,1
[engine\code\q3_ui\ui_options.c]
TopLine=27
Caret=1,1
[engine\code\q3_ui\ui_preferences.c]
TopLine=383
Caret=3,405
TopLine=121
Caret=1,138