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Bring back the minimap feature. Will be more useful in the future. Still some work left on it.
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7 changed files with 22 additions and 18 deletions
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@ -3355,7 +3355,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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if ( !cg.scoreBoardShowing )
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CG_DrawRearviewMirror( 170, 10, 300, 75);
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// CG_DrawMMap( 0, 50, 160, 120); //TBB draw minimap function
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CG_DrawMMap( 0, 50, 160, 120); //TBB draw minimap function
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// Q3Rally Code END
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@ -1,7 +1,7 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
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This file is part of q3rally source code.
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@ -664,7 +664,7 @@ typedef struct {
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refdef_t refdef;
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// Q3Rally Code Start
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refdef_t mirrorRefdef;
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// refdef_t mmapRefdef; //TBB minimap rendering
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refdef_t mmapRefdef; //TBB minimap rendering
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// Q3Rally Code END
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vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
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@ -1107,7 +1107,7 @@ typedef struct {
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qhandle_t rearviewMirrorShader;
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//TBB - minimap handling
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// qhandle_t MMapShader;
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qhandle_t MMapShader;
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//TBB FIN
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qhandle_t turboModel;
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// Q3Rally Code END
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@ -1516,7 +1516,7 @@ extern vmCvar_t cg_minSkidLength;
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extern vmCvar_t cg_controlMode;
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extern vmCvar_t cg_manualShift;
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extern vmCvar_t cg_drawRearView;
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// extern vmCvar_t cg_drawMMap; //TBB - minimap
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extern vmCvar_t cg_drawMMap; //TBB - minimap
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extern vmCvar_t cg_checkpointArrowMode;
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extern vmCvar_t cg_atmosphericLevel;
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@ -1950,7 +1950,7 @@ 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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// void CG_DrawMMap( float x, float y, float w, float h );
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void CG_DrawMMap( float x, float y, float w, float h );
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//TBB FIN
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//
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@ -1,7 +1,7 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
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This file is part of q3rally source code.
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@ -242,7 +242,7 @@ vmCvar_t cg_manualShift;
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vmCvar_t cg_minSkidLength;
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vmCvar_t cg_drawRearView;
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vmCvar_t cg_checkpointArrowMode;
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// vmCvar_t cg_drawMMap; //TBB - minimap cvar
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vmCvar_t cg_drawMMap; //TBB - minimap cvar
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vmCvar_t cg_developer;
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@ -344,7 +344,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_metricUnits, "cg_metricUnits", "0", CVAR_ARCHIVE },
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{ &cg_minSkidLength, "cg_minSkidLength", "12", CVAR_ARCHIVE },
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{ &cg_drawRearView, "cg_drawRearView", "0", CVAR_ARCHIVE },
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// { &cg_drawMMap, "cg_drawMMap", "1", CVAR_ARCHIVE }, //TBB minimap - default on
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{ &cg_drawMMap, "cg_drawMMap", "1", CVAR_ARCHIVE }, //TBB minimap - default on
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{ &cg_controlMode, "cg_controlMode", "0", CVAR_ARCHIVE | CVAR_USERINFO },
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{ &cg_manualShift, "cg_manualShift", "0", CVAR_ARCHIVE | CVAR_USERINFO },
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{ &cg_checkpointArrowMode, "cg_checkpointArrowMode", "1", CVAR_ARCHIVE },
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@ -1053,7 +1053,7 @@ static void CG_RegisterGraphics( void ) {
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// Q3Rally Code Start
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cgs.media.rearviewMirrorShader = trap_R_RegisterShaderNoMip("gfx/rearview/frame" );
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// cgs.media.MMapShader = trap_R_RegisterShaderNoMip("gfx/hud/minimap" ); //TBB mmap
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cgs.media.MMapShader = trap_R_RegisterShaderNoMip("gfx/hud/minimap" ); //TBB mmap
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// skid shaders
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cgs.media.SMAsphaltShader = trap_R_RegisterShader("gfx/skidmarks/asphalt" );
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@ -131,7 +131,7 @@ 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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void CG_DrawMMap( float x, float y, float w, float h ) {
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int i;
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@ -152,7 +152,7 @@ void CG_DrawMMap( float x, float y, float w, float h ) {
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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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mx = x ;
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my = y ;
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@ -183,7 +183,7 @@ void CG_DrawMMap( float x, float y, float w, float h ) {
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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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add ctf flag entities later*/
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if (cg_rearViewRenderLevel.integer & RL_MARKS){
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CG_AddMarks();
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}
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@ -1,7 +1,7 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
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This file is part of q3rally source code.
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@ -762,7 +762,7 @@ static int CG_CalcViewValues( void ) {
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and not following player movement
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may have to set new standard in level design
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(center the entire map to origin)
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*/
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if( cg_drawMMap.integer )
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{
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vec3_t angles;
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@ -818,7 +818,7 @@ static int CG_CalcViewValues( void ) {
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cg.mmapRefdef.vieworg[0] = 0; // + : forward
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cg.mmapRefdef.vieworg[1] = 0; // + : left
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cg.mmapRefdef.vieworg[2] = 512; // + : up
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*/
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VectorCopy( ps->origin, cg.mmapRefdef.vieworg );
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@ -55,7 +55,7 @@ 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 "v0.0.0.4 r131"
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#define PRODUCT_VERSION "v0.0.0.4 r132"
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#endif
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#define Q3_VERSION PRODUCT_NAME " " PRODUCT_VERSION
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@ -94,7 +94,7 @@ q3rallycode
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engine\code\botlib\l_utils.h
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engine\code\botlib\lcc.mak
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engine\code\botlib\linux-i386.mak
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-cgame
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+cgame
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engine\code\cgame\cg_atmospheric.c
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engine\code\cgame\cg_consolecmds.c
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engine\code\cgame\cg_draw.c
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@ -857,9 +857,13 @@ q3rallycode
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engine\resync_svn.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\cgame\cg_draw.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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[engine\code\qcommon\q_shared.h]
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TopLine=42
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Caret=39,58
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[engine\code\cgame\cg_draw.c]
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TopLine=1
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Caret=1,1
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