remove GLQUAKE and IDGODS #ifdefs

This commit is contained in:
Bill Currie 2000-08-27 16:53:07 +00:00
parent 8659864267
commit 738cd437b5
3 changed files with 6 additions and 17 deletions

View file

@ -42,6 +42,7 @@
#include "screen.h" #include "screen.h"
#include "server.h" #include "server.h"
#include "qdefs.h" #include "qdefs.h"
#include "glquake.h"
char *svc_strings[] = char *svc_strings[] =
{ {
@ -357,6 +358,7 @@ void CL_ParseUpdate (int bits)
qboolean forcelink; qboolean forcelink;
entity_t *ent; entity_t *ent;
int num; int num;
int skin;
if (cls.signon == SIGNONS - 1) if (cls.signon == SIGNONS - 1)
{ // first update is the final signon stage { // first update is the final signon stage
@ -412,10 +414,8 @@ if (bits&(1<<i))
} }
else else
forcelink = true; // hack to make null model players work forcelink = true; // hack to make null model players work
#ifdef GLQUAKE
if (num > 0 && num <= cl.maxclients) if (num > 0 && num <= cl.maxclients)
R_TranslatePlayerSkin (num - 1); R_TranslatePlayerSkin (num - 1);
#endif
} }
if (bits & U_FRAME) if (bits & U_FRAME)
@ -436,7 +436,6 @@ if (bits&(1<<i))
ent->colormap = cl.scores[i-1].translations; ent->colormap = cl.scores[i-1].translations;
} }
#ifdef GLQUAKE
if (bits & U_SKIN) if (bits & U_SKIN)
skin = MSG_ReadByte(); skin = MSG_ReadByte();
else else
@ -447,14 +446,6 @@ if (bits&(1<<i))
R_TranslatePlayerSkin (num - 1); R_TranslatePlayerSkin (num - 1);
} }
#else
if (bits & U_SKIN)
ent->skinnum = MSG_ReadByte();
else
ent->skinnum = ent->baseline.skin;
#endif
if (bits & U_EFFECTS) if (bits & U_EFFECTS)
ent->effects = MSG_ReadByte(); ent->effects = MSG_ReadByte();
else else
@ -661,9 +652,7 @@ void CL_NewTranslation (int slot)
memcpy (dest, vid.colormap, sizeof(cl.scores[slot].translations)); memcpy (dest, vid.colormap, sizeof(cl.scores[slot].translations));
top = cl.scores[slot].colors & 0xf0; top = cl.scores[slot].colors & 0xf0;
bottom = (cl.scores[slot].colors &15)<<4; bottom = (cl.scores[slot].colors &15)<<4;
#ifdef GLQUAKE
R_TranslatePlayerSkin (slot); R_TranslatePlayerSkin (slot);
#endif
for (i=0 ; i<VID_GRADES ; i++, dest += 256, source+=256) for (i=0 ; i<VID_GRADES ; i++, dest += 256, source+=256)
{ {

View file

@ -536,3 +536,7 @@ r_refdef.viewangles[2]= 0;
D_SetupFrame (); D_SetupFrame ();
} }
void R_TranslatePlayerSkin (int playernum)
{
// stub
}

View file

@ -279,11 +279,7 @@ void SV_ConnectClient (int clientnum)
client->message.maxsize = sizeof(client->msgbuf); client->message.maxsize = sizeof(client->msgbuf);
client->message.allowoverflow = true; // we can catch it client->message.allowoverflow = true; // we can catch it
#ifdef IDGODS
client->privileged = IsID(&client->netconnection->addr);
#else
client->privileged = false; client->privileged = false;
#endif
if (sv.loadgame) if (sv.loadgame)
memcpy (client->spawn_parms, spawn_parms, sizeof(spawn_parms)); memcpy (client->spawn_parms, spawn_parms, sizeof(spawn_parms));