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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-22 20:41:20 +00:00
Remove a bunch of unnecessary fields from nq.
The server never accesses the fields, and they're not used in qw either, so no point in storing pointers to them.
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88692f92d9
commit
132e25b096
2 changed files with 0 additions and 45 deletions
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@ -105,22 +105,17 @@ typedef struct
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pr_int_t velocity; //vec3_t
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pr_int_t angles; //vec3_t
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pr_int_t avelocity; //vec3_t
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pr_int_t basevelocity; //vec3_t
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pr_int_t punchangle; //vec3_t
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pr_int_t classname; //string_t
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pr_int_t model; //string_t
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pr_int_t frame; //float
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pr_int_t skin; //float
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pr_int_t effects; //float
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pr_int_t drawPercent; //float
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pr_int_t gravity; //float
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pr_int_t mass; //float
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pr_int_t light_level; //float
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pr_int_t mins; //vec3_t
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pr_int_t maxs; //vec3_t
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pr_int_t size; //vec3_t
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pr_int_t touch; //func_t
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pr_int_t use; //func_t
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pr_int_t think; //func_t
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pr_int_t blocked; //func_t
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pr_int_t nextthink; //float
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@ -139,7 +134,6 @@ typedef struct
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pr_int_t items2; //float
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pr_int_t takedamage; //float
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pr_int_t chain; //int
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pr_int_t deadflag; //float
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pr_int_t view_ofs; //vec3_t
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pr_int_t button0; //float
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pr_int_t button1; //float
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@ -148,25 +142,19 @@ typedef struct
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pr_int_t fixangle; //float
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pr_int_t v_angle; //vec3_t
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pr_int_t idealpitch; //float
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pr_int_t pitch_speed; //float
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pr_int_t netname; //string_t
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pr_int_t enemy; //int
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pr_int_t flags; //float
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pr_int_t colormap; //float
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pr_int_t team; //float
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pr_int_t max_health; //float
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pr_int_t teleport_time; //float
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pr_int_t armortype; //float
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pr_int_t armorvalue; //float
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pr_int_t waterlevel; //float
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pr_int_t watertype; //float
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pr_int_t ideal_yaw; //float
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pr_int_t yaw_speed; //float
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pr_int_t aiment; //int
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pr_int_t goalentity; //int
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pr_int_t spawnflags; //float
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pr_int_t target; //string_t
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pr_int_t targetname; //string_t
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pr_int_t dmg_take; //float
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pr_int_t dmg_save; //float
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pr_int_t dmg_inflictor; //int
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@ -174,16 +162,6 @@ typedef struct
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pr_int_t movedir; //vec3_t
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pr_int_t message; //string_t
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pr_int_t sounds; //float
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pr_int_t noise; //string_t
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pr_int_t noise1; //string_t
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pr_int_t noise2; //string_t
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pr_int_t noise3; //string_t
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pr_int_t dmg; //float
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pr_int_t dmgtime; //float
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pr_int_t air_finished; //float
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pr_int_t pain_finished; //float
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pr_int_t radsuit_finished; //float
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pr_int_t speed; //float
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pr_int_t rotated_bbox; //int
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pr_int_t alpha; //float
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@ -255,7 +255,6 @@ static sv_def_t nq_fields[] = {
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{ev_vector, 36, "maxs", &sv_fields.maxs},
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{ev_vector, 39, "size", &sv_fields.size},
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{ev_func, 42, "touch", &sv_fields.touch},
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{ev_func, 43, "use", &sv_fields.use},
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{ev_func, 44, "think", &sv_fields.think},
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{ev_func, 45, "blocked", &sv_fields.blocked},
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{ev_float, 46, "nextthink", &sv_fields.nextthink},
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@ -273,7 +272,6 @@ static sv_def_t nq_fields[] = {
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{ev_float, 58, "items", &sv_fields.items},
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{ev_float, 59, "takedamage", &sv_fields.takedamage},
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{ev_entity, 60, "chain", &sv_fields.chain},
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{ev_float, 61, "deadflag", &sv_fields.deadflag},
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{ev_vector, 62, "view_ofs", &sv_fields.view_ofs},
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{ev_float, 65, "button0", &sv_fields.button0},
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{ev_float, 66, "button1", &sv_fields.button1},
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@ -287,19 +285,14 @@ static sv_def_t nq_fields[] = {
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{ev_float, 76, "flags", &sv_fields.flags},
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{ev_float, 77, "colormap", &sv_fields.colormap},
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{ev_float, 78, "team", &sv_fields.team},
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{ev_float, 79, "max_health", &sv_fields.max_health},
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{ev_float, 80, "teleport_time", &sv_fields.teleport_time},
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{ev_float, 81, "armortype", &sv_fields.armortype},
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{ev_float, 82, "armorvalue", &sv_fields.armorvalue},
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{ev_float, 83, "waterlevel", &sv_fields.waterlevel},
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{ev_float, 84, "watertype", &sv_fields.watertype},
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{ev_float, 85, "ideal_yaw", &sv_fields.ideal_yaw},
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{ev_float, 86, "yaw_speed", &sv_fields.yaw_speed},
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{ev_entity, 87, "aiment", &sv_fields.aiment},
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{ev_entity, 88, "goalentity", &sv_fields.goalentity},
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{ev_float, 89, "spawnflags", &sv_fields.spawnflags},
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{ev_string, 90, "target", &sv_fields.target},
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{ev_string, 91, "targetname", &sv_fields.targetname},
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{ev_float, 92, "dmg_take", &sv_fields.dmg_take},
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{ev_float, 93, "dmg_save", &sv_fields.dmg_save},
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{ev_entity, 94, "dmg_inflictor", &sv_fields.dmg_inflictor},
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@ -307,10 +300,6 @@ static sv_def_t nq_fields[] = {
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{ev_vector, 96, "movedir", &sv_fields.movedir},
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{ev_string, 99, "message", &sv_fields.message},
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{ev_float, 100, "sounds", &sv_fields.sounds},
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{ev_string, 101, "noise", &sv_fields.noise},
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{ev_string, 102, "noise1", &sv_fields.noise1},
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{ev_string, 103, "noise2", &sv_fields.noise2},
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{ev_string, 104, "noise3", &sv_fields.noise3},
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{ev_void, 0, 0},
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};
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@ -328,19 +317,7 @@ static sv_def_t nq_opt_fields[] = {
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{ev_integer, 0, "rotated_bbox", &sv_fields.rotated_bbox},
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{ev_float, 0, "alpha", &sv_fields.alpha},
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{ev_float, 0, "gravity", &sv_fields.gravity},
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// Quake 2 fields?
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{ev_float, 0, "dmg", &sv_fields.dmg},
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{ev_float, 0, "dmgtime", &sv_fields.dmgtime},
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{ev_float, 0, "air_finished", &sv_fields.air_finished},
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{ev_float, 0, "pain_finished", &sv_fields.pain_finished},
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{ev_float, 0, "radsuit_finished", &sv_fields.radsuit_finished},
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{ev_float, 0, "speed", &sv_fields.speed},
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{ev_float, 0, "basevelocity", &sv_fields.basevelocity},
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{ev_float, 0, "drawPercent", &sv_fields.drawPercent},
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{ev_float, 0, "mass", &sv_fields.mass},
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{ev_float, 0, "light_level", &sv_fields.light_level},
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{ev_float, 0, "items2", &sv_fields.items2},
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{ev_float, 0, "pitch_speed", &sv_fields.pitch_speed},
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{ev_float, 0, "lastruntime", &sv_fields.lastruntime},
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{ev_void, 0, 0},
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};
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