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.
This commit is contained in:
Bill Currie 2013-01-05 21:38:42 +09:00
parent 88692f92d9
commit 132e25b096
2 changed files with 0 additions and 45 deletions

View file

@ -105,22 +105,17 @@ typedef struct
pr_int_t velocity; //vec3_t
pr_int_t angles; //vec3_t
pr_int_t avelocity; //vec3_t
pr_int_t basevelocity; //vec3_t
pr_int_t punchangle; //vec3_t
pr_int_t classname; //string_t
pr_int_t model; //string_t
pr_int_t frame; //float
pr_int_t skin; //float
pr_int_t effects; //float
pr_int_t drawPercent; //float
pr_int_t gravity; //float
pr_int_t mass; //float
pr_int_t light_level; //float
pr_int_t mins; //vec3_t
pr_int_t maxs; //vec3_t
pr_int_t size; //vec3_t
pr_int_t touch; //func_t
pr_int_t use; //func_t
pr_int_t think; //func_t
pr_int_t blocked; //func_t
pr_int_t nextthink; //float
@ -139,7 +134,6 @@ typedef struct
pr_int_t items2; //float
pr_int_t takedamage; //float
pr_int_t chain; //int
pr_int_t deadflag; //float
pr_int_t view_ofs; //vec3_t
pr_int_t button0; //float
pr_int_t button1; //float
@ -148,25 +142,19 @@ typedef struct
pr_int_t fixangle; //float
pr_int_t v_angle; //vec3_t
pr_int_t idealpitch; //float
pr_int_t pitch_speed; //float
pr_int_t netname; //string_t
pr_int_t enemy; //int
pr_int_t flags; //float
pr_int_t colormap; //float
pr_int_t team; //float
pr_int_t max_health; //float
pr_int_t teleport_time; //float
pr_int_t armortype; //float
pr_int_t armorvalue; //float
pr_int_t waterlevel; //float
pr_int_t watertype; //float
pr_int_t ideal_yaw; //float
pr_int_t yaw_speed; //float
pr_int_t aiment; //int
pr_int_t goalentity; //int
pr_int_t spawnflags; //float
pr_int_t target; //string_t
pr_int_t targetname; //string_t
pr_int_t dmg_take; //float
pr_int_t dmg_save; //float
pr_int_t dmg_inflictor; //int
@ -174,16 +162,6 @@ typedef struct
pr_int_t movedir; //vec3_t
pr_int_t message; //string_t
pr_int_t sounds; //float
pr_int_t noise; //string_t
pr_int_t noise1; //string_t
pr_int_t noise2; //string_t
pr_int_t noise3; //string_t
pr_int_t dmg; //float
pr_int_t dmgtime; //float
pr_int_t air_finished; //float
pr_int_t pain_finished; //float
pr_int_t radsuit_finished; //float
pr_int_t speed; //float
pr_int_t rotated_bbox; //int
pr_int_t alpha; //float

View file

@ -255,7 +255,6 @@ static sv_def_t nq_fields[] = {
{ev_vector, 36, "maxs", &sv_fields.maxs},
{ev_vector, 39, "size", &sv_fields.size},
{ev_func, 42, "touch", &sv_fields.touch},
{ev_func, 43, "use", &sv_fields.use},
{ev_func, 44, "think", &sv_fields.think},
{ev_func, 45, "blocked", &sv_fields.blocked},
{ev_float, 46, "nextthink", &sv_fields.nextthink},
@ -273,7 +272,6 @@ static sv_def_t nq_fields[] = {
{ev_float, 58, "items", &sv_fields.items},
{ev_float, 59, "takedamage", &sv_fields.takedamage},
{ev_entity, 60, "chain", &sv_fields.chain},
{ev_float, 61, "deadflag", &sv_fields.deadflag},
{ev_vector, 62, "view_ofs", &sv_fields.view_ofs},
{ev_float, 65, "button0", &sv_fields.button0},
{ev_float, 66, "button1", &sv_fields.button1},
@ -287,19 +285,14 @@ static sv_def_t nq_fields[] = {
{ev_float, 76, "flags", &sv_fields.flags},
{ev_float, 77, "colormap", &sv_fields.colormap},
{ev_float, 78, "team", &sv_fields.team},
{ev_float, 79, "max_health", &sv_fields.max_health},
{ev_float, 80, "teleport_time", &sv_fields.teleport_time},
{ev_float, 81, "armortype", &sv_fields.armortype},
{ev_float, 82, "armorvalue", &sv_fields.armorvalue},
{ev_float, 83, "waterlevel", &sv_fields.waterlevel},
{ev_float, 84, "watertype", &sv_fields.watertype},
{ev_float, 85, "ideal_yaw", &sv_fields.ideal_yaw},
{ev_float, 86, "yaw_speed", &sv_fields.yaw_speed},
{ev_entity, 87, "aiment", &sv_fields.aiment},
{ev_entity, 88, "goalentity", &sv_fields.goalentity},
{ev_float, 89, "spawnflags", &sv_fields.spawnflags},
{ev_string, 90, "target", &sv_fields.target},
{ev_string, 91, "targetname", &sv_fields.targetname},
{ev_float, 92, "dmg_take", &sv_fields.dmg_take},
{ev_float, 93, "dmg_save", &sv_fields.dmg_save},
{ev_entity, 94, "dmg_inflictor", &sv_fields.dmg_inflictor},
@ -307,10 +300,6 @@ static sv_def_t nq_fields[] = {
{ev_vector, 96, "movedir", &sv_fields.movedir},
{ev_string, 99, "message", &sv_fields.message},
{ev_float, 100, "sounds", &sv_fields.sounds},
{ev_string, 101, "noise", &sv_fields.noise},
{ev_string, 102, "noise1", &sv_fields.noise1},
{ev_string, 103, "noise2", &sv_fields.noise2},
{ev_string, 104, "noise3", &sv_fields.noise3},
{ev_void, 0, 0},
};
@ -328,19 +317,7 @@ static sv_def_t nq_opt_fields[] = {
{ev_integer, 0, "rotated_bbox", &sv_fields.rotated_bbox},
{ev_float, 0, "alpha", &sv_fields.alpha},
{ev_float, 0, "gravity", &sv_fields.gravity},
// Quake 2 fields?
{ev_float, 0, "dmg", &sv_fields.dmg},
{ev_float, 0, "dmgtime", &sv_fields.dmgtime},
{ev_float, 0, "air_finished", &sv_fields.air_finished},
{ev_float, 0, "pain_finished", &sv_fields.pain_finished},
{ev_float, 0, "radsuit_finished", &sv_fields.radsuit_finished},
{ev_float, 0, "speed", &sv_fields.speed},
{ev_float, 0, "basevelocity", &sv_fields.basevelocity},
{ev_float, 0, "drawPercent", &sv_fields.drawPercent},
{ev_float, 0, "mass", &sv_fields.mass},
{ev_float, 0, "light_level", &sv_fields.light_level},
{ev_float, 0, "items2", &sv_fields.items2},
{ev_float, 0, "pitch_speed", &sv_fields.pitch_speed},
{ev_float, 0, "lastruntime", &sv_fields.lastruntime},
{ev_void, 0, 0},
};