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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-22 20:41:20 +00:00
stock sbar and hud seem to be working in nq (fps back, too:)
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parent
c81b1b549d
commit
4bb1095951
4 changed files with 795 additions and 431 deletions
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@ -259,7 +259,6 @@ extern struct cvar_s *cl_shownet;
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extern struct cvar_s *cl_nolerp;
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extern struct cvar_s *cl_sbar;
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extern struct cvar_s *cl_hudswap;
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extern struct cvar_s *cl_pitchdriftspeed;
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extern struct cvar_s *lookspring;
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@ -62,7 +62,6 @@ cvar_t *cl_writecfg;
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cvar_t *cl_shownet;
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cvar_t *cl_nolerp;
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cvar_t *cl_hudswap;
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cvar_t *cl_cshift_bonus;
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cvar_t *cl_cshift_contents;
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@ -80,7 +79,6 @@ cvar_t *show_fps;
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cvar_t *show_time;
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int fps_count;
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qboolean hudswap;
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client_static_t cls;
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client_state_t cl;
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@ -91,15 +89,6 @@ cl_entity_state_t cl_baselines[MAX_EDICTS];
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entity_t cl_static_entities[MAX_STATIC_ENTITIES];
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static void
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cl_hudswap_f (cvar_t *var)
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{
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if (cl_hudswap)
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hudswap = cl_hudswap->int_val;
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else
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hudswap = 0;
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}
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void
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CL_InitCvars (void)
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{
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@ -136,8 +125,6 @@ CL_InitCvars (void)
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"show network packets. 0=off, 1=basic, 2=verbose");
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cl_nolerp = Cvar_Get ("cl_nolerp", "0", CVAR_NONE, NULL,
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"linear motion interpolation");
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cl_hudswap = Cvar_Get ("cl_hudswap", "0", CVAR_ARCHIVE, cl_hudswap_f,
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"new HUD on left side?");
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lookspring = Cvar_Get ("lookspring", "0", CVAR_ARCHIVE, NULL, "Snap view "
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"to center when moving and no mlook/klook");
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m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE, NULL,
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1208
nq/source/sbar.c
1208
nq/source/sbar.c
File diff suppressed because it is too large
Load diff
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@ -121,7 +121,7 @@ static void
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cl_hudswap_f (cvar_t *var)
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{
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hudswap = var->int_val;
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if (hudswap) {
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if (var->int_val) {
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hud_armament_view->gravity = grav_southwest;
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stuff_view->gravity = grav_southeast;
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} else {
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@ -882,7 +882,7 @@ draw_status (view_t *view)
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draw_num (view, 24, 0, 666, 3, 1);
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} else {
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draw_num (view, 24, 0, cl.stats[STAT_ARMOR], 3,
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cl.stats[STAT_ARMOR] <= 25);
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cl.stats[STAT_ARMOR] <= 25);
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if (cl.stats[STAT_ITEMS] & IT_ARMOR3)
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draw_pic (view, 0, 0, sb_armor[2]);
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else if (cl.stats[STAT_ITEMS] & IT_ARMOR2)
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