make the quake 2(?) fiels optional

This commit is contained in:
Bill Currie 2001-07-15 02:16:29 +00:00
parent 2771e6385c
commit 96e28e638a

View file

@ -194,17 +194,12 @@ SV_LoadProgs (void)
sv_fields.velocity = PR_GetFieldOffset (&sv_pr_state, "velocity"); sv_fields.velocity = PR_GetFieldOffset (&sv_pr_state, "velocity");
sv_fields.angles = PR_GetFieldOffset (&sv_pr_state, "angles"); sv_fields.angles = PR_GetFieldOffset (&sv_pr_state, "angles");
sv_fields.avelocity = PR_GetFieldOffset (&sv_pr_state, "avelocity"); sv_fields.avelocity = PR_GetFieldOffset (&sv_pr_state, "avelocity");
sv_fields.basevelocity = PR_GetFieldOffset (&sv_pr_state, "basevelocity");
sv_fields.punchangle = PR_GetFieldOffset (&sv_pr_state, "punchangle"); sv_fields.punchangle = PR_GetFieldOffset (&sv_pr_state, "punchangle");
sv_fields.classname = PR_GetFieldOffset (&sv_pr_state, "classname"); sv_fields.classname = PR_GetFieldOffset (&sv_pr_state, "classname");
sv_fields.model = PR_GetFieldOffset (&sv_pr_state, "model"); sv_fields.model = PR_GetFieldOffset (&sv_pr_state, "model");
sv_fields.frame = PR_GetFieldOffset (&sv_pr_state, "frame"); sv_fields.frame = PR_GetFieldOffset (&sv_pr_state, "frame");
sv_fields.skin = PR_GetFieldOffset (&sv_pr_state, "skin"); sv_fields.skin = PR_GetFieldOffset (&sv_pr_state, "skin");
sv_fields.effects = PR_GetFieldOffset (&sv_pr_state, "effects"); sv_fields.effects = PR_GetFieldOffset (&sv_pr_state, "effects");
sv_fields.drawPercent = PR_GetFieldOffset (&sv_pr_state, "drawPercent");
sv_fields.gravity = PR_GetFieldOffset (&sv_pr_state, "gravity");
sv_fields.mass = PR_GetFieldOffset (&sv_pr_state, "mass");
sv_fields.light_level = PR_GetFieldOffset (&sv_pr_state, "light_level");
sv_fields.mins = PR_GetFieldOffset (&sv_pr_state, "mins"); sv_fields.mins = PR_GetFieldOffset (&sv_pr_state, "mins");
sv_fields.maxs = PR_GetFieldOffset (&sv_pr_state, "maxs"); sv_fields.maxs = PR_GetFieldOffset (&sv_pr_state, "maxs");
sv_fields.size = PR_GetFieldOffset (&sv_pr_state, "size"); sv_fields.size = PR_GetFieldOffset (&sv_pr_state, "size");
@ -225,7 +220,6 @@ SV_LoadProgs (void)
sv_fields.ammo_rockets = PR_GetFieldOffset (&sv_pr_state, "ammo_rockets"); sv_fields.ammo_rockets = PR_GetFieldOffset (&sv_pr_state, "ammo_rockets");
sv_fields.ammo_cells = PR_GetFieldOffset (&sv_pr_state, "ammo_cells"); sv_fields.ammo_cells = PR_GetFieldOffset (&sv_pr_state, "ammo_cells");
sv_fields.items = PR_GetFieldOffset (&sv_pr_state, "items"); sv_fields.items = PR_GetFieldOffset (&sv_pr_state, "items");
sv_fields.items2 = PR_GetFieldOffset (&sv_pr_state, "items2");
sv_fields.takedamage = PR_GetFieldOffset (&sv_pr_state, "takedamage"); sv_fields.takedamage = PR_GetFieldOffset (&sv_pr_state, "takedamage");
sv_fields.chain = PR_GetFieldOffset (&sv_pr_state, "chain"); sv_fields.chain = PR_GetFieldOffset (&sv_pr_state, "chain");
sv_fields.deadflag = PR_GetFieldOffset (&sv_pr_state, "deadflag"); sv_fields.deadflag = PR_GetFieldOffset (&sv_pr_state, "deadflag");
@ -237,7 +231,6 @@ SV_LoadProgs (void)
sv_fields.fixangle = PR_GetFieldOffset (&sv_pr_state, "fixangle"); sv_fields.fixangle = PR_GetFieldOffset (&sv_pr_state, "fixangle");
sv_fields.v_angle = PR_GetFieldOffset (&sv_pr_state, "v_angle"); sv_fields.v_angle = PR_GetFieldOffset (&sv_pr_state, "v_angle");
sv_fields.idealpitch = PR_GetFieldOffset (&sv_pr_state, "idealpitch"); sv_fields.idealpitch = PR_GetFieldOffset (&sv_pr_state, "idealpitch");
sv_fields.pitch_speed = PR_GetFieldOffset (&sv_pr_state, "pitch_speed");
sv_fields.netname = PR_GetFieldOffset (&sv_pr_state, "netname"); sv_fields.netname = PR_GetFieldOffset (&sv_pr_state, "netname");
sv_fields.enemy = PR_GetFieldOffset (&sv_pr_state, "enemy"); sv_fields.enemy = PR_GetFieldOffset (&sv_pr_state, "enemy");
sv_fields.flags = PR_GetFieldOffset (&sv_pr_state, "flags"); sv_fields.flags = PR_GetFieldOffset (&sv_pr_state, "flags");
@ -273,6 +266,15 @@ SV_LoadProgs (void)
sv_fields.pain_finished = PR_GetFieldOffset (&sv_pr_state, "pain_finished"); sv_fields.pain_finished = PR_GetFieldOffset (&sv_pr_state, "pain_finished");
sv_fields.radsuit_finished = PR_GetFieldOffset (&sv_pr_state, "radsuit_finished"); sv_fields.radsuit_finished = PR_GetFieldOffset (&sv_pr_state, "radsuit_finished");
sv_fields.speed = PR_GetFieldOffset (&sv_pr_state, "speed"); sv_fields.speed = PR_GetFieldOffset (&sv_pr_state, "speed");
// Quake 2 fields?
sv_fields.basevelocity = ED_GetFieldIndex (&sv_pr_state, "basevelocity");
sv_fields.drawPercent = ED_GetFieldIndex (&sv_pr_state, "drawPercent");
sv_fields.gravity = ED_GetFieldIndex (&sv_pr_state, "gravity");
sv_fields.mass = ED_GetFieldIndex (&sv_pr_state, "mass");
sv_fields.light_level = ED_GetFieldIndex (&sv_pr_state, "light_level");
sv_fields.items2 = ED_GetFieldIndex (&sv_pr_state, "items2");
sv_fields.pitch_speed = ED_GetFieldIndex (&sv_pr_state, "pitch_speed");
} }
extern builtin_t sv_builtins[]; extern builtin_t sv_builtins[];