as released 1999-04-30
This commit is contained in:
parent
10fd0b8e66
commit
659a4a3268
15 changed files with 139 additions and 62 deletions
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@ -28,6 +28,9 @@
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#define AIRMOVE_THRESHOLD 64
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#define QUICKTURN_RATE (-360.0) // Rotational velocity (degrees/second).
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qboolean BranchCheckDismemberAction(playerinfo_t *playerinfo, int weapon);
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vec3_t handmins = {-2.0, -2.0, 0},
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handmaxs = {2.0, 2.0, 2.0};
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@ -2774,13 +2777,15 @@ qboolean PlayerActionCheckVault(playerinfo_t *playerinfo, float value)
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if (grabfraction < 0.5)
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{
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if ( (playerinfo->flags & PLAYER_FLAG_NO_LARM) && (playerinfo->flags & PLAYER_FLAG_NO_RARM) )
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return false;//can't do half pull up with no arms
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// This is strange, but the VAULT_LOW is actually a high wall vault.
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PlayerAnimSetVault(playerinfo, ASEQ_VAULT_LOW);
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}
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else
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{
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if ( (playerinfo->flags & PLAYER_FLAG_NO_LARM) && (playerinfo->flags & PLAYER_FLAG_NO_RARM) )
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return false;//can't do half pull up with no arms
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// ...and PULLUP_HALFWALL is just a hop. SO I moved the arm check to the high wall vault.
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PlayerAnimSetVault(playerinfo, ASEQ_PULLUP_HALFWALL);
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}
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@ -2862,9 +2867,16 @@ void PlayerActionPushAway(playerinfo_t *playerinfo, float value)
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qboolean PlayerActionCheckRopeGrab(playerinfo_t *playerinfo, float stomp_org)
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{
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if(!playerinfo->isclient)
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return(playerinfo->G_PlayerActionCheckRopeGrab(playerinfo,stomp_org));
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{ // Check dismemberment before game side rope check.
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if (playerinfo->flags & PLAYER_FLAG_NO_LARM || playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return(false);
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else
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return(playerinfo->G_PlayerActionCheckRopeGrab(playerinfo,stomp_org));
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}
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else
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{
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return(false);
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}
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}
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/*-----------------------------------------------
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@ -234,6 +234,52 @@ int CheckSlopedStand (playerinfo_t *playerinfo)
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return ASEQ_NONE;
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}
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/*-----------------------------------------------
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BranchCheckDismemberAction
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-----------------------------------------------*/
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PLAYER_API qboolean BranchCheckDismemberAction(playerinfo_t *playerinfo, int weapon)
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{
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//If these nodes are on, then any weapon selection is a valid one
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if ( (!(playerinfo->flags & PLAYER_FLAG_NO_RARM)) && (!(playerinfo->flags & PLAYER_FLAG_NO_LARM)) )
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return true;
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//No arm, no shot
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if (weapon == ITEM_WEAPON_FLYINGFIST)
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return false;
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}
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else if (weapon == ITEM_WEAPON_MAGICMISSILE || weapon == ITEM_WEAPON_MACEBALLS)
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{
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//Powered up is right arm, non-powered is left
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if (playerinfo->powerup_timer > playerinfo->leveltime)
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return false;
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}
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else
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_LARM)
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return false;
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}
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}
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else if (weapon == ITEM_WEAPON_HELLSTAFF || weapon == ITEM_WEAPON_SWORDSTAFF)
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return false;
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}
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else //Any other weapon will need both hands
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_LARM || playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return false;
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}
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//Player is able to complete the action
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return true;
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}
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/*-----------------------------------------------
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ChickenBranchLwrStanding
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-----------------------------------------------*/
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@ -425,7 +471,8 @@ int BranchLwrStanding(playerinfo_t *playerinfo)
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if (playerinfo->advancedstaff && // Special move
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playerinfo->seqcmd[ACMDL_ACTION] &&
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playerinfo->pers.weaponready == WEAPON_READY_SWORDSTAFF &&
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playerinfo->seqcmd[ACMDU_ATTACK])
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playerinfo->seqcmd[ACMDU_ATTACK] &&
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BranchCheckDismemberAction(playerinfo, ITEM_WEAPON_SWORDSTAFF))
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{
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return ASEQ_WSWORD_LOWERDOWNSTAB;
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}
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@ -1860,50 +1907,6 @@ int BranchLwrClimbing(playerinfo_t *playerinfo)
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return(ASEQ_NONE);
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}
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/*-----------------------------------------------
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BranchCheckDismemberAction
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-----------------------------------------------*/
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PLAYER_API qboolean BranchCheckDismemberAction(playerinfo_t *playerinfo, int weapon)
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{
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//If these nodes are on, then any weapon selection is a valid one
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if ( (!(playerinfo->flags & PLAYER_FLAG_NO_RARM)) && (!(playerinfo->flags & PLAYER_FLAG_NO_LARM)) )
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return true;
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//No arm, no shot
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if (weapon == ITEM_WEAPON_FLYINGFIST)
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return false;
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}
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else if (weapon == ITEM_WEAPON_MAGICMISSILE || weapon == ITEM_WEAPON_MACEBALLS)
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{
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//Powered up is right arm, non-powered is left
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if (playerinfo->powerup_timer > playerinfo->leveltime)
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return false;
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}
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else
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_LARM)
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return false;
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}
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}
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else if (weapon == ITEM_WEAPON_HELLSTAFF || weapon == ITEM_WEAPON_SWORDSTAFF)
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return false;
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}
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else //Any other weapon will need both hands
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{
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if (playerinfo->flags & PLAYER_FLAG_NO_LARM || playerinfo->flags & PLAYER_FLAG_NO_RARM)
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return false;
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}
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//Player is able to complete the action
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return true;
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}
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/*-----------------------------------------------
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BranchUprReadyHands
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@ -2447,14 +2447,14 @@ panimframe_t player_frames_stafflowerdownstab [] =
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FRAME_spikedwn5, PlayerMoveFunc, 25*UNJH_VALUE, 0, 0, NULL, 0, NULL,
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FRAME_spikedwn6, NULL, 0, 0, 0, NULL, 0, NULL,
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FRAME_spikedwn7, NULL, 0, 0, 0, PlayerActionSwordAttack, 21, NULL,
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FRAME_spikedwn8, NULL, 0, 0, 0, PlayerActionSwordAttack, 21, NULL,
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FRAME_spikedwn8, NULL, 0, 0, 0, PlayerActionSwordAttack, 22, NULL,
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};
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panimmove_t player_move_stafflowerdownstab = {8, player_frames_stafflowerdownstab, PlayerAnimLowerUpdate};
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// Pull staff out after stab
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panimframe_t player_frames_stafflowerpullout [] =
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{
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FRAME_pullout1, NULL, 0, 0, 0, PlayerActionSwordAttack, 21, NULL,
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FRAME_pullout1, NULL, 0, 0, 0, PlayerActionSwordAttack, 22, NULL,
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FRAME_pullout2, NULL, 0, 0, 0, NULL, 0, NULL,
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FRAME_pullout3, NULL, 0, 0, 0, NULL, 0, NULL,
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FRAME_pullout4, NULL, 0, 0, 0, NULL, 0, NULL,
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@ -813,18 +813,19 @@ qboolean ValidItem(gitem_t *item)
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}
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}
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if ((item->tag == ITEM_DEFENSE_TORNADO) && (no_tornado->value))
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if ((item->flags & IT_DEFENSE) && (item->tag == ITEM_DEFENSE_TORNADO) && (no_tornado->value))
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return false;
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else if ((item->tag == ITEM_DEFENSE_POLYMORPH) && (no_morph->value))
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else if ((item->flags & IT_DEFENSE) && (item->tag == ITEM_DEFENSE_POLYMORPH) && (no_morph->value))
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return false;
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else if ((item->tag == ITEM_DEFENSE_SHIELD) && (no_shield->value))
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else if ((item->flags & IT_DEFENSE) && (item->tag == ITEM_DEFENSE_SHIELD) && (no_shield->value))
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return false;
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else if ((item->tag == ITEM_DEFENSE_TELEPORT) && (no_teleport->value))
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else if ((item->flags & IT_DEFENSE) && (item->tag == ITEM_DEFENSE_TELEPORT) && (no_teleport->value))
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return false;
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else if ((item->tag == ITEM_WEAPON_PHOENIXBOW) && (no_phoenix->value))
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else if ((item->flags & IT_OFFENSE) && (item->tag == ITEM_WEAPON_PHOENIXBOW) && (no_phoenix->value))
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return false;
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else if ((item->tag == ITEM_WEAPON_MACEBALLS) && (no_irondoom->value))
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else if ((item->flags & IT_OFFENSE) && (item->tag == ITEM_WEAPON_MACEBALLS) && (no_irondoom->value))
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return false;
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}
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#if DEMO_CODE
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@ -837,6 +837,7 @@ extern cvar_t *monster_speeds;
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extern cvar_t *pvs_cull;
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extern cvar_t *game_test; // sfs--for testing the speed impact of code changes
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extern cvar_t *dm_no_bodies;
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extern cvar_t *player_dll;
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@ -101,6 +101,7 @@ cvar_t *no_shield;
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cvar_t *no_teleport;
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cvar_t *game_test;
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cvar_t *dm_no_bodies;
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cvar_t *player_dll;
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@ -3396,6 +3396,9 @@ void SP_obj_shrine (edict_t *self)
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++self->style;
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}
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// make sure we always send the model
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self->s.effects |= EF_ALWAYS_ADD_EFFECTS;
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// make the ball appear in the middle
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VectorScale(self->s.angles, ANGLE_TO_RAD, offset);
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DirFromAngles(offset, offset2);
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@ -367,6 +367,7 @@ void InitGame (void)
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log_file_line_header = gi.cvar("log_file_line_header", "", CVAR_ARCHIVE);
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blood_level = gi.cvar ("blood_level", VIOLENCE_DEFAULT_STR, CVAR_ARCHIVE);
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dm_no_bodies = gi.cvar ("dm_no_bodies", "0", CVAR_ARCHIVE);
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gi.cvar("flash_screen", "1", 0);
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52
Toolkit/Programming/GameCode/game/game.plg
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52
Toolkit/Programming/GameCode/game/game.plg
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@ -0,0 +1,52 @@
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<html>
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<body>
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: Player - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "C:\WINDOWS\TEMP\RSP50B3.TMP" with contents
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[
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/nologo /MTd /W3 /Gm /Gi /ZI /Od /I "../qcommon" /I "../game" /I "../client" /I "../server" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "PLAYER_DLL" /D "_DEVEL" /FR".\Debug/" /Fp".\Debug/Player.pch" /YX /Fo".\Debug/" /Fd".\Debug/" /FD /c
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"C:\heretic2\code\Player\p_actions.c"
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]
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Creating command line "cl.exe @C:\WINDOWS\TEMP\RSP50B3.TMP"
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Creating temporary file "C:\WINDOWS\TEMP\RSP50B4.TMP" with contents
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[
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kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib H2Common.lib /nologo /base:"0x110d0000" /version:1.0 /subsystem:windows /dll /incremental:yes /pdb:"../Debug/Player.pdb" /debug /machine:I386 /out:"../Debug/Player.dll" /implib:"../Debug/Player.lib" /pdbtype:sept /libpath:"..\Debug"
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.\Debug\main.obj
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.\Debug\p_actions.obj
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.\Debug\p_anim_branch.obj
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.\Debug\p_anim_data.obj
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.\Debug\p_animactor.obj
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.\Debug\p_anims.obj
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.\Debug\p_chicken.obj
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.\Debug\p_chicken_anim.obj
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.\Debug\p_ctrl.obj
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.\Debug\p_items.obj
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.\Debug\p_main.obj
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.\Debug\p_weapon.obj
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\heretic2\code\Debug\H2Common.lib
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]
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Creating command line "link.exe @C:\WINDOWS\TEMP\RSP50B4.TMP"
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<h3>Output Window</h3>
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Compiling...
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p_actions.c
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Linking...
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<h3>
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--------------------Configuration: quake2 - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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<h3>
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--------------------Configuration: game - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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<h3>Results</h3>
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gamex86.dll - 0 error(s), 0 warning(s)
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</pre>
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</body>
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</html>
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@ -1714,7 +1714,7 @@ void respawn (edict_t *self)
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{
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// FIXME: make bodyque objects obey gravity.
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if(!(self->flags & FL_CHICKEN))
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if(!(self->flags & FL_CHICKEN) && !((int)dm_no_bodies->value))
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{
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// We're not set as a chicken, so duplicate ourselves.
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#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
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#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
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#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
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#define CS_WELCOME (CS_PLAYERSKINS+MAX_CLIENTS)
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#define MAX_CONFIGSTRINGS CS_WELCOME + 1
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#define CS_WELCOME (CS_PLAYERSKINS+MAX_CLIENTS) // give us 4 welcome string messages so we can have a total of 256 characters per message
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#define MAX_CONFIGSTRINGS CS_WELCOME + 4
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// ************************************************************************************************
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// EffectsBuffer_t
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@ -143,6 +143,7 @@ void SpellCastDropTornado(edict_t *caster, vec3_t startpos, vec3_t aimangles, ve
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// use the speed active ef_flag to tell the client effect when the effect is over
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tornado->s.effects |= EF_ALWAYS_ADD_EFFECTS ;
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tornado->svflags |= SVF_ALWAYS_SEND;
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tornado->solid = SOLID_NOT;
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tornado->clipmask = MASK_SOLID;
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tornado->targetEnt = caster;
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#define BASEDIRNAME "base"
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#define VERSION_MAJOR "1"
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#define VERSION_MINOR "04"
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#define VERSION_MINOR "05"
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#define VERSION_LOCAL "01"
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#define VERSION_DATE "0309"
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#define VERSION_DATE "0412"
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#define VERSION_ITERATION "01"
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#define VERSIONDISP (VERSION_MAJOR"."VERSION_MINOR)
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#define GAME_DECLSPEC __declspec(dllimport)
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#endif
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#define NO_BLOOD 0
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#ifdef WIN32
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