no message

This commit is contained in:
Andrei Drexler 2003-08-10 20:13:26 +00:00
parent 39da50151f
commit 004e8b9445
11 changed files with 283 additions and 167 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.44 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.43 2003/04/19 15:27:30 jbravo
// Backing out of most of unlagged. Only optimized prediction and smooth clients
// remains.
@ -1081,7 +1084,7 @@ void CG_AddPacketEntities(int mode)
centity_t *cent;
int num;
//Makro - if we're rendering the entities in a sky portals, we don't need this stuff
//Makro - if we're rendering the entities in a sky portal, we don't need this stuff
if (mode != 1) {
playerState_t *ps;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.149 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.148 2003/07/30 16:05:46 makro
// no message
//
@ -358,6 +361,7 @@
#include "tr_types.h"
#include "../game/bg_public.h"
#include "cg_public.h"
#include "..\GAME\q_shared.h" // Added by ClassView
// The entire cgame module is unloaded and reloaded on each level change,
// so there is NO persistant data between levels on the client side.
@ -1674,6 +1678,12 @@ typedef struct {
cgMedia_t media;
// JBravo: unlagged
int delagHitscan;
//Makro - sky portals
vec3_t skyPortalOrigin;
qboolean skyPortalSet;
//Makro - "clear" color
vec3_t clearColor;
qboolean clearColorSet;
} cgs_t;
//==============================================================================

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.138 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.137 2003/07/30 16:05:46 makro
// no message
//
@ -1852,8 +1855,10 @@ static void CG_RegisterBreakables(void)
continue;
}
id = atoi(Info_ValueForKey(breakInfo, "id"));
if (id >= 0 && id < RQ3_MAX_BREAKABLES) {
//Makro - not needed
//id = atoi(Info_ValueForKey(breakInfo, "id"));
id = i;
//if (id >= 0 && id < RQ3_MAX_BREAKABLES) {
name = Info_ValueForKey(breakInfo, "type");
Com_Printf("Registering breakable %s ID=%d\n", name, id);
//Blaze: Breakable stuff - register the models, sounds, and explosion shader
@ -1907,9 +1912,9 @@ static void CG_RegisterBreakables(void)
cgs.media.breakables[id].shader = trap_R_RegisterShader(va("breakable_%s_explosion", name));
cgs.media.breakables[id].velocity = atoi(Info_ValueForKey(breakInfo, "velocity"));
cgs.media.breakables[id].jump = atoi(Info_ValueForKey(breakInfo, "jump"));
} else {
CG_Printf("ID was %d\n", id);
}
//} else {
// CG_Printf("ID was %d\n", id);
//}
}
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.73 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.72 2003/04/19 17:41:26 jbravo
// Applied changes that where in 1.29h -> 1.32b gamecode.
//
@ -433,6 +436,31 @@ static void CG_ParseWarmup(void)
cg.warmup = warmup;
}
//Makro - added
void CG_ParseSkyPortal(const char *str)
{
if (str && str[0] && Q_stricmp(str, "none")) {
cgs.skyPortalOrigin[0] = atof(Info_ValueForKey(str, "x"));
cgs.skyPortalOrigin[1] = atof(Info_ValueForKey(str, "y"));
cgs.skyPortalOrigin[2] = atof(Info_ValueForKey(str, "z"));
cgs.skyPortalSet = qtrue;
} else {
cgs.skyPortalSet = qfalse;
}
}
//Makro - added
void CG_ParseFogHull(const char *str)
{
if (str && str[0]) {
cgs.clearColor[0] = atof(Info_ValueForKey(str, "r"));
cgs.clearColor[1] = atof(Info_ValueForKey(str, "g"));
cgs.clearColor[2] = atof(Info_ValueForKey(str, "b"));
cgs.clearColorSet = qtrue;
} else {
cgs.clearColorSet = qfalse;
}
}
/*
================
CG_SetConfigValues
@ -456,6 +484,10 @@ void CG_SetConfigValues(void)
// q3f atmospheric stuff:
if ( cg_atmosphericEffects.integer )
CG_EffectParse( CG_ConfigString( CS_ATMOSEFFECT ) );
//Makro - "clear" color
CG_ParseFogHull( CG_ConfigString(CS_FOGHULL) );
//Makro - sky portal
CG_ParseSkyPortal( CG_ConfigString(CS_SKYPORTAL) );
}
/*
@ -575,7 +607,13 @@ static void CG_ConfigStringModified(void)
CG_ShaderStateChanged();
} else if( num == CS_ATMOSEFFECT ) {
CG_EffectParse( str );
}
//Makro - sky portals
} else if (num == CS_SKYPORTAL) {
CG_ParseSkyPortal(str);
//Makro - "clear" color
} else if (num == CS_FOGHULL) {
CG_ParseFogHull(str);
}
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.35 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.34 2003/04/23 17:49:38 slicer
// Added new cvar cg_RQ3_ssgZoomSensLock
//
@ -1004,8 +1007,6 @@ Generates and draws a game scene and status information at the given time.
void CG_DrawActiveFrame(int serverTime, stereoFrame_t stereoView, qboolean demoPlayback)
{
int inwater;
//Makro - added for sky portals
const char *info;
int skyPortalMode = -1;
//Blaze: for cheat detection
@ -1068,36 +1069,24 @@ void CG_DrawActiveFrame(int serverTime, stereoFrame_t stereoView, qboolean demoP
memcpy(cg.refdef.areamask, cg.snap->areamask, sizeof(cg.refdef.areamask));
//Makro - fog hull
info = CG_ConfigString(CS_FOGHULL);
if (info) {
if (info[0]) {
vec4_t fogcolor;
fogcolor[0] = atof(Info_ValueForKey(info, "r"));
fogcolor[1] = atof(Info_ValueForKey(info, "g"));
fogcolor[2] = atof(Info_ValueForKey(info, "b"));
fogcolor[3] = 1;
CG_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, fogcolor);
//Com_Printf("Fog color: %f %f %f\n", fogcolor[0], fogcolor[1], fogcolor[2]);
}
if (cgs.clearColorSet) {
float fogcolor[4];
fogcolor[0] = cgs.clearColor[0];
fogcolor[1] = cgs.clearColor[1];
fogcolor[2] = cgs.clearColor[2];
fogcolor[3] = 1.0f;
CG_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, fogcolor);
}
//CG_DrawBigPolygon();
//Makro - draw sky portal first
//Note - doing it here means that sky portal entities won't get drawn. but at least the rest of the map looks ok :/
info = CG_ConfigString(CS_SKYPORTAL);
if (info[0] && Q_stricmp(info, "none")) {
if (cgs.skyPortalSet) {
vec3_t oldOrigin;
skyPortalMode = 0;
CG_AddPacketEntities(qtrue);
CG_AddPacketEntities(1);
VectorCopy(cg.refdef.vieworg, oldOrigin);
cg.refdef.vieworg[0] = atof(Info_ValueForKey(info, "x"));
cg.refdef.vieworg[1] = atof(Info_ValueForKey(info, "y"));
cg.refdef.vieworg[2] = atof(Info_ValueForKey(info, "z"));
//memset(skyRef.areamask, 0, sizeof(skyRef.areamask));
//Com_Printf("View axis is: %f %f %f\n", cg.refdef.viewaxis[0], cg.refdef.viewaxis[1], cg.refdef.viewaxis[2]);
VectorCopy(cgs.skyPortalOrigin, cg.refdef.vieworg);
trap_R_RenderScene(&cg.refdef);
//trap_R_ClearScene();
VectorCopy(oldOrigin, cg.refdef.vieworg);
}

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@ -6,29 +6,54 @@
--------------------Configuration: cgame - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73D.tmp" with contents
[
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73D.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73E.tmp" with contents
[
/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib"
.\Release\bg_misc.obj
.\Release\bg_pmove.obj
.\Release\bg_slidemove.obj
.\Release\cg_atmospheric.obj
.\Release\cg_consolecmds.obj
.\Release\cg_draw.obj
.\Release\cg_drawtools.obj
.\Release\cg_effects.obj
.\Release\cg_ents.obj
.\Release\cg_event.obj
.\Release\cg_info.obj
.\Release\cg_localents.obj
.\Release\cg_main.obj
.\Release\cg_marks.obj
.\Release\cg_players.obj
.\Release\cg_playerstate.obj
.\Release\cg_predict.obj
.\Release\cg_scoreboard.obj
.\Release\cg_servercmds.obj
.\Release\cg_snapshot.obj
.\Release\cg_syscalls.obj
.\Release\cg_unlagged.obj
.\Release\cg_view.obj
.\Release\cg_weapons.obj
.\Release\q_math.obj
.\Release\q_shared.obj
.\Release\ui_shared.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73E.tmp"
<h3>Output Window</h3>
Compiling...
cg_servercmds.c
Linking...
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
<h3>Results</h3>
cgamex86.dll - 0 error(s), 0 warning(s)
<h3>
--------------------Configuration: game - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
qagamex86.dll - 0 error(s), 0 warning(s)
<h3>
--------------------Configuration: ui - Win32 Release TA--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
uix86.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.143 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.142 2003/07/30 16:05:46 makro
// no message
//
@ -548,6 +551,7 @@ struct gentity_s {
//Makro - added
char *activatename;
int inactive;
vec3_t backup_origin;
};
typedef enum {

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.73 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.72 2003/07/30 16:05:46 makro
// no message
//
@ -769,7 +772,7 @@ void Use_Breakable(gentity_t * self, gentity_t * other, gentity_t * activator)
//{
//make sure it breaks
//Makro - added check
if (!self->exploded)
if (!self->exploded && self->health>0)
{
self->health = 0;
G_BreakGlass(self, activator, activator, self->s.origin, MOD_TRIGGER_HURT, self->health);
@ -806,6 +809,25 @@ Type is the value set in the type key. Texture is any texture(s) referenced by t
If you wish to add a custom breakable to your map, please include your mapname (or perhaps 3 letters of it) in the type name to prevent conflicts (i.e. don't use 'brick', use 'tequila_brick' or just 'teq_brick'). See the breakables folder included in Reaction Quake 3 for the proper format.
*/
static void InitBreakable_Finish(gentity_t * ent)
{
char info[MAX_INFO_STRING];
ent->think = NULL;
ent->nextthink = 0;
if (ent->s.weapon < 0 || ent->s.weapon >= RQ3_MAX_BREAKABLES) {
G_Printf(S_COLOR_RED, "ERROR: Invalid func_breakable id (%d)\n", ent->s.weapon);
G_FreeEntity(ent, __LINE__, __FILE__);
}
trap_GetConfigstring(CS_BREAKABLES + ent->s.weapon, info, sizeof(info));
if (strlen(Info_ValueForKey(info, "type")) == 0) {
G_Printf(S_COLOR_RED, "ERROR: Invalid func_breakable id (%d)\n", ent->s.weapon);
G_FreeEntity(ent, __LINE__, __FILE__);
}
ent->s.eventParm |= (ent->s.weapon & 0x0FFF);
ent->s.weapon = 0;
}
void SP_func_breakable(gentity_t * ent)
{
int health;
@ -888,28 +910,39 @@ void SP_func_breakable(gentity_t * ent)
ent->damage_radius = GRENADE_SPLASH_RADIUS;
}
ent->use = Use_Breakable;
ent->s.eventParm = amount << 6;
G_SpawnString("id", "0", &id);
if (atoi(id) < 0 || atoi(id) >= RQ3_MAX_BREAKABLES) {
G_Printf("^2ERROR: ID too high\n");
G_FreeEntity(ent, __LINE__, __FILE__);
return;
//Makro - new code
if (G_SpawnInt("type_id", "0", &ent->s.weapon)) {
ent->think = InitBreakable_Finish;
ent->nextthink = level.time + FRAMETIME;
} else {
G_SpawnString("id", "0", &id);
if (atoi(id) < 0 || atoi(id) >= RQ3_MAX_BREAKABLES) {
G_Printf("^2ERROR: ID too high\n");
G_FreeEntity(ent, __LINE__, __FILE__);
return;
}
//Com_Printf("ID (%d) ", id);
if (!G_SpawnString("type", "", &name)) {
G_Printf("^2ERROR: broken breakable name (%s)\n", name);
G_FreeEntity(ent, __LINE__, __FILE__);
return;
}
//Com_Printf("type (%s)\n",name);
G_SpawnString("force", "7", &velocity);
G_SpawnString("lift", "5", &jump);
//Elder: merge the bits
ent->s.eventParm |= (atoi(id) & 0x0FFF);
Info_SetValueForKey(breakinfo, "type", name);
Info_SetValueForKey(breakinfo, "velocity", velocity);
Info_SetValueForKey(breakinfo, "jump", jump);
//Makro - not needed
//Info_SetValueForKey(breakinfo, "id", id);
trap_SetConfigstring(CS_BREAKABLES + atoi(id), breakinfo);
}
//Com_Printf("ID (%d) ", id);
if (!G_SpawnString("type", "", &name)) {
G_Printf("^2ERROR: broken breakable name (%s)\n", name);
G_FreeEntity(ent, __LINE__, __FILE__);
return;
}
//Com_Printf("type (%s)\n",name);
G_SpawnString("force", "7", &velocity);
G_SpawnString("lift", "5", &jump);
amount = amount << 6;
//Elder: merge the bits
ent->s.eventParm = amount | (atoi(id) & 0x0FFF);
ent->health = health;
ent->health_saved = health;
@ -929,11 +962,6 @@ void SP_func_breakable(gentity_t * ent)
//Makro - added this so spectators can go through breakables
//ent->nextthink = level.time + FRAMETIME;
//ent->think = Think_SpawnNewDoorTrigger;
Info_SetValueForKey(breakinfo, "type", name);
Info_SetValueForKey(breakinfo, "velocity", velocity);
Info_SetValueForKey(breakinfo, "jump", jump);
Info_SetValueForKey(breakinfo, "id", id);
trap_SetConfigstring(CS_BREAKABLES + atoi(id), breakinfo);
trap_RQ3LinkEntity(ent, __LINE__, __FILE__);

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.60 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.59 2003/07/30 16:05:46 makro
// no message
//
@ -2077,33 +2080,84 @@ void Reached_Train(gentity_t * ent)
//G_Printf("^3Train is at (%f %f %f) or (%f %f %f)\n",ent->s.origin[0],ent->s.origin[1],ent->s.origin[2], ent->pos1[0], ent->pos1[1], ent->pos1[2]);
//G_Printf("^2NextTrain Origin(%f, %f, %f) Next Origin (%f, %f, %f)\n", next->nextTrain->s.origin[0], next->nextTrain->s.origin[1], next->nextTrain->s.origin[2], next->s.origin[0], next->s.origin[1], next->s.origin[2]);
VectorCopy(next->s.origin, ent->pos1);
VectorCopy(next->nextTrain->s.origin, ent->pos2);
//Makro - restore origin
VectorCopy(ent->backup_origin, ent->s.origin2);
//Makro - moving train
if ( !(next->spawnflags & 1) ) {
VectorCopy(next->s.origin, ent->pos1);
VectorCopy(next->nextTrain->s.origin, ent->pos2);
// if the path_corner has a speed, use that
if (next->speed) {
speed = next->speed;
} else {
// otherwise use the train's speed
speed = ent->speed;
}
if (speed < 1) {
speed = 1;
}
// calculate duration
VectorSubtract(ent->pos2, ent->pos1, move);
length = VectorLength(move);
ent->s.pos.trDuration = length * 1000 / speed;
// start it going
SetMoverState(ent, MOVER_1TO2, level.time);
ent->s.apos.trType = TR_STATIONARY;
VectorCopy(ent->s.origin2, ent->backup_origin);
// if the path_corner has a speed, use that
if (next->speed) {
speed = next->speed;
//rotating train
} else {
// otherwise use the train's speed
speed = ent->speed;
}
if (speed < 1) {
speed = 1;
}
// calculate duration
VectorSubtract(ent->pos2, ent->pos1, move);
length = VectorLength(move);
float dist;
vec3_t a, b;
ent->s.pos.trDuration = length * 1000 / speed;
//temp hack !!
VectorSet(next->s.origin2, 128, 128, 0);
//debug info
G_Printf(S_COLOR_YELLOW"Rotating train: %s\n", vtos(next->s.origin2));
if (next->speed) {
speed = next->speed;
} else {
// otherwise use the train's speed
speed = ent->speed;
}
if (speed < 1) {
speed = 1;
}
VectorSubtract(next->s.origin, next->s.origin2, a);
VectorSubtract(next->nextTrain->s.origin, next->s.origin2, b);
dist = acos( DotProduct(a, b) / (VectorLength(a) * VectorLength(b)) ) * 180.0f / M_PI;
G_Printf(S_COLOR_YELLOW"Rotating train: dist = %f\n", dist);
//VectorClear(ent->movedir);
VectorSet(ent->movedir, 0, 1, 0);
VectorCopy(ent->r.currentAngles, ent->pos1);
VectorMA(ent->pos1, dist, ent->movedir, ent->pos2);
VectorCopy(ent->s.origin2, ent->backup_origin);
VectorCopy(next->s.origin2, ent->s.origin2);
// set origin
VectorCopy(next->s.origin2, ent->s.pos.trBase);
ent->s.pos.trType = TR_STATIONARY;
VectorCopy(next->s.origin, ent->r.currentOrigin);
VectorCopy(ent->pos1, ent->s.apos.trBase);
// calculate time to reach second position from speed
ent->s.apos.trDuration = dist * 1000 / speed;
// start it going
SetMoverState(ent, ROTATOR_1TO2, level.time);
}
// looping sound
ent->s.loopSound = next->soundLoop;
// start it going
SetMoverState(ent, MOVER_1TO2, level.time);
//debug!!!
//G_Printf("^4Got past SetMoverState\n\n");
// if there is a "wait" value on the target, don't start moving yet
if (next->wait) {
ent->nextthink = level.time + next->wait * 1000;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.45 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.44 2003/04/26 22:33:06 jbravo
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
//
@ -814,6 +817,7 @@ void SP_worldspawn(void)
vec3_t color;
//int nodetail = 0;
int i;
char info[MAX_INFO_STRING];
G_SpawnString("classname", "", &s);
@ -868,7 +872,25 @@ void SP_worldspawn(void)
G_SpawnString("enableBreath", "0", &s);
trap_Cvar_Set("g_enableBreath", s);
// q3f atmospheric stuff:
//Makro - read func_breakable types
if (G_SpawnInt("numbreakabletypes", "0", &i)) {
int j;
for (j=0; j<i && j<RQ3_MAX_BREAKABLES; j++) {
char *type, *force, *lift;
if (!G_SpawnString(va("b%d_type", j), "", &type))
continue;
G_SpawnString(va("b%d_force", j), "7", &force);
G_SpawnString(va("b%d_lift", j), "5", &lift);
info[0] = 0;
Info_SetValueForKey(info, "type", type);
Info_SetValueForKey(info, "velocity", force);
Info_SetValueForKey(info, "jump", lift);
trap_SetConfigstring(CS_BREAKABLES + j, info);
}
}
// q3f atmospheric stuff:
G_SpawnString( "atmosphere", "", &s );
trap_SetConfigstring( CS_ATMOSEFFECT, s ); // Atmospheric effect

View file

@ -3,68 +3,16 @@
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: cgame - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF0.tmp" with contents
[
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
"C:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF0.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF1.tmp" with contents
[
/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib"
.\Release\bg_misc.obj
.\Release\bg_pmove.obj
.\Release\bg_slidemove.obj
.\Release\cg_atmospheric.obj
.\Release\cg_consolecmds.obj
.\Release\cg_draw.obj
.\Release\cg_drawtools.obj
.\Release\cg_effects.obj
.\Release\cg_ents.obj
.\Release\cg_event.obj
.\Release\cg_info.obj
.\Release\cg_localents.obj
.\Release\cg_main.obj
.\Release\cg_marks.obj
.\Release\cg_players.obj
.\Release\cg_playerstate.obj
.\Release\cg_predict.obj
.\Release\cg_scoreboard.obj
.\Release\cg_servercmds.obj
.\Release\cg_snapshot.obj
.\Release\cg_syscalls.obj
.\Release\cg_unlagged.obj
.\Release\cg_view.obj
.\Release\cg_weapons.obj
.\Release\q_math.obj
.\Release\q_shared.obj
.\Release\ui_shared.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF1.tmp"
<h3>Output Window</h3>
Compiling...
cg_event.c
Linking...
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
<h3>Results</h3>
cgamex86.dll - 0 error(s), 0 warning(s)
<h3>
--------------------Configuration: game - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF5.tmp" with contents
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6FB.tmp" with contents
[
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
"C:\Games\Quake3\rq3source\reaction\game\g_weapon.c"
"C:\Games\Quake3\rq3source\reaction\game\g_spawn.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF5.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF6.tmp" with contents
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6FB.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6FC.tmp" with contents
[
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
\reactionoutput\ai_chat.obj
@ -108,14 +56,13 @@ kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows
\reactionoutput\zcam.obj
\reactionoutput\zcam_target.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF6.tmp"
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6FC.tmp"
<h3>Output Window</h3>
Compiling...
g_weapon.c
C:\Games\Quake3\rq3source\reaction\game\g_weapon.c(1939) : warning C4701: local variable 'tr' may be used without having been initialized
g_spawn.c
Linking...
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFA.tmp" with contents
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP700.tmp" with contents
[
/nologo /o"c:\reactionoutput/game.bsc"
\reactionoutput\ai_chat.sbr
@ -158,23 +105,14 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFA.tmp" with conten
\reactionoutput\rxn_game.sbr
\reactionoutput\zcam.sbr
\reactionoutput\zcam_target.sbr]
Creating command line "bscmake.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFA.tmp"
Creating command line "bscmake.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP700.tmp"
Creating browse info file...
<h3>Output Window</h3>
<h3>Results</h3>
qagamex86.dll - 0 error(s), 1 warning(s)
<h3>
--------------------Configuration: ui - Win32 Release TA--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
uix86.dll - 0 error(s), 0 warning(s)
qagamex86.dll - 0 error(s), 0 warning(s)
</pre>
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