diff --git a/reaction/cgame/cg_ents.c b/reaction/cgame/cg_ents.c index 484065d9..43a180cc 100644 --- a/reaction/cgame/cg_ents.c +++ b/reaction/cgame/cg_ents.c @@ -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; diff --git a/reaction/cgame/cg_local.h b/reaction/cgame/cg_local.h index 889e1f86..6a3fb2cb 100644 --- a/reaction/cgame/cg_local.h +++ b/reaction/cgame/cg_local.h @@ -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; //============================================================================== diff --git a/reaction/cgame/cg_main.c b/reaction/cgame/cg_main.c index 12f70fe3..d9e7cdff 100644 --- a/reaction/cgame/cg_main.c +++ b/reaction/cgame/cg_main.c @@ -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); + //} } } diff --git a/reaction/cgame/cg_servercmds.c b/reaction/cgame/cg_servercmds.c index 65ce3a3f..266eb6fb 100644 --- a/reaction/cgame/cg_servercmds.c +++ b/reaction/cgame/cg_servercmds.c @@ -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); + } } diff --git a/reaction/cgame/cg_view.c b/reaction/cgame/cg_view.c index 0bd73ebb..ea62408d 100644 --- a/reaction/cgame/cg_view.c +++ b/reaction/cgame/cg_view.c @@ -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); } diff --git a/reaction/cgame/cgame.plg b/reaction/cgame/cgame.plg index 2068eb59..fa60d579 100644 --- a/reaction/cgame/cgame.plg +++ b/reaction/cgame/cgame.plg @@ -6,29 +6,54 @@ --------------------Configuration: cgame - Win32 Release--------------------

Command Lines

+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" +

Output Window

+Compiling... +cg_servercmds.c +Linking... + Creating library Release/cgamex86.lib and object Release/cgamex86.exp

Results

cgamex86.dll - 0 error(s), 0 warning(s) -

---------------------Configuration: game - Win32 Release-------------------- -

-

Command Lines

- - - -

Results

-qagamex86.dll - 0 error(s), 0 warning(s) -

---------------------Configuration: ui - Win32 Release TA-------------------- -

-

Command Lines

- - - -

Results

-uix86.dll - 0 error(s), 0 warning(s) diff --git a/reaction/game/g_local.h b/reaction/game/g_local.h index fda4c8c3..fce36c15 100644 --- a/reaction/game/g_local.h +++ b/reaction/game/g_local.h @@ -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 { diff --git a/reaction/game/g_misc.c b/reaction/game/g_misc.c index a4e5e115..c21ac811 100644 --- a/reaction/game/g_misc.c +++ b/reaction/game/g_misc.c @@ -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__); diff --git a/reaction/game/g_mover.c b/reaction/game/g_mover.c index c1e4151c..33f88d34 100644 --- a/reaction/game/g_mover.c +++ b/reaction/game/g_mover.c @@ -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; diff --git a/reaction/game/g_spawn.c b/reaction/game/g_spawn.c index 5d71b5c9..dc226963 100644 --- a/reaction/game/g_spawn.c +++ b/reaction/game/g_spawn.c @@ -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

Build Log

---------------------Configuration: cgame - Win32 Release-------------------- -

-

Command Lines

-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" -

Output Window

-Compiling... -cg_event.c -Linking... - Creating library Release/cgamex86.lib and object Release/cgamex86.exp - - - -

Results

-cgamex86.dll - 0 error(s), 0 warning(s) -

--------------------Configuration: game - Win32 Release--------------------

Command Lines

-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"

Output Window

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...

Output Window

Results

-qagamex86.dll - 0 error(s), 1 warning(s) -

---------------------Configuration: ui - Win32 Release TA-------------------- -

-

Command Lines

- - - -

Results

-uix86.dll - 0 error(s), 0 warning(s) +qagamex86.dll - 0 error(s), 0 warning(s)