mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-11 15:52:30 +00:00
Elevators
This commit is contained in:
parent
b99375cffa
commit
09eaae5826
8 changed files with 160 additions and 238 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.82 2002/05/23 15:55:25 makro
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// Elevators
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//
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// Revision 1.81 2002/05/19 21:27:28 blaze
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// added force and buoyancy to breakables
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//
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@ -287,8 +290,6 @@ struct gentity_s {
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float angle; // set in editor, -1 = up, -2 = down
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char *target;
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char *targetname;
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//Blaze: Holds the target set by a button
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char *pathtarget;
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char *team;
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char *targetShaderName;
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char *targetShaderNewName;
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@ -347,6 +348,8 @@ struct gentity_s {
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gitem_t *item; // for bonus items
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float distance; // VALKYRIE: for rotating door
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//Blaze: Holds the target set by a button
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char pathtarget[32];
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};
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@ -795,6 +798,8 @@ int G_SoundIndex( char *name );
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void G_TeamCommand( team_t team, char *cmd );
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void G_KillBox (gentity_t *ent);
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gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
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//Makro - added
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gentity_t *G_Find2 (gentity_t *from, int fieldofs, const char *match, int fieldofs2, const char *match2);
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gentity_t *G_PickTarget (char *targetname);
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void G_UseTargets (gentity_t *ent, gentity_t *activator);
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void G_SetMovedir ( vec3_t angles, vec3_t movedir);
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.44 2002/05/23 15:55:25 makro
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// Elevators
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//
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// Revision 1.43 2002/05/23 04:53:41 blaze
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// some func_breakable fixes. Explosives respawn on new rounds now .
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//
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@ -571,7 +574,7 @@ void SP_func_breakable( gentity_t *ent ) {
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int damage_radius;
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int velocity;
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int jump;
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char *name;
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char *name, *s;
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// Make it appear as the brush
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trap_SetBrushModel( ent, ent->model );
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@ -695,11 +698,12 @@ void SP_func_breakable( gentity_t *ent ) {
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ent->s.modelindex2 = G_ModelIndex( ent->model2 );
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}
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//Makro - added this so spectators can go through breakables
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//ent->nextthink = level.time + FRAMETIME;
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//ent->think = Think_SpawnNewDoorTrigger;
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trap_LinkEntity (ent);
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//Makro - added
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if (G_SpawnString( "pathtarget","", &s)) {
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Q_strncpyz(ent->pathtarget, s, sizeof(ent->pathtarget));
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}
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.37 2002/05/23 15:55:25 makro
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// Elevators
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//
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// Revision 1.36 2002/05/23 05:13:44 blaze
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// More sound changes as per Sze, please dont kill me Cent
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//
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@ -835,11 +838,12 @@ Use_BinaryMover
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void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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int total;
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int partial;
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/* Makro - trains have a custom use function now
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//Blaze: Holds the train entity
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gentity_t *temp;
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if ( ent->pathtarget != NULL )
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{
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G_Printf("The pathtarget is %s\n",ent->pathtarget);
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//G_Printf("The pathtarget is %s\n",ent->pathtarget);
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temp = NULL;
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temp = G_Find(temp,FOFS(targetname),ent->target);
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if ( !temp )
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@ -854,6 +858,7 @@ void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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//G_Printf("^2%s\n", ent->nextTrain->targetname);
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}
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}
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*/
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// only the master should be used
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if ( ent->flags & FL_TEAMSLAVE ) {
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@ -1105,6 +1110,11 @@ void InitMover( gentity_t *ent ) {
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ent->s.pos.trDuration = 1;
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}
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//Makro - added
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if (G_SpawnString( "pathtarget","", &sound)) {
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Q_strncpyz(ent->pathtarget, sound, sizeof(ent->pathtarget));
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}
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}
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@ -1183,7 +1193,10 @@ void Blocked_Door( gentity_t *ent, gentity_t *other ) {
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}
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// reverse direction
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Use_BinaryMover( ent, ent, other );
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// Makro - not for func_trains
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if (Q_stricmp(ent->classname, "func_train")) {
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Use_BinaryMover( ent, ent, other );
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}
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}
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/*
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@ -1722,6 +1735,11 @@ void InitRotator( gentity_t *ent ) {
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if ( ent->s.apos.trDuration <= 0 ) {
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ent->s.apos.trDuration = 1;
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}
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//Makro - added
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if (G_SpawnString( "pathtarget","", &sound)) {
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Q_strncpyz(ent->pathtarget, sound, sizeof(ent->pathtarget));
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}
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}
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@ -1923,13 +1941,13 @@ When a button is touched, it moves some distance in the direction of it's angle,
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"light" constantLight radius
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"pathtarget" stores the target for a train
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*/
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void SP_func_button( gentity_t *ent ) {
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vec3_t abs_movedir;
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float distance;
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vec3_t size;
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float lip;
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char *s;
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char *noise;
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char *noise;
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//changed to sound to stop it from conflicting with the looping noise
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//Changed from noise to sound as per Sze
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@ -1951,10 +1969,6 @@ void SP_func_button( gentity_t *ent ) {
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// calculate second position
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trap_SetBrushModel( ent, ent->model );
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if ( G_SpawnString( "pathtarget","", &s) ) {
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strcpy(ent->pathtarget, s);
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}
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G_SpawnFloat( "lip", "4", &lip );
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G_SetMovedir( ent->s.angles, ent->movedir );
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@ -1974,6 +1988,10 @@ void SP_func_button( gentity_t *ent ) {
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}
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InitMover( ent );
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//if ( G_SpawnString( "pathtarget","", &s) ) {
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// strcpy(ent->pathtarget, s);
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//}
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}
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@ -2021,7 +2039,8 @@ void Reached_Train( gentity_t *ent ) {
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}
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// fire all other targets
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G_UseTargets( next, NULL );
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// Makro - set activator to ent; was NULL before
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G_UseTargets( next, ent );
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// set the new trajectory
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ent->nextTrain = next->nextTrain;
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@ -2144,6 +2163,75 @@ void SP_path_corner( gentity_t *self ) {
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// path corners don't need to be linked in
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}
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/*
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===============
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Use_Func_Train
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Added by Makro
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===============
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*/
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void Use_Func_Train( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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gentity_t *next;
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float speed;
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vec3_t move;
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float length;
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// copy the apropriate values
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if (!other->pathtarget)
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return;
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//G_Printf("pathtarget to look for: %s\n\n", other->pathtarget);
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next = G_Find2(NULL, FOFS(targetname), other->pathtarget, FOFS(classname), "path_corner");
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if ( !next || !next->nextTrain ) {
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return; // just stop
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}
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// set the new trajectory
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VectorCopy( ent->r.currentOrigin, ent->pos1 );
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VectorCopy( next->s.origin, ent->pos2 );
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ent->nextTrain = next;
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//the train is already there
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if (VectorCompare(ent->pos1, ent->pos2)) {
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Reached_Train(ent);
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return;
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}
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//Blaze: Spam out some info about where the train is
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//G_Printf("^1Reached Reached_Train %s %s\n", next->targetname, next->target);
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//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]);
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//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]);
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speed = ent->speed;
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// calculate duration
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VectorSubtract( ent->pos2, ent->pos1, move );
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length = VectorLength( move );
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ent->s.pos.trDuration = length * 1000 / speed;
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// looping sound
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ent->s.loopSound = next->soundLoop;
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// start it going
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SetMoverState( ent, MOVER_1TO2, level.time );
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// if there is a "wait" value on the target, don't start moving yet
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if ( next->wait ) {
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ent->nextthink = level.time + next->wait * 1000;
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ent->think = Think_BeginMoving;
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ent->s.pos.trType = TR_STATIONARY;
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}
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//Blaze: If the wait is less than 0, dont nextthing
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/*
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if (next->wait < 0)
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{
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ent->nextthink = 0;
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ent->think = Think_BeginMoving;
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ent->s.pos.trType = TR_STATIONARY;
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}
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*/
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}
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/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
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// a chance to spawn
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self->nextthink = level.time + FRAMETIME;
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self->think = Think_SetupTrainTargets;
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//Makro - added
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self->use = Use_Func_Train;
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self->blocked = Blocked_Door;
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}
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/*
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.26 2002/05/23 15:55:25 makro
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// Elevators
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//
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// Revision 1.25 2002/05/11 12:45:25 makro
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// Spectators can go through breakables and doors with
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// a targetname or health. Bots should crouch more/jump less
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@ -169,6 +172,7 @@ field_t fields[] = {
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{"targetShaderName", FOFS(targetShaderName), F_LSTRING},
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{"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
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{"distance", FOFS(distance), F_FLOAT}, // VALKYRIE: for rotating doors
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//{"pathtarget", FOFS(pathtarget), F_LSTRING}, // Makro - for func_trains
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{NULL}
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};
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.5 2002/05/23 15:55:25 makro
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// Elevators
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//
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// Revision 1.4 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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@ -135,6 +138,10 @@ void SP_target_score( gentity_t *ent ) {
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If "private", only the activator gets the message. If no checks, all clients get the message.
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*/
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void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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//Makro - crash bug fix
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if (activator == NULL)
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return;
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if ( activator->client && ( ent->spawnflags & 4 ) ) {
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trap_SendServerCommand( activator-g_entities, va("cp \"%s\"", ent->message ));
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return;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.16 2002/05/23 15:55:25 makro
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// Elevators
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//
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// Revision 1.15 2002/05/22 04:19:45 blaze
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// Sound entity changes as per Sze
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//
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@ -44,12 +47,18 @@
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void InitTrigger( gentity_t *self ) {
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char *s;
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if (!VectorCompare (self->s.angles, vec3_origin))
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G_SetMovedir (self->s.angles, self->movedir);
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trap_SetBrushModel( self, self->model );
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self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
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self->r.svFlags = SVF_NOCLIENT;
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//Makro - added
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if (G_SpawnString( "pathtarget","", &s)) {
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Q_strncpyz(self->pathtarget, s, sizeof(self->pathtarget));
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}
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.10 2002/05/23 15:55:25 makro
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// Elevators
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//
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// Revision 1.9 2002/05/20 16:25:48 makro
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// Triggerable cameras
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//
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@ -180,6 +183,18 @@ gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match)
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return NULL;
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}
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//Makro - returns the first entity that matches both fieldofs
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gentity_t *G_Find2 (gentity_t *from, int fieldofs, const char *match, int fieldofs2, const char *match2) {
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gentity_t *ent;
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for (ent = G_Find(from, fieldofs, match); ent; ent = G_Find(ent, fieldofs, match)) {
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char *s = *(char **) ((byte *)ent + fieldofs2);
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if (!Q_stricmp(s, match2))
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return ent;
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}
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return NULL;
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}
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/*
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=============
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@ -3,149 +3,18 @@
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: cgame - Win32 Release--------------------
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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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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP50B.tmp" with contents
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6C4.tmp" with contents
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[
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/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
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"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_pmove.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_slidemove.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_consolecmds.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_draw.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_drawtools.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_effects.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_info.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_localents.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_main.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_marks.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_players.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_playerstate.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_snapshot.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_syscalls.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_view.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_weapons.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP50B.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP50C.tmp" with contents
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[
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/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"
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.\Release\bg_misc.obj
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.\Release\bg_pmove.obj
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.\Release\bg_slidemove.obj
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.\Release\cg_consolecmds.obj
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.\Release\cg_draw.obj
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.\Release\cg_drawtools.obj
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.\Release\cg_effects.obj
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.\Release\cg_ents.obj
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.\Release\cg_event.obj
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.\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_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\RSP50C.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
bg_misc.c
|
||||
bg_pmove.c
|
||||
bg_slidemove.c
|
||||
cg_consolecmds.c
|
||||
cg_draw.c
|
||||
cg_drawtools.c
|
||||
cg_effects.c
|
||||
cg_ents.c
|
||||
cg_event.c
|
||||
cg_info.c
|
||||
cg_localents.c
|
||||
cg_main.c
|
||||
cg_marks.c
|
||||
cg_players.c
|
||||
cg_playerstate.c
|
||||
cg_predict.c
|
||||
cg_scoreboard.c
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(220) : warning C4101: 'RedSubs' : unreferenced local variable
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(217) : warning C4101: 'subs' : unreferenced local variable
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(220) : warning C4101: 'BlueSubs' : unreferenced local variable
|
||||
cg_servercmds.c
|
||||
cg_snapshot.c
|
||||
cg_syscalls.c
|
||||
cg_view.c
|
||||
cg_weapons.c
|
||||
Linking...
|
||||
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
cgamex86.dll - 0 error(s), 3 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: game - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP510.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\ai_chat.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_cmd.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_dmnet.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_dmq3.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_main.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_team.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_vcmd.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\bg_pmove.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\bg_slidemove.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_active.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_arenas.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_bot.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_client.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_cmds.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_combat.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_fileio.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_items.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_main.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_matchmode.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_mem.c"
|
||||
/nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "BUILDING_REF_GL" /D "DEBUG" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_misc.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_missile.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_mover.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_session.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_spawn.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_svcmds.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_syscalls.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_target.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_team.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_teamplay.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_trigger.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_utils.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_weapon.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\rxn_game.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\zcam.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\zcam_target.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP510.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP511.tmp" with contents
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6C4.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6C5.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"
|
||||
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:yes /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /debug /machine:I386 /def:".\game.def" /out:"..\Debug/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
|
||||
\reactionoutput\ai_chat.obj
|
||||
\reactionoutput\ai_cmd.obj
|
||||
\reactionoutput\ai_dmnet.obj
|
||||
|
@ -186,99 +55,16 @@ 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\RSP511.tmp"
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6C5.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
ai_chat.c
|
||||
ai_cmd.c
|
||||
ai_dmnet.c
|
||||
ai_dmq3.c
|
||||
ai_main.c
|
||||
ai_team.c
|
||||
ai_vcmd.c
|
||||
bg_misc.c
|
||||
bg_pmove.c
|
||||
bg_slidemove.c
|
||||
g_active.c
|
||||
g_arenas.c
|
||||
g_bot.c
|
||||
g_client.c
|
||||
g_cmds.c
|
||||
g_combat.c
|
||||
g_fileio.c
|
||||
g_items.c
|
||||
g_main.c
|
||||
g_matchmode.c
|
||||
g_mem.c
|
||||
g_misc.c
|
||||
g_missile.c
|
||||
g_mover.c
|
||||
g_session.c
|
||||
g_spawn.c
|
||||
g_svcmds.c
|
||||
g_syscalls.c
|
||||
g_target.c
|
||||
g_team.c
|
||||
g_teamplay.c
|
||||
g_trigger.c
|
||||
g_utils.c
|
||||
g_weapon.c
|
||||
rxn_game.c
|
||||
C:\Games\Quake3\rq3source\reaction\game\g_weapon.c(2651) : warning C4701: local variable 'tr' may be used without having been initialized
|
||||
zcam.c
|
||||
zcam_target.c
|
||||
Linking...
|
||||
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
qagamex86.dll - 0 error(s), 1 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: ui - Win32 Release TA--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP515.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "UI_EXPORTS" /Fp"Release_TA/ta_ui.pch" /YX /Fo"Release_TA/" /Fd"Release_TA/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_atoms.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_gameinfo.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_main.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_players.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP515.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP516.tmp" with contents
|
||||
[
|
||||
/nologo /base:"0x40000000" /dll /incremental:no /pdb:"Release_TA/uix86.pdb" /map:"Release_TA/uix86.map" /machine:I386 /def:".\ui.def" /out:"../Release/uix86.dll" /implib:"Release_TA/uix86.lib"
|
||||
.\Release_TA\bg_misc.obj
|
||||
.\Release_TA\q_math.obj
|
||||
.\Release_TA\q_shared.obj
|
||||
.\Release_TA\ui_atoms.obj
|
||||
.\Release_TA\ui_gameinfo.obj
|
||||
.\Release_TA\ui_main.obj
|
||||
.\Release_TA\ui_players.obj
|
||||
.\Release_TA\ui_shared.obj
|
||||
.\Release_TA\ui_syscalls.obj
|
||||
.\Release_TA\ui_util.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP516.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
bg_misc.c
|
||||
ui_atoms.c
|
||||
ui_gameinfo.c
|
||||
ui_main.c
|
||||
ui_players.c
|
||||
ui_syscalls.c
|
||||
Linking...
|
||||
Creating library Release_TA/uix86.lib and object Release_TA/uix86.exp
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
uix86.dll - 0 error(s), 0 warning(s)
|
||||
qagamex86.dll - 0 error(s), 0 warning(s)
|
||||
</pre>
|
||||
</body>
|
||||
</html>
|
||||
|
|
Loading…
Reference in a new issue