Elevators

This commit is contained in:
Andrei Drexler 2002-05-23 15:55:25 +00:00
parent b99375cffa
commit 09eaae5826
8 changed files with 160 additions and 238 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.82 2002/05/23 15:55:25 makro
// Elevators
//
// Revision 1.81 2002/05/19 21:27:28 blaze
// added force and buoyancy to breakables
//
@ -287,8 +290,6 @@ struct gentity_s {
float angle; // set in editor, -1 = up, -2 = down
char *target;
char *targetname;
//Blaze: Holds the target set by a button
char *pathtarget;
char *team;
char *targetShaderName;
char *targetShaderNewName;
@ -347,6 +348,8 @@ struct gentity_s {
gitem_t *item; // for bonus items
float distance; // VALKYRIE: for rotating door
//Blaze: Holds the target set by a button
char pathtarget[32];
};
@ -795,6 +798,8 @@ int G_SoundIndex( char *name );
void G_TeamCommand( team_t team, char *cmd );
void G_KillBox (gentity_t *ent);
gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
//Makro - added
gentity_t *G_Find2 (gentity_t *from, int fieldofs, const char *match, int fieldofs2, const char *match2);
gentity_t *G_PickTarget (char *targetname);
void G_UseTargets (gentity_t *ent, gentity_t *activator);
void G_SetMovedir ( vec3_t angles, vec3_t movedir);

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.44 2002/05/23 15:55:25 makro
// Elevators
//
// Revision 1.43 2002/05/23 04:53:41 blaze
// some func_breakable fixes. Explosives respawn on new rounds now .
//
@ -571,7 +574,7 @@ void SP_func_breakable( gentity_t *ent ) {
int damage_radius;
int velocity;
int jump;
char *name;
char *name, *s;
// Make it appear as the brush
trap_SetBrushModel( ent, ent->model );
@ -695,11 +698,12 @@ void SP_func_breakable( gentity_t *ent ) {
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
}
//Makro - added this so spectators can go through breakables
//ent->nextthink = level.time + FRAMETIME;
//ent->think = Think_SpawnNewDoorTrigger;
trap_LinkEntity (ent);
//Makro - added
if (G_SpawnString( "pathtarget","", &s)) {
Q_strncpyz(ent->pathtarget, s, sizeof(ent->pathtarget));
}
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.37 2002/05/23 15:55:25 makro
// Elevators
//
// Revision 1.36 2002/05/23 05:13:44 blaze
// More sound changes as per Sze, please dont kill me Cent
//
@ -835,11 +838,12 @@ Use_BinaryMover
void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
int total;
int partial;
/* Makro - trains have a custom use function now
//Blaze: Holds the train entity
gentity_t *temp;
if ( ent->pathtarget != NULL )
{
G_Printf("The pathtarget is %s\n",ent->pathtarget);
//G_Printf("The pathtarget is %s\n",ent->pathtarget);
temp = NULL;
temp = G_Find(temp,FOFS(targetname),ent->target);
if ( !temp )
@ -854,6 +858,7 @@ void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
//G_Printf("^2%s\n", ent->nextTrain->targetname);
}
}
*/
// only the master should be used
if ( ent->flags & FL_TEAMSLAVE ) {
@ -1105,6 +1110,11 @@ void InitMover( gentity_t *ent ) {
ent->s.pos.trDuration = 1;
}
//Makro - added
if (G_SpawnString( "pathtarget","", &sound)) {
Q_strncpyz(ent->pathtarget, sound, sizeof(ent->pathtarget));
}
}
@ -1183,7 +1193,10 @@ void Blocked_Door( gentity_t *ent, gentity_t *other ) {
}
// reverse direction
Use_BinaryMover( ent, ent, other );
// Makro - not for func_trains
if (Q_stricmp(ent->classname, "func_train")) {
Use_BinaryMover( ent, ent, other );
}
}
/*
@ -1722,6 +1735,11 @@ void InitRotator( gentity_t *ent ) {
if ( ent->s.apos.trDuration <= 0 ) {
ent->s.apos.trDuration = 1;
}
//Makro - added
if (G_SpawnString( "pathtarget","", &sound)) {
Q_strncpyz(ent->pathtarget, sound, sizeof(ent->pathtarget));
}
}
@ -1923,13 +1941,13 @@ When a button is touched, it moves some distance in the direction of it's angle,
"light" constantLight radius
"pathtarget" stores the target for a train
*/
void SP_func_button( gentity_t *ent ) {
vec3_t abs_movedir;
float distance;
vec3_t size;
float lip;
char *s;
char *noise;
char *noise;
//changed to sound to stop it from conflicting with the looping noise
//Changed from noise to sound as per Sze
@ -1951,10 +1969,6 @@ void SP_func_button( gentity_t *ent ) {
// calculate second position
trap_SetBrushModel( ent, ent->model );
if ( G_SpawnString( "pathtarget","", &s) ) {
strcpy(ent->pathtarget, s);
}
G_SpawnFloat( "lip", "4", &lip );
G_SetMovedir( ent->s.angles, ent->movedir );
@ -1974,6 +1988,10 @@ void SP_func_button( gentity_t *ent ) {
}
InitMover( ent );
//if ( G_SpawnString( "pathtarget","", &s) ) {
// strcpy(ent->pathtarget, s);
//}
}
@ -2021,7 +2039,8 @@ void Reached_Train( gentity_t *ent ) {
}
// fire all other targets
G_UseTargets( next, NULL );
// Makro - set activator to ent; was NULL before
G_UseTargets( next, ent );
// set the new trajectory
ent->nextTrain = next->nextTrain;
@ -2144,6 +2163,75 @@ void SP_path_corner( gentity_t *self ) {
// path corners don't need to be linked in
}
/*
===============
Use_Func_Train
Added by Makro
===============
*/
void Use_Func_Train( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
gentity_t *next;
float speed;
vec3_t move;
float length;
// copy the apropriate values
if (!other->pathtarget)
return;
//G_Printf("pathtarget to look for: %s\n\n", other->pathtarget);
next = G_Find2(NULL, FOFS(targetname), other->pathtarget, FOFS(classname), "path_corner");
if ( !next || !next->nextTrain ) {
return; // just stop
}
// set the new trajectory
VectorCopy( ent->r.currentOrigin, ent->pos1 );
VectorCopy( next->s.origin, ent->pos2 );
ent->nextTrain = next;
//the train is already there
if (VectorCompare(ent->pos1, ent->pos2)) {
Reached_Train(ent);
return;
}
//Blaze: Spam out some info about where the train is
//G_Printf("^1Reached Reached_Train %s %s\n", next->targetname, next->target);
//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]);
speed = ent->speed;
// calculate duration
VectorSubtract( ent->pos2, ent->pos1, move );
length = VectorLength( move );
ent->s.pos.trDuration = length * 1000 / speed;
// looping sound
ent->s.loopSound = next->soundLoop;
// start it going
SetMoverState( ent, MOVER_1TO2, level.time );
// if there is a "wait" value on the target, don't start moving yet
if ( next->wait ) {
ent->nextthink = level.time + next->wait * 1000;
ent->think = Think_BeginMoving;
ent->s.pos.trType = TR_STATIONARY;
}
//Blaze: If the wait is less than 0, dont nextthing
/*
if (next->wait < 0)
{
ent->nextthink = 0;
ent->think = Think_BeginMoving;
ent->s.pos.trType = TR_STATIONARY;
}
*/
}
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
@ -2188,6 +2276,10 @@ void SP_func_train (gentity_t *self) {
// a chance to spawn
self->nextthink = level.time + FRAMETIME;
self->think = Think_SetupTrainTargets;
//Makro - added
self->use = Use_Func_Train;
self->blocked = Blocked_Door;
}
/*

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.26 2002/05/23 15:55:25 makro
// Elevators
//
// Revision 1.25 2002/05/11 12:45:25 makro
// Spectators can go through breakables and doors with
// a targetname or health. Bots should crouch more/jump less
@ -169,6 +172,7 @@ field_t fields[] = {
{"targetShaderName", FOFS(targetShaderName), F_LSTRING},
{"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
{"distance", FOFS(distance), F_FLOAT}, // VALKYRIE: for rotating doors
//{"pathtarget", FOFS(pathtarget), F_LSTRING}, // Makro - for func_trains
{NULL}
};

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/05/23 15:55:25 makro
// Elevators
//
// Revision 1.4 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -135,6 +138,10 @@ void SP_target_score( gentity_t *ent ) {
If "private", only the activator gets the message. If no checks, all clients get the message.
*/
void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
//Makro - crash bug fix
if (activator == NULL)
return;
if ( activator->client && ( ent->spawnflags & 4 ) ) {
trap_SendServerCommand( activator-g_entities, va("cp \"%s\"", ent->message ));
return;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.16 2002/05/23 15:55:25 makro
// Elevators
//
// Revision 1.15 2002/05/22 04:19:45 blaze
// Sound entity changes as per Sze
//
@ -44,12 +47,18 @@
void InitTrigger( gentity_t *self ) {
char *s;
if (!VectorCompare (self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
trap_SetBrushModel( self, self->model );
self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
self->r.svFlags = SVF_NOCLIENT;
//Makro - added
if (G_SpawnString( "pathtarget","", &s)) {
Q_strncpyz(self->pathtarget, s, sizeof(self->pathtarget));
}
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.10 2002/05/23 15:55:25 makro
// Elevators
//
// Revision 1.9 2002/05/20 16:25:48 makro
// Triggerable cameras
//
@ -180,6 +183,18 @@ gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match)
return NULL;
}
//Makro - returns the first entity that matches both fieldofs
gentity_t *G_Find2 (gentity_t *from, int fieldofs, const char *match, int fieldofs2, const char *match2) {
gentity_t *ent;
for (ent = G_Find(from, fieldofs, match); ent; ent = G_Find(ent, fieldofs, match)) {
char *s = *(char **) ((byte *)ent + fieldofs2);
if (!Q_stricmp(s, match2))
return ent;
}
return NULL;
}
/*
=============

View file

@ -3,149 +3,18 @@
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: cgame - Win32 Release--------------------
--------------------Configuration: game - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP50B.tmp" with contents
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6C4.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\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\cgame\cg_consolecmds.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_draw.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_drawtools.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_effects.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_info.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_localents.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_main.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_marks.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_players.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_playerstate.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_snapshot.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_syscalls.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_view.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_weapons.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP50B.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP50C.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_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_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>
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