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0-19-00 VMs
Client-side
This commit is contained in:
Victor Chow 2001-11-13 05:32:07 +00:00
parent 92bf99387e
commit 1ee916a8c3
4 changed files with 14 additions and 6 deletions

View file

@ -201,7 +201,7 @@ void CG_DrawInformation( void ) {
//UI_LEFT|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); //UI_LEFT|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
//Q_strncpyz(buf, s, 1024); //Q_strncpyz(buf, s, 1024);
//Q_CleanStr(buf); //Q_CleanStr(buf);
CG_DrawSmallStringColor(x, y, s, colorWhite); CG_DrawSmallStringColor(x, y, s, colorRed);
y += SMALLCHAR_HEIGHT; y += SMALLCHAR_HEIGHT;
} }

View file

@ -1314,7 +1314,7 @@ extern vmCvar_t cg_blood;
extern vmCvar_t cg_predictItems; extern vmCvar_t cg_predictItems;
extern vmCvar_t cg_deferPlayers; extern vmCvar_t cg_deferPlayers;
//Blaze: Reaction weapon positions //Blaze: Reaction weapon positions
extern vmCvar_t cg_RQ3_drawWeapon; //extern vmCvar_t cg_RQ3_drawWeapon;
//Blaze: how long the glass stays around for //Blaze: how long the glass stays around for
extern vmCvar_t cg_RQ3_glasstime; extern vmCvar_t cg_RQ3_glasstime;
//Elder: muzzle flash toggle //Elder: muzzle flash toggle

View file

@ -138,7 +138,8 @@ vmCvar_t cg_deferPlayers;
vmCvar_t cg_drawTeamOverlay; vmCvar_t cg_drawTeamOverlay;
vmCvar_t cg_teamOverlayUserinfo; vmCvar_t cg_teamOverlayUserinfo;
//Blaze: reaction weapon positioning //Blaze: reaction weapon positioning
vmCvar_t cg_RQ3_drawWeapon; // Elder: removed for now
//vmCvar_t cg_RQ3_drawWeapon;
vmCvar_t cg_RQ3_glasstime; vmCvar_t cg_RQ3_glasstime;
//Elder: muzzle flash toggle //Elder: muzzle flash toggle
vmCvar_t cg_RQ3_flash; vmCvar_t cg_RQ3_flash;
@ -323,9 +324,10 @@ static cvarTable_t cvarTable[] = { // bk001129
{ &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE}, { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
{ &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE}, { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},
//Blaze: Reaction hand type command //Blaze: Reaction hand type command
{ &cg_RQ3_drawWeapon, "cg_RQ3_drawWeapon", "2", CVAR_ARCHIVE }, // Elder: removed
//{ &cg_RQ3_drawWeapon, "cg_RQ3_drawWeapon", "2", CVAR_ARCHIVE },
{ &cg_RQ3_glasstime, "cg_RQ3_glasstime", "0", CVAR_ARCHIVE }, { &cg_RQ3_glasstime, "cg_RQ3_glasstime", "0", CVAR_ARCHIVE },
//Elder: added // Elder: added
{ &cg_RQ3_flash, "cg_RQ3_flash", "1", CVAR_ARCHIVE }, { &cg_RQ3_flash, "cg_RQ3_flash", "1", CVAR_ARCHIVE },
{ &cg_RQ3_painblend, "cg_RQ3_painblend", "1", CVAR_ARCHIVE }, { &cg_RQ3_painblend, "cg_RQ3_painblend", "1", CVAR_ARCHIVE },
{ &cg_RQ3_ssgZoomAssist, "cg_RQ3_ssgZoomAssist", "1", CVAR_ARCHIVE }, { &cg_RQ3_ssgZoomAssist, "cg_RQ3_ssgZoomAssist", "1", CVAR_ARCHIVE },

View file

@ -1731,7 +1731,10 @@ void CG_AddViewWeapon( playerState_t *ps ) {
if ( cg.testGun ) { if ( cg.testGun ) {
return; return;
} }
//Blaze start: Reaction gun positioning
// Elder: temporarily removed because we never used it anyways
/*
//Blaze start: Reaction gun positioning
rxn_gunx = cg_gun_x.value; rxn_gunx = cg_gun_x.value;
rxn_guny = cg_gun_y.value; rxn_guny = cg_gun_y.value;
rxn_gunz = cg_gun_z.value; rxn_gunz = cg_gun_z.value;
@ -1751,10 +1754,13 @@ void CG_AddViewWeapon( playerState_t *ps ) {
rxn_gunx += 10; rxn_gunx += 10;
} }
if ((cg_RQ3_drawWeapon.integer > 1 ) && (cg_RQ3_drawWeapon.integer < 4 )) if ((cg_RQ3_drawWeapon.integer > 1 ) && (cg_RQ3_drawWeapon.integer < 4 ))
{ {
rxn_guny = cg_gun_y.value + 4*(cg_RQ3_drawWeapon.integer-1); rxn_guny = cg_gun_y.value + 4*(cg_RQ3_drawWeapon.integer-1);
} }
*/
//Blaze end: //Blaze end:
// drop gun lower at higher fov // drop gun lower at higher fov