mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-11 15:52:30 +00:00
no message
This commit is contained in:
parent
a806ca6b36
commit
20da944d06
5 changed files with 170 additions and 123 deletions
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@ -6,7 +6,7 @@
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--------------------Configuration: ui - Win32 Release TA--------------------
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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\RSP9A.tmp" with contents
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP7DA.tmp" with contents
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[
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/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
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"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
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@ -20,8 +20,8 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9A.tmp" with conten
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_util.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9A.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9B.tmp" with contents
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP7DA.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP7DB.tmp" with contents
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[
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/nologo /base:"0x40000000" /dll /incremental:no /pdb:"Release_TA/uix86.pdb" /map:"Release_TA/uix86.map" /machine:I386 /def:".\ui.def" /out:"uix86.dll" /implib:"Release_TA/uix86.lib"
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.\Release_TA\bg_misc.obj
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@ -35,7 +35,7 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9B.tmp" with conten
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.\Release_TA\ui_syscalls.obj
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.\Release_TA\ui_util.obj
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]
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9B.tmp"
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP7DB.tmp"
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<h3>Output Window</h3>
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Compiling...
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bg_misc.c
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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 1.6 2002/03/14 21:52:08 makro
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// no message
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//
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// Revision 1.5 2002/03/10 22:10:10 makro
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// no message
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//
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@ -437,6 +440,44 @@ qboolean UI_ConsoleCommand( int realTime ) {
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}
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return qtrue;
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}
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/*
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if ( Q_stricmp (cmd, "ifCvars") == 0) {
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if (trap_Argc() >= 4) {
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char cvar[MAX_CVAR_VALUE_STRING], cvarValue[MAX_CVAR_VALUE_STRING];
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char *val = "";
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char command[256];
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char script[1024];
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qboolean doScript = qfalse;
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int i;
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Q_strncpyz(cvar, UI_Argv(1), sizeof(cvar));
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Q_strncpyz(cvarValue, UI_Argv(2), sizeof(cvarValue));
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memset(script, 0, sizeof(script));
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for (i=3; i<trap_Argc(); i++) {
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Q_strncpyz(command, UI_Argv(i), sizeof(command));
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Q_strcat(script, sizeof(script), command);
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if (trap_Argc()-i > 1) {
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Q_strcat(script, sizeof(script), " ");
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}
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}
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val = UI_Cvar_VariableString(cvar);
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if (Q_stricmp(val, cvarValue) == 0) {
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doScript = qtrue;
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Com_Printf(va("^3%s = %s^7\n", val, cvarValue));
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}
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if (doScript) {
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trap_Cmd_ExecuteText(EXEC_APPEND, va("%s\n", script));
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}
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} else {
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Com_Printf(va("Usage: %s <cvarName> <cvarValue> <script>\n", cmd));
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}
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return qtrue;
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}
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*/
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if ( Q_stricmp (cmd, "error") == 0 ) {
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if ( trap_Cvar_VariableValue("developer") == 1 ) {
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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 1.7 2002/03/14 21:52:08 makro
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// no message
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//
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// Revision 1.6 2002/03/10 22:10:10 makro
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// no message
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//
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@ -271,104 +274,6 @@ void _UI_DrawTopBottom(float x, float y, float w, float h, float size) {
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trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
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}
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//Makro - use different animations for the player model depending on ui_RQ3_modelCommand
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animNumber_t UI_RQ3_GetAnimForLegs()
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{
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/* if ( Q_stricmp (ui_RQ3_model_command.string, "jump") == 0 )
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return LEGS_JUMP;
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else
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if ( Q_stricmp (ui_RQ3_model_command.string, "crouch") == 0 )
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return LEGS_IDLECR;
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else
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if ( Q_stricmp (ui_RQ3_model_command.string, "crouch_fwd") == 0 )
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return LEGS_WALKCR;
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else
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if ( Q_stricmp (ui_RQ3_model_command.string, "crouch_bk") == 0 )
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return LEGS_BACKCR;
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else
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return LEGS_IDLE;
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*/
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int cmd = (int) trap_Cvar_VariableValue("ui_RQ3_modelCommand");
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switch (cmd) {
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case 2:
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return LEGS_BACK;
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case 3:
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return LEGS_RUN;
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case 4:
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return LEGS_WALK;
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case 5:
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return LEGS_JUMP;
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case 6:
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return LEGS_IDLECR;
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case 7:
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return LEGS_WALKCR;
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default:
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return LEGS_IDLE;
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}
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}
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//Makro - use different animations for the player model depending on ui_RQ3_modelCommand
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animNumber_t UI_RQ3_GetAnimForTorso()
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{
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int cmd = (int) trap_Cvar_VariableValue("ui_RQ3_modelCommand");
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switch (cmd) {
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case 101:
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return TORSO_RAISE;
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case 102:
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return TORSO_RAISE;
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case 103:
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return TORSO_RAISE;
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case 104:
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return TORSO_RAISE;
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case 105:
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return TORSO_RAISE;
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case 106:
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return TORSO_RAISE;
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case 107:
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return TORSO_RAISE;
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case 108:
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return TORSO_RAISE;
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case 109:
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return TORSO_RAISE;
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default:
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return TORSO_GESTURE;
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}
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}
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//Makro - use different weapons for the player model depending on ui_RQ3_model_command
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weapon_t UI_RQ3_GetWeaponForPlayer()
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{
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int cmd = (int) trap_Cvar_VariableValue("ui_RQ3_modelCommand");
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switch (cmd) {
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case 102:
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return WP_M3;
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case 103:
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return WP_MP5;
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case 104:
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return WP_HANDCANNON;
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case 105:
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return WP_SSG3000;
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case 106:
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return WP_M4;
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case 107:
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return WP_AKIMBO;
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case 108:
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return WP_KNIFE;
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case 109:
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return WP_GRENADE;
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default:
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return WP_PISTOL;
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}
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}
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/*
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================
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UI_DrawRect
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static qboolean updateModel = qtrue;
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static qboolean q3Model = qfalse;
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static animNumber_t RQ3_UI_legsAnim = LEGS_IDLE;
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static animNumber_t RQ3_UI_torsoAnim = TORSO_STAND;
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static weapon_t RQ3_UI_weapon = WP_PISTOL;
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//Makro - use different animations for the player model depending on ui_RQ3_modelCommand
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animNumber_t UI_RQ3_GetAnimForLegs()
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{
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int cmd = (int) trap_Cvar_VariableValue("ui_RQ3_modelCommand");
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switch (cmd) {
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case 1:
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return LEGS_IDLE;
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break;
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case 2:
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return LEGS_BACK;
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break;
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case 3:
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return LEGS_RUN;
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break;
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case 4:
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return LEGS_WALK;
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break;
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case 5:
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return LEGS_JUMP;
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break;
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case 6:
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return LEGS_IDLECR;
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break;
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case 7:
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return LEGS_WALKCR;
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break;
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default:
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return RQ3_UI_legsAnim;
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break;
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}
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}
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//Makro - use different animations for the player model depending on ui_RQ3_modelCommand
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animNumber_t UI_RQ3_GetAnimForTorso()
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{
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int cmd = (int) trap_Cvar_VariableValue("ui_RQ3_modelCommand");
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switch (cmd) {
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case 8:
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return TORSO_GESTURE;
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break;
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default:
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return RQ3_UI_torsoAnim;
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break;
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}
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}
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//Makro - use different weapons for the player model depending on ui_RQ3_model_command
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weapon_t UI_RQ3_GetWeaponForPlayer()
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{
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int cmd = (int) trap_Cvar_VariableValue("ui_RQ3_modelCommand");
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switch (cmd) {
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case 101:
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return WP_PISTOL;
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break;
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case 102:
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return WP_M3;
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break;
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case 103:
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return WP_MP5;
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break;
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case 104:
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return WP_HANDCANNON;
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break;
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case 105:
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return WP_SSG3000;
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break;
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case 106:
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return WP_M4;
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break;
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case 107:
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return WP_AKIMBO;
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break;
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case 108:
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return WP_KNIFE;
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break;
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case 109:
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return WP_GRENADE;
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break;
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default:
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return RQ3_UI_weapon;
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break;
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}
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}
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static void UI_DrawPlayerModel(rectDef_t *rect) {
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static playerInfo_t info;
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}
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//updateModel = updateModel || (trap_Cvar_VariableValue("ui_RQ3_modelCommand") != 0);
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if (updateModel) {
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memset( &info, 0, sizeof(playerInfo_t) );
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viewangles[YAW] = 180 + 40;
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viewangles[PITCH] = 0;
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viewangles[ROLL] = 0;
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VectorClear( moveangles );
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UI_PlayerInfo_SetModel( &info, model, head, team);
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//Blaze: Changed WP_MACHINEGUN to WP_PISTOL
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//Makro: Changed from WP_PISTOL to custom function
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UI_PlayerInfo_SetInfo( &info, UI_RQ3_GetAnimForLegs(), UI_RQ3_GetAnimForTorso(), viewangles, vec3_origin, UI_RQ3_GetWeaponForPlayer(), qfalse );
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if (updateModel || (trap_Cvar_VariableValue("ui_RQ3_modelCommand") != 0)) {
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if (updateModel) {
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memset( &info, 0, sizeof(playerInfo_t) );
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}
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viewangles[YAW] = 180 + 40;
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viewangles[PITCH] = 0;
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viewangles[ROLL] = 0;
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VectorClear( moveangles );
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if (updateModel) {
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UI_PlayerInfo_SetModel( &info, model, head, team);
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}
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//Blaze: Changed WP_MACHINEGUN to WP_PISTOL
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//Makro: Changed from WP_PISTOL to custom function
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RQ3_UI_legsAnim = UI_RQ3_GetAnimForLegs();
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RQ3_UI_torsoAnim = UI_RQ3_GetAnimForTorso();
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RQ3_UI_weapon = UI_RQ3_GetWeaponForPlayer();
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UI_PlayerInfo_SetInfo( &info, RQ3_UI_legsAnim, RQ3_UI_torsoAnim, viewangles, vec3_origin, RQ3_UI_weapon, qfalse );
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// UI_RegisterClientModelname( &info, model, head, team);
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updateModel = qfalse;
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}
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if (trap_Cvar_VariableValue("ui_RQ3_modelCommand") != 0) {
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//memset( &info, 0, sizeof(playerInfo_t) );
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viewangles[YAW] = 180 + 40;
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viewangles[PITCH] = 0;
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viewangles[ROLL] = 0;
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UI_PlayerInfo_SetInfo( &info, UI_RQ3_GetAnimForLegs(), UI_RQ3_GetAnimForTorso(), viewangles, vec3_origin, UI_RQ3_GetWeaponForPlayer(), qfalse );
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trap_Cvar_SetValue( "ui_RQ3_modelCommand", 0);
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updateModel = qfalse;
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trap_Cvar_SetValue( "ui_RQ3_modelCommand", 0);
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}
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UI_DrawPlayer( rect->x, rect->y, rect->w, rect->h, &info, uiInfo.uiDC.realTime / 2);
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VectorClear( moveangles );
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UI_PlayerInfo_SetModel( &info2, model, headmodel, "");
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//Makro - changed to custom function
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//FIXME - copy code from player model drawing function
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UI_PlayerInfo_SetInfo( &info2, UI_RQ3_GetAnimForLegs(), UI_RQ3_GetAnimForTorso(), viewangles, vec3_origin, UI_RQ3_GetWeaponForPlayer(), qfalse );
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UI_RegisterClientModelname( &info2, model, headmodel, team);
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updateOpponentModel = qfalse;
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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 1.9 2002/03/14 21:52:08 makro
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// no message
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//
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||||
// Revision 1.8 2002/03/10 22:10:10 makro
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// no message
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//
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@ -2618,7 +2621,7 @@ qboolean Item_HandleKey(itemDef_t *item, int key, qboolean down) {
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return Item_OwnerDraw_HandleKey(item, key);
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break;
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case ITEM_TYPE_BIND:
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return Item_Bind_HandleKey(item, key, down);
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return Item_Bind_HandleKey(item, key, down);
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break;
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case ITEM_TYPE_SLIDER:
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return Item_Slider_HandleKey(item, key, down);
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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||||
// $Log$
|
||||
// Revision 1.9 2002/03/14 21:52:08 makro
|
||||
// no message
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||||
//
|
||||
// Revision 1.8 2002/03/10 22:10:10 makro
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// no message
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//
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||||
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@ -139,6 +142,8 @@ typedef struct {
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//Makro - adding support for shortcut keys
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//const char *shortcutKey;
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int shortcutKey;
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//Makro - drop-shadow effect
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int shadowStyle;
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const char *group; // if it belongs to a group
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const char *cinematicName; // cinematic name
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int cinematic; // cinematic handle
|
||||
|
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Loading…
Reference in a new issue