no message

This commit is contained in:
Andrei Drexler 2003-03-28 22:26:24 +00:00
parent 5dd8342167
commit 2628966890
9 changed files with 316 additions and 124 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.72 2003/03/28 22:25:10 makro
// no message
//
// Revision 1.71 2003/03/28 10:36:02 jbravo
// Tweaking the replacement system a bit. Reactionmale now the default model
//
@ -2528,9 +2531,11 @@ static void CG_DrawIRBlend()
// If zbuffer is disabled, this should make it impossible to see?
// By NiceAss (which means it probably doesn't work)
void CG_DrawBigPolygon(void) {
vec3_t end, forward, right, up;
vec3_t end, forward, right, up, fogColor = {0, 0, 0};
polyVert_t Corners[4];
float Dist = 8192;//12288;
float Dist = 2048;//12288;
//Makro - added
const char *info;
int i;
AngleVectors(cg.refdefViewAngles, forward, right, up);
@ -2556,10 +2561,22 @@ void CG_DrawBigPolygon(void) {
Corners[3].st[0] = 1;
Corners[3].st[1] = 0;
//Makro
info = CG_ConfigString(CS_FOGHULL);
if (info) {
if (info[0]) {
fogColor[0] = atof(Info_ValueForKey(info, "r"));
fogColor[1] = atof(Info_ValueForKey(info, "g"));
fogColor[2] = atof(Info_ValueForKey(info, "b"));
//CG_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, fogcolor);
//Com_Printf("Fog color: %f %f %f\n", fogcolor[0], fogcolor[1], fogcolor[2]);
}
}
for (i = 0; i < 4; i++) {
Corners[i].modulate[0] = 255;
Corners[i].modulate[1] = 255;
Corners[i].modulate[2] = 255;
Corners[i].modulate[0] = 255 * fogColor[0];
Corners[i].modulate[1] = 255 * fogColor[1];
Corners[i].modulate[2] = 255 * fogColor[2];
Corners[i].modulate[3] = 255;
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.41 2003/03/28 22:25:10 makro
// no message
//
// Revision 1.40 2003/03/10 07:07:58 jbravo
// Small unlagged fixes and voting delay added.
//
@ -1229,35 +1232,33 @@ static void CG_Dlight(centity_t * cent)
//allows us to trigger them on off; SVF_NOCLIENT should've done this already, though
if (!(cent->currentState.eFlags & EF_NODRAW)) {
int cl;
float i, r, g, b;
float i, r, g, b, i2;
cl = cent->currentState.constantLight;
r = (cl & 255) / 255.0f;
g = ((cl >> 8) & 255) / 255.0f;
b = ((cl >> 16) & 255) / 255.0f;
i = (cl >> 24) & 255 * 4;
i = ((cl >> 24) & 255) * 8;
i2 = cent->currentState.weapon;
if (cent->currentState.eventParm & DLIGHT_FLICKER)
i += rand() % 100 - 50;
i += random() * (i2-i);
//Makro - old code
/*
if (cent->currentState.eventParm & DLIGHT_PULSE)
i *= 1.0f + sin(2 * M_PI * cg.time / 1000.0f);
*/
if (cent->currentState.eventParm & DLIGHT_PULSE)
{
float frequency = cent->currentState.frame / 1000.0f;
float phase = 2 * M_PI * (frequency * cg.time / 1000.0f + 2 * cent->currentState.generic1 / 1000.0f);
float i2 = cent->currentState.weapon;
i += sin(phase) * (i2-i);
float frequency = cent->currentState.powerups / 1000.0f;
float phase = 2 * M_PI * (frequency * cg.time / 1000.0f + cent->currentState.otherEntityNum2 / 1000.0f);
//CG_Printf("cgame: (%f %f %f) %f -> %f = ", r, g, b, i, i2);
i += (sin(phase) + 1) * (i2-i) / 2.0f;
//CG_Printf("%f\n", i);
}
if (cent->currentState.eventParm & DLIGHT_ADDITIVE)
trap_R_AddAdditiveLightToScene(cent->lerpOrigin, i, r, g, b);
else
trap_R_AddLightToScene(cent->lerpOrigin, i, r, g, b);
//trap_R_AddLightToScene(cent->lerpOrigin, 500, 1, 1, 1);
//CG_Printf("cgame: (%f %f %f) %f\n", r, g, b, i );
//CG_Printf("cgame: (%f %f %f)\n", cent->lerpOrigin[0], cent->lerpOrigin[1], cent->lerpOrigin[2]);
}
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.139 2003/03/28 22:25:10 makro
// no message
//
// Revision 1.138 2003/03/28 10:36:02 jbravo
// Tweaking the replacement system a bit. Reactionmale now the default model
//
@ -1731,6 +1734,8 @@ extern vmCvar_t cg_RQ3_m3;
extern vmCvar_t cg_RQ3_akimbo;
extern vmCvar_t cg_RQ3_grenade;
// JBravo: replacement skins
//Makro - commented out
/*
extern vmCvar_t cg_RQ3_knife_skin;
extern vmCvar_t cg_RQ3_mk23_skin;
extern vmCvar_t cg_RQ3_m4_skin;
@ -1740,6 +1745,7 @@ extern vmCvar_t cg_RQ3_handcannon_skin;
extern vmCvar_t cg_RQ3_m3_skin;
extern vmCvar_t cg_RQ3_akimbo_skin;
extern vmCvar_t cg_RQ3_grenade_skin;
*/
//Blaze: replacement items
extern vmCvar_t cg_RQ3_bandolier;
extern vmCvar_t cg_RQ3_kevlar;
@ -1748,12 +1754,15 @@ extern vmCvar_t cg_RQ3_laser;
extern vmCvar_t cg_RQ3_slippers;
extern vmCvar_t cg_RQ3_helmet;
// JBravo: replacement skins
//Makro - commented out
/*
extern vmCvar_t cg_RQ3_bandolier_skin;
extern vmCvar_t cg_RQ3_kevlar_skin;
extern vmCvar_t cg_RQ3_silencer_skin;
extern vmCvar_t cg_RQ3_laser_skin;
extern vmCvar_t cg_RQ3_slippers_skin;
extern vmCvar_t cg_RQ3_helmet_skin;
*/
// JBravo: replacement ammo
extern vmCvar_t cg_RQ3_ammo_mk23;
extern vmCvar_t cg_RQ3_ammo_shells;
@ -2445,3 +2454,6 @@ void CG_ParticleWater(vec3_t org, vec3_t vel, int duration, float alpha, float s
extern qboolean initparticles;
int CG_NewParticleArea(int num);
//Makro - added
void CG_DrawBigPolygon(void);

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.31 2003/03/28 22:25:10 makro
// no message
//
// Revision 1.30 2003/03/09 21:30:38 jbravo
// Adding unlagged. Still needs work.
//
@ -1210,6 +1213,7 @@ void CG_DrawActiveFrame(int serverTime, stereoFrame_t stereoView, qboolean demoP
//Com_Printf("Fog color: %f %f %f\n", fogcolor[0], fogcolor[1], fogcolor[2]);
}
}
//CG_DrawBigPolygon();
//Makro - draw sky portal first
//Note - doing it here means that sky portal entities won't get drawn. but at least the rest of the map looks ok :/

View file

@ -6,48 +6,6 @@
--------------------Configuration: cgame - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP77.tmp" with contents
[
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP77.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP78.tmp" with contents
[
/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib"
.\Release\bg_misc.obj
.\Release\bg_pmove.obj
.\Release\bg_slidemove.obj
.\Release\cg_atmospheric.obj
.\Release\cg_consolecmds.obj
.\Release\cg_draw.obj
.\Release\cg_drawtools.obj
.\Release\cg_effects.obj
.\Release\cg_ents.obj
.\Release\cg_event.obj
.\Release\cg_info.obj
.\Release\cg_localents.obj
.\Release\cg_main.obj
.\Release\cg_marks.obj
.\Release\cg_players.obj
.\Release\cg_playerstate.obj
.\Release\cg_predict.obj
.\Release\cg_scoreboard.obj
.\Release\cg_servercmds.obj
.\Release\cg_snapshot.obj
.\Release\cg_syscalls.obj
.\Release\cg_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\RSP78.tmp"
<h3>Output Window</h3>
Compiling...
cg_ents.c
Linking...
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
@ -57,63 +15,6 @@ cgamex86.dll - 0 error(s), 0 warning(s)
--------------------Configuration: game - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP7C.tmp" with contents
[
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
"C:\Games\Quake3\rq3source\reaction\game\g_misc.c"
"C:\Games\Quake3\rq3source\reaction\game\g_spawn.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP7C.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP7D.tmp" with contents
[
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
\reactionoutput\ai_chat.obj
\reactionoutput\ai_cmd.obj
\reactionoutput\ai_dmnet.obj
\reactionoutput\ai_dmq3.obj
\reactionoutput\ai_main.obj
\reactionoutput\ai_team.obj
\reactionoutput\ai_vcmd.obj
\reactionoutput\bg_misc.obj
\reactionoutput\bg_pmove.obj
\reactionoutput\bg_slidemove.obj
\reactionoutput\g_active.obj
\reactionoutput\g_arenas.obj
\reactionoutput\g_bot.obj
\reactionoutput\g_client.obj
\reactionoutput\g_cmds.obj
\reactionoutput\g_combat.obj
\reactionoutput\g_fileio.obj
\reactionoutput\g_items.obj
\reactionoutput\g_main.obj
\reactionoutput\g_matchmode.obj
\reactionoutput\g_mem.obj
\reactionoutput\g_misc.obj
\reactionoutput\g_missile.obj
\reactionoutput\g_mover.obj
\reactionoutput\g_session.obj
\reactionoutput\g_spawn.obj
\reactionoutput\g_svcmds.obj
\reactionoutput\g_syscalls.obj
\reactionoutput\g_target.obj
\reactionoutput\g_team.obj
\reactionoutput\g_teamplay.obj
\reactionoutput\g_trigger.obj
\reactionoutput\g_utils.obj
\reactionoutput\g_weapon.obj
\reactionoutput\q_math.obj
\reactionoutput\q_shared.obj
\reactionoutput\rxn_game.obj
\reactionoutput\zcam.obj
\reactionoutput\zcam_target.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP7D.tmp"
<h3>Output Window</h3>
Compiling...
g_misc.c
g_spawn.c
Linking...
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.50 2003/03/28 22:26:24 makro
// no message
//
// Revision 1.49 2003/02/05 20:21:38 jbravo
// Fixed the model replacement system. Its no longer an ugly hack.
//
@ -1602,3 +1605,43 @@ qboolean IsWoodFlag(int flag)
{
return IsWoodMat(GetMaterialFromFlag(flag));
}
//Makro - added
char *modelFromStr(char *s)
{
char *p, *out = s;
if (!s)
return NULL;
if ((p = strrchr(s, '/')) != NULL)
{
*p=0;
out=va("%s", s);
*p='/';
}
return out;
}
char *skinFromStr(char *s)
{
char *p;
if (!s)
return NULL;
if (!*s)
return va("");
if ((p = strrchr(s, '/')) != NULL)
return p+1;
return va("default");
}
char *strchrstr(char *s, char *chars)
{
if (!s || !chars)
return NULL;
while (*s)
if (strchr(chars, *s))
return s;
else
s++;
return NULL;
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.102 2003/03/28 22:26:24 makro
// no message
//
// Revision 1.101 2003/03/09 19:49:39 niceass
// Added torso animation for pistol
//
@ -1528,3 +1531,8 @@ holdable_t CharToItem(char *name, holdable_t defitem);
weapon_t CharToWeapon(char *name, weapon_t defweapon);
void PM_ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce);
//Makro - added
char *modelFromStr(char *s);
char *skinFromStr(char *s);
char *strchrstr(char *s, char *chars);

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.56 2003/03/28 22:26:23 makro
// no message
//
// Revision 1.55 2003/03/22 20:29:26 jbravo
// wrapping linkent and unlinkent calls
//
@ -2075,6 +2078,8 @@ void Reached_Train(gentity_t * ent)
// start it going
SetMoverState(ent, MOVER_1TO2, level.time);
//debug!!!
G_Printf("^4Got past SetMoverState\n\n");
// if there is a "wait" value on the target, don't start moving yet
if (next->wait) {
@ -2462,6 +2467,7 @@ void SP_func_pendulum(gentity_t * ent)
}
freq = 1 / (M_PI * 2) * sqrt(g_gravity.value / (3 * length));
G_Printf("func_pendulum at %s: freq = %f\n", vtos(ent->s.origin), freq);
ent->s.pos.trDuration = (1000 / freq);

View file

@ -6,23 +6,148 @@
--------------------Configuration: cgame - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPCA.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_atmospheric.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\RSPCA.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPCB.tmp" with contents
[
/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib"
.\Release\bg_misc.obj
.\Release\bg_pmove.obj
.\Release\bg_slidemove.obj
.\Release\cg_atmospheric.obj
.\Release\cg_consolecmds.obj
.\Release\cg_draw.obj
.\Release\cg_drawtools.obj
.\Release\cg_effects.obj
.\Release\cg_ents.obj
.\Release\cg_event.obj
.\Release\cg_info.obj
.\Release\cg_localents.obj
.\Release\cg_main.obj
.\Release\cg_marks.obj
.\Release\cg_players.obj
.\Release\cg_playerstate.obj
.\Release\cg_predict.obj
.\Release\cg_scoreboard.obj
.\Release\cg_servercmds.obj
.\Release\cg_snapshot.obj
.\Release\cg_syscalls.obj
.\Release\cg_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\RSPCB.tmp"
<h3>Output Window</h3>
Compiling...
bg_misc.c
bg_pmove.c
bg_slidemove.c
cg_atmospheric.c
cg_consolecmds.c
C:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(626) : warning C4706: assignment within conditional expression
C:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(638) : warning C4706: assignment within conditional expression
C:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(184) : warning C4701: local variable 'tr' may be used without having been initialized
C:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(334) : warning C4701: local variable 'tr' may be used without having been initialized
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
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), 0 warning(s)
cgamex86.dll - 0 error(s), 4 warning(s)
<h3>
--------------------Configuration: game - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP68.tmp" with contents
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPCF.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"
"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\RSP68.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP69.tmp" with contents
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPCF.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD0.tmp" with contents
[
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
\reactionoutput\ai_chat.obj
@ -65,27 +190,102 @@ 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\RSP69.tmp"
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD0.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
C:\Games\Quake3\rq3source\reaction\game\g_client.c(1575) : warning C4701: local variable 'classname' may be used without having been initialized
g_combat.c
g_fileio.c
C:\Games\Quake3\rq3source\reaction\game\g_combat.c(1988) : warning C4700: local variable 'asave' used without having been initialized
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(1998) : 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), 0 warning(s)
qagamex86.dll - 0 error(s), 3 warning(s)
<h3>
--------------------Configuration: ui - Win32 Release TA--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD4.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\RSPD4.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD5.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\RSPD5.tmp"
<h3>Output Window</h3>
Compiling...
bg_misc.c
ui_atoms.c
ui_gameinfo.c
ui_main.c
C:\Games\Quake3\rq3source\reaction\ta_ui\ui_main.c(2500) : warning C4101: 'p' : unreferenced local variable
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)
uix86.dll - 0 error(s), 1 warning(s)
</pre>
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