mirror of
https://github.com/ReactionQuake3/reaction.git
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Fixed ammo bug when dropping bandolier. Added color to more errormessages
This commit is contained in:
parent
acb8264a2f
commit
3314a0a70a
7 changed files with 109 additions and 86 deletions
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@ -1,5 +1,6 @@
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# List fixes here for the 3.0 release
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* Fixed bug where dropping the bandolier would not reduce amount of ammo
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* Its now impossible to change nicks to avoide votekicks.
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* Reactionmale is now the default model
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* Fixed Ignore so it now works on players with colored nicks
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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 1.18 2003/03/29 18:53:41 jbravo
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// Fixed ammo bug when dropping bandolier. Added color to more errormessages
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//
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// Revision 1.17 2002/12/02 19:52:05 niceass
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// water pressure & shell ejection stuff
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//
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@ -1235,7 +1238,7 @@ void CG_ParticleSnowFlurry(qhandle_t pshader, centity_t * cent)
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qboolean turb = qtrue;
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if (!pshader)
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CG_Printf("CG_ParticleSnowFlurry pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleSnowFlurry pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1298,7 +1301,7 @@ void CG_ParticleSnow(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb,
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_ParticleSnow pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleSnow pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1351,7 +1354,7 @@ void CG_ParticleBubble(qhandle_t pshader, vec3_t origin, vec3_t origin2, int tur
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float randsize;
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if (!pshader)
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CG_Printf("CG_ParticleSnow pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleSnow pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1409,7 +1412,7 @@ void CG_ParticleSmoke(qhandle_t pshader, centity_t * cent)
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_ParticleSmoke == ZERO!\n");
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CG_Printf("^1CG_ParticleSmoke == ZERO!\n");
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if (!free_particles)
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return;
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@ -1652,7 +1655,7 @@ void CG_ParticleImpactSmokePuff(qhandle_t pshader, vec3_t origin)
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_ParticleImpactSmokePuff pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleImpactSmokePuff pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1692,7 +1695,7 @@ void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEnt
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_Particle_Bleed pshader == ZERO!\n");
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CG_Printf("^1CG_Particle_Bleed pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1753,7 +1756,7 @@ void CG_Particle_OilParticle(qhandle_t pshader, centity_t * cent)
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ratio = (float) 1 - ((float) time / (float) time2);
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if (!pshader)
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CG_Printf("CG_Particle_OilParticle == ZERO!\n");
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CG_Printf("^1CG_Particle_OilParticle == ZERO!\n");
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if (!free_particles)
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return;
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@ -1805,7 +1808,7 @@ void CG_Particle_OilSlick(qhandle_t pshader, centity_t * cent)
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_Particle_OilSlick == ZERO!\n");
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CG_Printf("^1CG_Particle_OilSlick == ZERO!\n");
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if (!free_particles)
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return;
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@ -1871,7 +1874,7 @@ void CG_OilSlickRemove(centity_t * cent)
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id = 1.0f;
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if (!id)
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CG_Printf("CG_OilSlickRevove NULL id\n");
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CG_Printf("^1CG_OilSlickRevove NULL id\n");
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for (p = active_particles; p; p = next) {
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next = p->next;
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@ -1939,7 +1942,7 @@ void CG_BloodPool(localEntity_t * le, qhandle_t pshader, trace_t * tr)
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float rndSize;
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if (!pshader)
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CG_Printf("CG_BloodPool pshader == ZERO!\n");
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CG_Printf("^1CG_BloodPool pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -2226,7 +2229,7 @@ void CG_ParticleMisc(qhandle_t pshader, vec3_t origin, int size, int duration, f
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_ParticleImpactSmokePuff pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleImpactSmokePuff pshader == ZERO!\n");
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if (!free_particles)
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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 1.7 2003/03/29 18:53:41 jbravo
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// Fixed ammo bug when dropping bandolier. Added color to more errormessages
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//
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// Revision 1.6 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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@ -902,7 +905,7 @@ void CG_ParticleSnowFlurry(qhandle_t pshader, centity_t * cent)
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qboolean turb = qtrue;
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if (!pshader)
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CG_Printf("CG_ParticleSnowFlurry pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleSnowFlurry pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -965,7 +968,7 @@ void CG_ParticleSnow(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb,
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_ParticleSnow pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleSnow pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1018,7 +1021,7 @@ void CG_ParticleBubble(qhandle_t pshader, vec3_t origin, vec3_t origin2, int tur
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float randsize;
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if (!pshader)
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CG_Printf("CG_ParticleSnow pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleSnow pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1076,7 +1079,7 @@ void CG_ParticleSmoke(qhandle_t pshader, centity_t * cent)
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_ParticleSmoke == ZERO!\n");
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CG_Printf("^1CG_ParticleSmoke == ZERO!\n");
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if (!free_particles)
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return;
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_ParticleImpactSmokePuff pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleImpactSmokePuff pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1358,7 +1361,7 @@ void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEnt
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_Particle_Bleed pshader == ZERO!\n");
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CG_Printf("^1CG_Particle_Bleed pshader == ZERO!\n");
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if (!free_particles)
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return;
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@ -1419,7 +1422,7 @@ void CG_Particle_OilParticle(qhandle_t pshader, centity_t * cent)
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ratio = (float) 1 - ((float) time / (float) time2);
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if (!pshader)
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CG_Printf("CG_Particle_OilParticle == ZERO!\n");
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CG_Printf("^1CG_Particle_OilParticle == ZERO!\n");
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if (!free_particles)
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return;
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@ -1471,7 +1474,7 @@ void CG_Particle_OilSlick(qhandle_t pshader, centity_t * cent)
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_Particle_OilSlick == ZERO!\n");
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CG_Printf("^1CG_Particle_OilSlick == ZERO!\n");
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if (!free_particles)
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return;
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@ -1537,7 +1540,7 @@ void CG_OilSlickRemove(centity_t * cent)
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id = 1.0f;
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if (!id)
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CG_Printf("CG_OilSlickRevove NULL id\n");
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CG_Printf("^1CG_OilSlickRevove NULL id\n");
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for (p = active_particles; p; p = next) {
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next = p->next;
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@ -1605,7 +1608,7 @@ void CG_BloodPool(localEntity_t * le, qhandle_t pshader, trace_t * tr)
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float rndSize;
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if (!pshader)
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CG_Printf("CG_BloodPool pshader == ZERO!\n");
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CG_Printf("^1CG_BloodPool pshader == ZERO!\n");
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if (!free_particles)
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return;
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cparticle_t *p;
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if (!pshader)
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CG_Printf("CG_ParticleImpactSmokePuff pshader == ZERO!\n");
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CG_Printf("^1CG_ParticleImpactSmokePuff pshader == ZERO!\n");
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if (!free_particles)
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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 1.58 2003/03/29 18:53:41 jbravo
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// Fixed ammo bug when dropping bandolier. Added color to more errormessages
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//
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// Revision 1.57 2003/03/09 21:30:38 jbravo
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// Adding unlagged. Still needs work.
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//
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@ -232,7 +235,7 @@ static qboolean CG_ParseAnimationFile(const char *filename, clientInfo_t * ci)
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return qfalse;
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}
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if (len >= sizeof(text) - 1) {
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CG_Printf("File %s too long\n", filename);
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CG_Printf("^1File %s too long\n", filename);
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return qfalse;
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}
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trap_FS_Read(text, len, f);
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//Makro - added developer 1 check
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trap_Cvar_VariableStringBuffer("developer", var, sizeof(var));
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if (atoi(var))
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CG_Printf("Bad footsteps parm in %s: %s\n", filename, token);
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CG_Printf("^1Bad footsteps parm in %s: %s\n", filename, token);
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}
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continue;
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} else if (!Q_stricmp(token, "headoffset")) {
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@ -314,7 +317,7 @@ static qboolean CG_ParseAnimationFile(const char *filename, clientInfo_t * ci)
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text_p = prev; // unget the token
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break;
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}
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Com_Printf("unknown token '%s' is %s\n", token, filename);
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Com_Printf("^1unknown token '%s' is %s\n", token, filename);
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}
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// read information for each frame
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}
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if (i != MAX_ANIMATIONS) {
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CG_Printf("Error parsing animation file: %s", filename);
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CG_Printf("^1Error parsing animation file: %s", filename);
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return qfalse;
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}
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// crouch backward animation
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@ -632,14 +635,14 @@ static qboolean CG_RegisterClientSkin(clientInfo_t * ci, const char *teamName, c
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ci->legsSkin = trap_R_RegisterSkin(filename);
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}
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if (!ci->legsSkin) {
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Com_Printf("Leg skin load failure: %s\n", filename);
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Com_Printf("^1Leg skin load failure: %s\n", filename);
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}
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if (CG_FindClientModelFile(filename, sizeof(filename), ci, teamName, modelName, skinName, "upper", "skin")) {
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ci->torsoSkin = trap_R_RegisterSkin(filename);
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}
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if (!ci->torsoSkin) {
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Com_Printf("Torso skin load failure: %s\n", filename);
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Com_Printf("^1Torso skin load failure: %s\n", filename);
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}
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if (CG_FindClientHeadFile
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@ -647,7 +650,7 @@ static qboolean CG_RegisterClientSkin(clientInfo_t * ci, const char *teamName, c
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ci->headSkin = trap_R_RegisterSkin(filename);
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}
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if (!ci->headSkin) {
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Com_Printf("Head skin load failure: %s\n", filename);
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Com_Printf("^1Head skin load failure: %s\n", filename);
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}
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// if any skins failed to load
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if (!ci->legsSkin || !ci->torsoSkin || !ci->headSkin) {
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@ -679,7 +682,7 @@ static qboolean CG_RegisterClientModelname(clientInfo_t * ci, const char *modelN
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Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/lower.md3", modelName);
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ci->legsModel = trap_R_RegisterModel(filename);
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if (!ci->legsModel) {
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Com_Printf("Failed to load model file %s\n", filename);
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Com_Printf("^1Failed to load model file %s\n", filename);
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return qfalse;
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}
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}
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@ -690,7 +693,7 @@ static qboolean CG_RegisterClientModelname(clientInfo_t * ci, const char *modelN
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Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/upper.md3", modelName);
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ci->torsoModel = trap_R_RegisterModel(filename);
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if (!ci->torsoModel) {
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Com_Printf("Failed to load model file %s\n", filename);
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Com_Printf("^1Failed to load model file %s\n", filename);
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return qfalse;
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}
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}
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@ -708,13 +711,13 @@ static qboolean CG_RegisterClientModelname(clientInfo_t * ci, const char *modelN
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ci->headModel = trap_R_RegisterModel(filename);
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}
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if (!ci->headModel) {
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Com_Printf("Failed to load model file %s\n", filename);
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Com_Printf("^1Failed to load model file %s\n", filename);
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return qfalse;
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}
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// if any skins failed to load, return failure
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if (!CG_RegisterClientSkin(ci, teamName, modelName, skinName, headName, headSkinName)) {
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if (teamName && *teamName) {
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Com_Printf("Failed to load skin file: %s : %s : %s, %s : %s\n", teamName, modelName, skinName,
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Com_Printf("^1Failed to load skin file: %s : %s : %s, %s : %s\n", teamName, modelName, skinName,
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headName, headSkinName);
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if (ci->team == TEAM_BLUE) {
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Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_BLUETEAM_NAME);
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@ -722,12 +725,12 @@ static qboolean CG_RegisterClientModelname(clientInfo_t * ci, const char *modelN
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Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_REDTEAM_NAME);
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}
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if (!CG_RegisterClientSkin(ci, newTeamName, modelName, skinName, headName, headSkinName)) {
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Com_Printf("Failed to load skin file: %s : %s : %s, %s : %s\n", newTeamName, modelName,
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Com_Printf("^1Failed to load skin file: %s : %s : %s, %s : %s\n", newTeamName, modelName,
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skinName, headName, headSkinName);
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return qfalse;
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}
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} else {
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Com_Printf("Failed to load skin file: %s : %s, %s : %s\n", modelName, skinName, headName,
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Com_Printf("^1Failed to load skin file: %s : %s, %s : %s\n", modelName, skinName, headName,
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headSkinName);
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return qfalse;
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}
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@ -737,7 +740,7 @@ static qboolean CG_RegisterClientModelname(clientInfo_t * ci, const char *modelN
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if (!CG_ParseAnimationFile(filename, ci)) {
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Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/animation.cfg", modelName);
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if (!CG_ParseAnimationFile(filename, ci)) {
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Com_Printf("Failed to load animation file %s\n", filename);
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Com_Printf("^1Failed to load animation file %s\n", filename);
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return qfalse;
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}
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}
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@ -1009,7 +1012,7 @@ static void CG_SetDeferredClientInfo(clientInfo_t * ci)
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}
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// we should never get here...
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CG_Printf("CG_SetDeferredClientInfo: no valid clients!\n");
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CG_Printf("^1CG_SetDeferredClientInfo: no valid clients!\n");
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CG_LoadClientInfo(ci);
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}
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@ -1238,7 +1241,7 @@ void CG_NewClientInfo(int clientNum)
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CG_SetDeferredClientInfo(&newInfo);
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// if we are low on memory, leave them with this model
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if (forceDefer) {
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CG_Printf("Memory is low. Using deferred model.\n");
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CG_Printf("^1Memory is low. Using deferred model.\n");
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newInfo.deferred = qfalse;
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}
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} else {
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@ -1270,7 +1273,7 @@ void CG_LoadDeferredPlayers(void)
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if (ci->infoValid && ci->deferred) {
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// if we are low on memory, leave it deferred
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if (trap_MemoryRemaining() < 4000000) {
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CG_Printf("Memory is low. Using deferred model.\n");
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CG_Printf("^1Memory is low. Using deferred model.\n");
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ci->deferred = qfalse;
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continue;
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}
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|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.51 2003/03/29 18:53:41 jbravo
|
||||
// Fixed ammo bug when dropping bandolier. Added color to more errormessages
|
||||
//
|
||||
// Revision 1.50 2002/10/21 21:17:16 niceass
|
||||
// bleh
|
||||
//
|
||||
|
@ -300,7 +303,7 @@ static void CG_DrawTeamplayClientScore(int y, score_t * score, float *Fill, floa
|
|||
int l;
|
||||
|
||||
if (score->client < 0 || score->client >= cgs.maxclients) {
|
||||
Com_Printf("Bad score->client: %i\n", score->client);
|
||||
Com_Printf("^1Bad score->client: %i\n", score->client);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.110 2003/03/29 18:53:41 jbravo
|
||||
// Fixed ammo bug when dropping bandolier. Added color to more errormessages
|
||||
//
|
||||
// Revision 1.109 2003/03/29 17:00:11 jbravo
|
||||
// More replacement hiccups after skin cvars where removed
|
||||
//
|
||||
|
@ -752,17 +755,17 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
// Load the animation information
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
// Load sound information -- ALWAYS DO THIS AFTER THE ANIMATION
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg", model);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
Com_Printf("^1Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -770,23 +773,23 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
case WP_KNIFE:
|
||||
MAKERGB(weaponInfo->flashDlightColor, 1, 0.70f, 0);
|
||||
weaponInfo->flashSound[0] = trap_S_RegisterSound("sound/weapons/knife/slash.wav", qfalse);
|
||||
weaponInfo->missileModel =
|
||||
trap_R_RegisterModel(va("models/weapons2/%s/knife.md3", cg_RQ3_knife.string));
|
||||
// JBravo: skin replacements
|
||||
// Makro - no longer using skin cvars
|
||||
trap_Cvar_VariableStringBuffer("cg_RQ3_knife", str, sizeof(str));
|
||||
model = modelFromStr(str);
|
||||
skin = skinFromStr(str);
|
||||
weaponInfo->missileModel =
|
||||
trap_R_RegisterModel(va("models/weapons2/%s/knife.md3", model));
|
||||
if (strcmp(skin, "default")) {
|
||||
weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
|
||||
if (!weaponInfo->customSkin) {
|
||||
Com_Printf("Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
// Load the animation information
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
break;
|
||||
|
@ -806,22 +809,22 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
|
||||
if (!weaponInfo->customSkin) {
|
||||
Com_Printf("Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg", model);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
Com_Printf("^1Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -843,21 +846,21 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
|
||||
if (!weaponInfo->customSkin) {
|
||||
Com_Printf("Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
}
|
||||
// Load sound information -- ALWAYS DO THIS AFTER THE ANIMATION
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg", model);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
Com_Printf("^1Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -876,22 +879,22 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
|
||||
if (!weaponInfo->customSkin) {
|
||||
Com_Printf("Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg", model);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
Com_Printf("^1Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -911,22 +914,22 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
|
||||
if (!weaponInfo->customSkin) {
|
||||
Com_Printf("Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg", model);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
Com_Printf("^1Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -944,22 +947,22 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
|
||||
if (!weaponInfo->customSkin) {
|
||||
Com_Printf("Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg", model);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
Com_Printf("^1Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -980,22 +983,22 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
|
||||
if (!weaponInfo->customSkin) {
|
||||
Com_Printf("Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
// Load sound information -- ALWAYS DO THIS AFTER THE ANIMATION
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg", model);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
Com_Printf("^1Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -1016,23 +1019,23 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
|
||||
if (!weaponInfo->customSkin) {
|
||||
Com_Printf("Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Weapon skin load failure: %s\n", va("models/weapons2/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
// Load the animation information
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg", model);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
// Load sound information -- ALWAYS DO THIS AFTER THE ANIMATION
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg", model);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
Com_Printf("^1Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
Com_Printf("^1Could not load sound.cfg because animation.cfg loading failed\n");
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1078,7 +1081,7 @@ void CG_RegisterItemVisuals(int itemNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
itemInfo->customSkin = trap_R_RegisterSkin (va("models/items/%s/%s.skin", model, skin));
|
||||
if (!itemInfo->customSkin)
|
||||
Com_Printf("Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
if (!strcmp(item->classname, "item_silencer")) {
|
||||
|
@ -1088,7 +1091,7 @@ void CG_RegisterItemVisuals(int itemNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
itemInfo->customSkin = trap_R_RegisterSkin (va("models/items/%s/%s.skin", model, skin));
|
||||
if (!itemInfo->customSkin)
|
||||
Com_Printf("Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
if (!strcmp(item->classname, "item_laser")) {
|
||||
|
@ -1098,7 +1101,7 @@ void CG_RegisterItemVisuals(int itemNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
itemInfo->customSkin = trap_R_RegisterSkin (va("models/items/%s/%s.skin", model, skin));
|
||||
if (!itemInfo->customSkin)
|
||||
Com_Printf("Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
if (!strcmp(item->classname, "item_bandolier")) {
|
||||
|
@ -1108,7 +1111,7 @@ void CG_RegisterItemVisuals(int itemNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
itemInfo->customSkin = trap_R_RegisterSkin (va("models/items/%s/%s.skin", model, skin));
|
||||
if (!itemInfo->customSkin)
|
||||
Com_Printf("Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
if (!strcmp(item->classname, "item_slippers")) {
|
||||
|
@ -1118,7 +1121,7 @@ void CG_RegisterItemVisuals(int itemNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
itemInfo->customSkin = trap_R_RegisterSkin (va("models/items/%s/%s.skin", model, skin));
|
||||
if (!itemInfo->customSkin)
|
||||
Com_Printf("Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
if (!strcmp(item->classname, "item_helmet")) {
|
||||
|
@ -1128,7 +1131,7 @@ void CG_RegisterItemVisuals(int itemNum)
|
|||
if (strcmp(skin, "default")) {
|
||||
itemInfo->customSkin = trap_R_RegisterSkin (va("models/items/%s/%s.skin", model, skin));
|
||||
if (!itemInfo->customSkin)
|
||||
Com_Printf("Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
Com_Printf("^1Item skin load failure: %s\n", va("models/items/%s/%s.skin", model, skin));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.183 2003/03/29 18:53:41 jbravo
|
||||
// Fixed ammo bug when dropping bandolier. Added color to more errormessages
|
||||
//
|
||||
// Revision 1.182 2003/03/28 13:10:36 jbravo
|
||||
// *** empty log message ***
|
||||
//
|
||||
|
@ -2672,18 +2675,22 @@ void Cmd_DropItem_f(gentity_t * ent)
|
|||
if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_BANDOLIER)) {
|
||||
if (ent->client->numClips[WP_SSG3000] > RQ3_SSG3000_EXTRA_AMMO)
|
||||
ent->client->numClips[WP_SSG3000] = RQ3_SSG3000_EXTRA_AMMO;
|
||||
if (ent->client->numClips[WP_M3] > RQ3_M3_EXTRA_AMMO)
|
||||
ent->client->numClips[WP_M3] = RQ3_M3_EXTRA_AMMO;
|
||||
if (ent->client->numClips[WP_M3] > RQ3_M3_MAXCLIP)
|
||||
ent->client->numClips[WP_M3] = RQ3_M3_MAXCLIP;
|
||||
if (ent->client->numClips[WP_HANDCANNON] > RQ3_M3_MAXCLIP)
|
||||
ent->client->numClips[WP_HANDCANNON] = RQ3_M3_MAXCLIP;
|
||||
if (ent->client->numClips[WP_M4] > RQ3_M4_EXTRA_AMMO)
|
||||
ent->client->numClips[WP_M4] = RQ3_M4_EXTRA_AMMO;
|
||||
if (ent->client->numClips[WP_MP5] > RQ3_MP5_EXTRA_AMMO)
|
||||
ent->client->numClips[WP_MP5] = RQ3_MP5_EXTRA_AMMO;
|
||||
if (ent->client->numClips[WP_KNIFE] > RQ3_KNIVES_EXTRA_AMMO)
|
||||
ent->client->numClips[WP_KNIFE] = RQ3_KNIVES_EXTRA_AMMO;
|
||||
if (ent->client->ps.ammo[WP_KNIFE] > RQ3_KNIVES_EXTRA_AMMO) {
|
||||
ent->client->ps.ammo[WP_KNIFE] = RQ3_KNIVES_EXTRA_AMMO;
|
||||
ent->client->weaponCount[WP_KNIFE] = RQ3_KNIVES_EXTRA_AMMO;
|
||||
}
|
||||
if (ent->client->numClips[WP_AKIMBO] > RQ3_AKIMBO_EXTRA_AMMO)
|
||||
ent->client->numClips[WP_AKIMBO] = RQ3_AKIMBO_EXTRA_AMMO;
|
||||
if (ent->client->ps.ammo[WP_GRENADE] > 0)
|
||||
ent->client->ps.ammo[WP_GRENADE] = 0;
|
||||
ent->client->ps.ammo[WP_GRENADE] = 2;
|
||||
if (ent->client->numClips[WP_PISTOL] > 1)
|
||||
ent->client->numClips[WP_PISTOL] = 1;
|
||||
if (ent->client->uniqueWeapons > g_RQ3_maxWeapons.integer) {
|
||||
|
|
Loading…
Reference in a new issue