cgame bugfixes and warning cleanups

This commit is contained in:
Richard Allen 2012-01-13 21:27:15 +00:00
parent d31d70a910
commit 353079cebc
21 changed files with 158 additions and 151 deletions

View file

@ -358,7 +358,7 @@ static void CG_SnowParticleRender(cg_atmosphericParticle_t * particle)
vec3_t forward, right;
polyVert_t verts[4];
vec2_t line;
float len, frac, sinTumbling, cosTumbling, particleWidth;
float len, sinTumbling, cosTumbling, particleWidth;
vec3_t start, finish;
if (!particle->active)
@ -376,7 +376,7 @@ static void CG_SnowParticleRender(cg_atmosphericParticle_t * particle)
if (start[2] <= particle->minz) {
// Stop snow going through surfaces.
len = particle->height - particle->minz + start[2];
frac = start[2];
// frac = start[2];
VectorMA(start, len - particle->height, particle->deltaNormalized, start);
}
if (len <= 0)

View file

@ -1141,9 +1141,9 @@ static float CG_DrawTeamOverlay(float y, qboolean right, qboolean upper)
p = CG_ConfigString(CS_LOCATIONS + ci->location);
if (!p || !*p)
p = "unknown";
len = CG_DrawStrlen(p);
if (len > lwidth)
len = lwidth;
//len = CG_DrawStrlen(p);
//if (len > lwidth)
// len = lwidth;
// xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth +
// ((lwidth/2 - len/2) * TINYCHAR_WIDTH);
@ -2118,7 +2118,8 @@ static void CG_ScanForCrosshairEntity(void)
return;
}
// if the player is in fog, don't show it
content = trap_CM_PointContents(trace.endpos, 0);
//content = trap_CM_PointContents(trace.endpos, 0);
content = CG_PointContents( trace.endpos, 0 );
if (content & CONTENTS_FOG) {
return;
}
@ -2337,9 +2338,9 @@ static void CG_DrawTeamVote(void)
int sec, cs_offset, y = 100;
float Color1[4];
if (cgs.clientinfo->team == TEAM_RED)
if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
cs_offset = 0;
else if (cgs.clientinfo->team == TEAM_BLUE)
else if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
cs_offset = 1;
else
return;
@ -2488,10 +2489,11 @@ static qboolean CG_DrawFollow(void)
CG_DrawAmmoWarning
=================
*/
/* JBravo: Not used
static void CG_DrawAmmoWarning(void)
{
const char *s;
int w;
// int w;
if (cg_drawAmmoWarning.integer == 0) {
return;
@ -2506,10 +2508,11 @@ static void CG_DrawAmmoWarning(void)
} else {
s = "LOW AMMO WARNING";
}
w = CG_DrawStrlen(s) * BIGCHAR_WIDTH;
CG_DrawStrlen(s) * BIGCHAR_WIDTH;
//Elder: commented out for now
//CG_DrawBigString(320 - w / 2, 64, s, 1.0F);
}
*/
/*
=================
@ -2521,7 +2524,7 @@ static void CG_DrawWarmup(void)
int w;
int sec;
int i;
float scale;
// float scale;
clientInfo_t *ci1, *ci2;
int cw;
const char *s;
@ -2611,23 +2614,23 @@ static void CG_DrawWarmup(void)
break;
}
}
scale = 0.45f;
// scale = 0.45f;
switch (cg.warmupCount) {
case 0:
cw = 28;
scale = 0.54f;
// scale = 0.54f;
break;
case 1:
cw = 24;
scale = 0.51f;
// scale = 0.51f;
break;
case 2:
cw = 20;
scale = 0.48f;
// scale = 0.48f;
break;
default:
cw = 16;
scale = 0.45f;
// scale = 0.45f;
break;
}
@ -2679,7 +2682,7 @@ static void CG_Draw2D(void)
if (cg.snap->ps.stats[STAT_HEALTH] > 0) {
CG_DrawCrosshair();
CG_DrawStatusBar();
CG_DrawAmmoWarning();
// CG_DrawAmmoWarning();
CG_DrawCrosshairNames();
CG_DrawWeaponSelect();
CG_DrawHoldableItem();

View file

@ -587,10 +587,6 @@ void CG_ColorForHealth(vec4_t hcolor)
CG_GetColorForHealth(cg.snap->ps.stats[STAT_HEALTH], cg.snap->ps.stats[STAT_ARMOR], hcolor);
}
// bk001205 - code below duplicated in q3_ui/ui-atoms.c
// bk001205 - FIXME: does this belong in ui_shared.c?
// bk001205 - FIXME: HARD_LINKED flags not visible here
#ifndef Q3_STATIC // bk001205 - q_shared defines not visible here
/*
=================
UI_DrawProportionalString2
@ -989,7 +985,7 @@ static void UI_DrawBannerString2(int x, int y, const char *str, vec4_t color)
trap_R_SetColor(color);
ax = x * cgs.screenXScale + cgs.screenXBias;
ay = y * cgs.screenXScale;
ay = y * cgs.screenYScale;
s = str;
while (*s) {
@ -1003,7 +999,7 @@ static void UI_DrawBannerString2(int x, int y, const char *str, vec4_t color)
fwidth = (float) propMapB[ch][2] / 256.0f;
fheight = (float) PROPB_HEIGHT / 256.0f;
aw = (float) propMapB[ch][2] * cgs.screenXScale;
ah = (float) PROPB_HEIGHT *cgs.screenXScale;
ah = (float) PROPB_HEIGHT *cgs.screenYScale;
trap_R_DrawStretchPic(ax, ay, aw, ah, fcol, frow, fcol + fwidth, frow + fheight,
cgs.media.charsetPropB);
@ -1205,4 +1201,3 @@ void UI_DrawProportionalString(int x, int y, const char *str, int style, vec4_t
UI_DrawProportionalString2(x, y, str, color, sizeScale, cgs.media.charsetProp);
}
#endif // Q3STATIC

View file

@ -1036,7 +1036,7 @@ void CG_BreakBreakable(centity_t * cent, int eParam, int number)
qhandle_t mod;
qhandle_t shader;
vec3_t shrapnelDest;
localEntity_t *smokePuff;
// localEntity_t *smokePuff;
vec3_t puffDir;
float light;
@ -1049,13 +1049,14 @@ void CG_BreakBreakable(centity_t * cent, int eParam, int number)
// JBravo: Unused variable
// int modelbias[10] = { 0, 0, 0, 0, 1, 1, 1, 2, 2 };
int id;
int count;
// int count;
id = (eParam & 63);
eParam = eParam >> 6;
trap_S_StartSound(NULL, number, CHAN_BODY, cgs.media.breakables[id].exp_sound);
/* JBravo: After all that setting of 'count' it is never used.
if ((eParam & RQ3_DEBRIS_MEDIUM) == RQ3_DEBRIS_MEDIUM && (eParam & RQ3_DEBRIS_HIGH) == RQ3_DEBRIS_HIGH) {
//Tons
count = 65 + rand() % 16;
@ -1069,6 +1070,7 @@ void CG_BreakBreakable(centity_t * cent, int eParam, int number)
//Small
count = 8 + rand() % 6;
}
*/
//if (material) material--;
VectorCopy(cent->lerpOrigin, origin);
/*
@ -1115,7 +1117,7 @@ void CG_BreakBreakable(centity_t * cent, int eParam, int number)
puffDir[1] = 0;
puffDir[2] = 20;
origin[2] -= 16;
smokePuff = CG_SmokePuff(origin, puffDir,
CG_SmokePuff(origin, puffDir,
rand() % 12 + 100, 1, 1, 1, 0.6f, 3000, cg.time, 0, 0, cgs.media.smokePuffShader);
}
@ -1123,10 +1125,10 @@ void CG_BreakBreakable(centity_t * cent, int eParam, int number)
void CG_Pressure(vec3_t origin, vec3_t dir, int type, int speed, int life)
{
localEntity_t *le;
refEntity_t *re;
// refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
// re = &le->refEntity;
le->leType = LE_PRESSURE;
if (type == 1)

View file

@ -344,14 +344,13 @@ static void CG_EntityEffects(centity_t * cent)
// constant light glow
if (cent->currentState.constantLight && cent->currentState.eType != ET_DLIGHT) {
int cl;
int i, r, g, b;
float i, r, g, b;
cl = cent->currentState.constantLight;
r = cl & 255;
g = (cl >> 8) & 255;
b = (cl >> 16) & 255;
i = ((cl >> 24) & 255) * 4;
r = (float) (cl & 0xFF) / 255.0;
g = (float) ((cl >> 8) & 0xFF) / 255.0;
b = (float) ((cl >> 16) & 0xFF) / 255.0;
i = (float) ((cl >> 24) & 0xFF) * 4.0;
trap_R_AddLightToScene(cent->lerpOrigin, i, r, g, b);
}
@ -702,7 +701,7 @@ static void CG_Missile(centity_t * cent)
const weaponInfo_t *weapon;
s1 = &cent->currentState;
if (s1->weapon > WP_NUM_WEAPONS) {
if (s1->weapon >= WP_NUM_WEAPONS) {
s1->weapon = 0;
}
weapon = &cg_weapons[s1->weapon];
@ -782,7 +781,7 @@ static void CG_Grapple(centity_t * cent)
const weaponInfo_t *weapon;
s1 = &cent->currentState;
if (s1->weapon > WP_NUM_WEAPONS) {
if (s1->weapon >= WP_NUM_WEAPONS) {
s1->weapon = 0;
}
weapon = &cg_weapons[s1->weapon];
@ -967,7 +966,7 @@ void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int
CG_EvaluateTrajectoryEx(cent, toTime, origin, angles);
VectorSubtract(origin, oldOrigin, deltaOrigin);
VectorSubtract(angles, oldAngles, deltaAngles);
//VectorSubtract(angles, oldAngles, deltaAngles);
VectorAdd(in, deltaOrigin, out);
@ -1134,7 +1133,8 @@ static void CG_DrawDecal(centity_t * cent)
{
trace_t trace;
vec3_t end;
float alpha, radius;
//float alpha, radius;
float radius;
if (cgs.gametype == GT_CTF) {
//cent->currentState.modelindex
@ -1142,7 +1142,7 @@ static void CG_DrawDecal(centity_t * cent)
VectorCopy(cent->lerpOrigin, end);
end[2] -= 8192;
alpha = sin(cg.time / 160.0f) * 0.25 + 0.75f;
// alpha = sin(cg.time / 160.0f) * 0.25 + 0.75f;
radius = 48 + (cos(cg.time / 320.0f) * 4.0f);
// Project downward to the ground

View file

@ -741,10 +741,9 @@ void CG_EntityEvent(centity_t * cent, vec3_t position)
DEBUGNAME("EV_JUMP_PAD");
// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm );
{
localEntity_t *smoke;
vec3_t up = { 0, 0, 1 };
smoke = CG_SmokePuff(cent->lerpOrigin, up,
CG_SmokePuff(cent->lerpOrigin, up,
32,
1, 1, 1, 0.33f,
1000, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.smokePuffShader);

View file

@ -404,7 +404,8 @@
// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "../qcommon/q_shared.h"
#include "tr_types.h"
#include "../renderer/tr_types.h"
#include "../renderergl2/tr_extratypes.h"
#include "../game/bg_public.h"
#include "cg_public.h"
@ -587,7 +588,7 @@ typedef struct {
int lightningFiring;
// railgun trail spawning
vec3_t railgunImpact;
// vec3_t railgunImpact;
qboolean railgunFlash;
// machinegun spinning
@ -885,7 +886,7 @@ typedef struct weaponInfo_s {
sfxWeapTiming_t animationSounds[MAX_ANIM_SOUNDS];
sfxHandle_t worldReloadSound[3];
qboolean loopFireSound;
// qboolean loopFireSound;
} weaponInfo_t;
// each IT_* item has an associated itemInfo_t

View file

@ -345,7 +345,7 @@ void CG_AddFragment(localEntity_t * le)
// if it is in a nodrop zone, remove it
// this keeps gibs from waiting at the bottom of pits of death
// and floating levels
if (trap_CM_PointContents(trace.endpos, 0) & CONTENTS_NODROP) {
if ( CG_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
CG_FreeLocalEntity(le);
return;
}
@ -671,7 +671,7 @@ void CG_AddScorePlum(localEntity_t * le)
void CG_AddPressureEntity(localEntity_t * le)
{
vec3_t velocity;
vec3_t origin;
// vec3_t origin;
float alpha;
// Kill it if LCA.
@ -692,7 +692,7 @@ void CG_AddPressureEntity(localEntity_t * le)
} else
VectorScale(le->pos.trDelta, le->size, velocity);
VectorCopy(le->pos.trBase, origin);
// VectorCopy(le->pos.trBase, origin);
if (le->leFlags == LEF_AIR)
CG_ParticleAir(le->pos.trBase, velocity, le->life + rand() % 120, alpha, 2, 1);

View file

@ -1313,9 +1313,6 @@ void QDECL CG_Error(const char *msg, ...)
trap_Error(text);
}
#ifndef CGAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link (FIXME)
void QDECL Com_Error(int level, const char *error, ...)
{
va_list argptr;
@ -1340,8 +1337,6 @@ void QDECL Com_Printf(const char *msg, ...)
CG_Printf("%s", text);
}
#endif
/*
================
CG_Argv
@ -2470,7 +2465,7 @@ CG_BuildSpectatorString
=======================
*/
void CG_BuildSpectatorString()
void CG_BuildSpectatorString(void)
{
int i;

View file

@ -1090,9 +1090,9 @@ void CG_AddParticles(void)
float alpha;
float time, time2, mtime, mtime2;
vec3_t org;
int color;
// int color;
cparticle_t *active, *tail;
int type;
// int type;
vec3_t rotate_ang;
trace_t tr;
vec3_t dist, end;
@ -1190,7 +1190,7 @@ void CG_AddParticles(void)
if (alpha > 1.0)
alpha = 1;
color = p->color;
// color = p->color;
time2 = time * time;
mtime2 = mtime * mtime;
@ -1206,7 +1206,7 @@ void CG_AddParticles(void)
org[2] = p->org[2] + p->vel[2] * time + p->accel[2] * time2;
}
type = p->type;
// type = p->type;
CG_AddParticleToScene(p, org, alpha);

View file

@ -42,7 +42,7 @@ int drawTeamOverlayModificationCount = -1;
//static char teamChat1[256];
//static char teamChat2[256];
void CG_InitTeamChat()
void CG_InitTeamChat(void)
{
memset(teamChat1, 0, sizeof(teamChat1));
memset(teamChat2, 0, sizeof(teamChat2));
@ -59,7 +59,7 @@ void CG_SetPrintString(int type, const char *p)
}
}
void CG_CheckOrderPending()
void CG_CheckOrderPending(void)
{
if (cgs.gametype < GT_CTF) {
return;
@ -127,7 +127,7 @@ void CG_CheckOrderPending()
}
}
static void CG_SetSelectedPlayerName()
static void CG_SetSelectedPlayerName(void)
{
if (cg_currentSelectedPlayer.integer >= 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) {
clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[cg_currentSelectedPlayer.integer];
@ -142,7 +142,7 @@ static void CG_SetSelectedPlayerName()
trap_Cvar_Set("cg_selectedPlayerName", "Everyone");
}
}
int CG_GetSelectedPlayer()
int CG_GetSelectedPlayer(void)
{
if (cg_currentSelectedPlayer.integer < 0 || cg_currentSelectedPlayer.integer >= numSortedTeamPlayers) {
cg_currentSelectedPlayer.integer = 0;
@ -150,7 +150,7 @@ int CG_GetSelectedPlayer()
return cg_currentSelectedPlayer.integer;
}
void CG_SelectNextPlayer()
void CG_SelectNextPlayer(void)
{
CG_CheckOrderPending();
if (cg_currentSelectedPlayer.integer >= 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) {
@ -161,7 +161,7 @@ void CG_SelectNextPlayer()
CG_SetSelectedPlayerName();
}
void CG_SelectPrevPlayer()
void CG_SelectPrevPlayer(void)
{
CG_CheckOrderPending();
if (cg_currentSelectedPlayer.integer > 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) {
@ -174,8 +174,8 @@ void CG_SelectPrevPlayer()
static void CG_DrawPlayerArmorIcon(rectDef_t * rect, qboolean draw2D)
{
centity_t *cent;
playerState_t *ps;
// centity_t *cent;
// playerState_t *ps;
vec3_t angles;
vec3_t origin;
@ -183,8 +183,8 @@ static void CG_DrawPlayerArmorIcon(rectDef_t * rect, qboolean draw2D)
return;
}
cent = &cg_entities[cg.snap->ps.clientNum];
ps = &cg.snap->ps;
// cent = &cg_entities[cg.snap->ps.clientNum];
// ps = &cg.snap->ps;
if (draw2D || (!cg_draw3dIcons.integer && cg_drawIcons.integer)) { // bk001206 - parentheses
CG_DrawPic(rect->x, rect->y + rect->h / 2 + 1, rect->w, rect->h, cgs.media.armorIcon);
@ -193,7 +193,7 @@ static void CG_DrawPlayerArmorIcon(rectDef_t * rect, qboolean draw2D)
origin[0] = 90;
origin[1] = 0;
origin[2] = -10;
angles[YAW] = (cg.time & 2047) * 360 / 2048.0;
angles[YAW] = (cg.time & 2047) * 360 / 2048.0f;
CG_Draw3DModel(rect->x, rect->y, rect->w, rect->h, cgs.media.armorModel, 0, origin, angles);
}
@ -204,10 +204,10 @@ static void CG_DrawPlayerArmorValue(rectDef_t * rect, float scale, vec4_t color,
{
char num[16];
int value;
centity_t *cent;
// centity_t *cent;
playerState_t *ps;
cent = &cg_entities[cg.snap->ps.clientNum];
// cent = &cg_entities[cg.snap->ps.clientNum];
ps = &cg.snap->ps;
value = ps->stats[STAT_ARMOR];
@ -237,12 +237,12 @@ static float healthColors[4][4] = {
static void CG_DrawPlayerAmmoIcon(rectDef_t * rect, qboolean draw2D)
{
centity_t *cent;
playerState_t *ps;
// playerState_t *ps;
vec3_t angles;
vec3_t origin;
cent = &cg_entities[cg.snap->ps.clientNum];
ps = &cg.snap->ps;
// ps = &cg.snap->ps;
if (draw2D || (!cg_draw3dIcons.integer && cg_drawIcons.integer)) { // bk001206 - parentheses
qhandle_t icon;
@ -390,7 +390,7 @@ static void CG_DrawSelectedPlayerArmor(rectDef_t * rect, float scale, vec4_t col
qhandle_t CG_StatusHandle(int task)
{
qhandle_t h = cgs.media.assaultShader;
qhandle_t h;
switch (task) {
case TEAMTASK_OFFENSE:
@ -1020,7 +1020,7 @@ float CG_GetValue(int ownerDraw)
return -1;
}
qboolean CG_OtherTeamHasFlag()
qboolean CG_OtherTeamHasFlag(void)
{
if (cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF) {
int team = cg.snap->ps.persistant[PERS_TEAM];
@ -1046,7 +1046,7 @@ qboolean CG_OtherTeamHasFlag()
return qfalse;
}
qboolean CG_YourTeamHasFlag()
qboolean CG_YourTeamHasFlag(void)
{
if (cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF) {
int team = cg.snap->ps.persistant[PERS_TEAM];
@ -1210,7 +1210,7 @@ static void CG_DrawAreaChat(rectDef_t * rect, float scale, vec4_t color, qhandle
CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, teamChat2, 0, 0, 0);
}
const char *CG_GetKillerText()
const char *CG_GetKillerText(void)
{
const char *s = "";
@ -1253,7 +1253,7 @@ static void CG_Draw2ndPlace(rectDef_t * rect, float scale, vec4_t color, qhandle
}
}
const char *CG_GetGameStatusText()
const char *CG_GetGameStatusText(void)
{
const char *s = "";
@ -1279,7 +1279,7 @@ static void CG_DrawGameStatus(rectDef_t * rect, float scale, vec4_t color, qhand
CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, CG_GetGameStatusText(), 0, 0, textStyle);
}
const char *CG_GameTypeString()
const char *CG_GameTypeString(void)
{
if (cgs.gametype == GT_FFA) {
return "Free For All";
@ -1842,7 +1842,7 @@ CG_HideTeamMenus
==================
*/
void CG_HideTeamMenu()
void CG_HideTeamMenu(void)
{
Menus_CloseByName("teamMenu");
Menus_CloseByName("getMenu");
@ -1854,7 +1854,7 @@ CG_ShowTeamMenus
==================
*/
void CG_ShowTeamMenu()
void CG_ShowTeamMenu(void)
{
Menus_OpenByName("teamMenu");
}
@ -1922,7 +1922,7 @@ int CG_ClientNumFromName(const char *p)
return -1;
}
void CG_ShowResponseHead()
void CG_ShowResponseHead(void)
{
Menus_OpenByName("voiceMenu");
trap_Cvar_Set("cl_conXOffset", "72");

View file

@ -784,9 +784,9 @@ void CG_AddParticles(void)
float alpha;
float time, time2;
vec3_t org;
int color;
// int color;
cparticle_t *active, *tail;
int type;
// int type;
vec3_t rotate_ang;
if (!initparticles)
@ -881,7 +881,7 @@ void CG_AddParticles(void)
if (alpha > 1.0)
alpha = 1;
color = p->color;
// color = p->color;
time2 = time * time;
@ -889,7 +889,7 @@ void CG_AddParticles(void)
org[1] = p->org[1] + p->vel[1] * time + p->accel[1] * time2;
org[2] = p->org[2] + p->vel[2] * time + p->accel[2] * time2;
type = p->type;
// type = p->type;
CG_AddParticleToScene(p, org, alpha);
}
@ -1567,8 +1567,8 @@ qboolean ValidBloodPool(vec3_t start)
vec3_t angles;
vec3_t right, up;
vec3_t this_pos, x_pos, center_pos, end_pos;
float x, y;
float fwidth, fheight;
int x, y;
int fwidth, fheight;
trace_t trace;
vec3_t normal;

View file

@ -255,6 +255,7 @@ static qboolean CG_ParseAnimationFile(const char *filename, clientInfo_t * ci)
}
if (len >= sizeof(text) - 1) {
CG_Printf("^1File %s too long\n", filename);
trap_FS_FCloseFile(f);
return qfalse;
}
trap_FS_Read(text, len, f);
@ -398,7 +399,7 @@ static qboolean CG_ParseAnimationFile(const char *filename, clientInfo_t * ci)
}
if (i != MAX_ANIMATIONS) {
CG_Printf("^1Error parsing animation file: %s", filename);
CG_Printf("^1Error parsing animation file: %s\n", filename);
return qfalse;
}
// crouch backward animation
@ -449,7 +450,7 @@ static qboolean CG_FileExists(const char *filename)
{
int len;
len = trap_FS_FOpenFile(filename, 0, FS_READ);
len = trap_FS_FOpenFile(filename, NULL, FS_READ);
if (len > 0) {
return qtrue;
}
@ -816,12 +817,11 @@ Load it now, taking the disk hits.
This will usually be deferred to a safe time
===================
*/
static void CG_LoadClientInfo(clientInfo_t * ci)
static void CG_LoadClientInfo(int clientNum, clientInfo_t * ci)
{
const char *dir, *fallback;
int i, modelloaded;
const char *s;
int clientNum;
char teamname[MAX_QPATH];
teamname[0] = 0;
@ -892,7 +892,7 @@ static void CG_LoadClientInfo(clientInfo_t * ci)
// reset any existing players and bodies, because they might be in bad
// frames for this new model
clientNum = ci - cgs.clientinfo;
// clientNum = ci - cgs.clientinfo;
for (i = 0; i < MAX_GENTITIES; i++) {
if (cg_entities[i].currentState.clientNum == clientNum
&& cg_entities[i].currentState.eType == ET_PLAYER) {
@ -973,7 +973,7 @@ We aren't going to load it now, so grab some other
client's info to use until we have some spare time.
======================
*/
static void CG_SetDeferredClientInfo(clientInfo_t * ci)
static void CG_SetDeferredClientInfo(int clientNum, clientInfo_t * ci)
{
int i;
clientInfo_t *match;
@ -992,7 +992,7 @@ static void CG_SetDeferredClientInfo(clientInfo_t * ci)
continue;
}
// just load the real info cause it uses the same models and skins
CG_LoadClientInfo(ci);
CG_LoadClientInfo(clientNum, ci);
return;
}
@ -1015,7 +1015,7 @@ static void CG_SetDeferredClientInfo(clientInfo_t * ci)
// an improper team skin. This will cause a hitch for the first
// player, when the second enters. Combat shouldn't be going on
// yet, so it shouldn't matter
CG_LoadClientInfo(ci);
CG_LoadClientInfo(clientNum, ci);
return;
}
// find the first valid clientinfo and grab its stuff
@ -1033,7 +1033,7 @@ static void CG_SetDeferredClientInfo(clientInfo_t * ci)
// we should never get here...
CG_Printf("^1CG_SetDeferredClientInfo: no valid clients!\n");
CG_LoadClientInfo(ci);
CG_LoadClientInfo(clientNum, ci);
}
/* CG_UpdateTeamVars() by Slicer
@ -1257,14 +1257,14 @@ void CG_NewClientInfo(int clientNum)
// if we are defering loads, just have it pick the first valid
if (forceDefer || (cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading)) {
// keep whatever they had if it won't violate team skins
CG_SetDeferredClientInfo(&newInfo);
CG_SetDeferredClientInfo(clientNum, &newInfo);
// if we are low on memory, leave them with this model
if (forceDefer) {
CG_Printf("^1Memory is low. Using deferred model.\n");
newInfo.deferred = qfalse;
}
} else {
CG_LoadClientInfo(&newInfo);
CG_LoadClientInfo(clientNum, &newInfo);
}
}
// replace whatever was there with the new one
@ -1296,7 +1296,7 @@ void CG_LoadDeferredPlayers(void)
ci->deferred = qfalse;
continue;
}
CG_LoadClientInfo(ci);
CG_LoadClientInfo(i, ci);
// break;
}
}
@ -1748,7 +1748,8 @@ static void CG_PlayerAngles(centity_t * cent, vec3_t legs[3], vec3_t torso[3], v
// allow yaw to drift a bit
if ((cent->currentState.legsAnim & ~ANIM_TOGGLEBIT) != LEGS_IDLE
|| (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND) {
|| ((cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND
&& (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND2)) {
// if not standing still, always point all in the same direction
cent->pe.torso.yawing = qtrue; // always center
cent->pe.torso.pitching = qtrue; // always center
@ -1918,7 +1919,8 @@ static void CG_BreathPuffs(centity_t * cent, refEntity_t * head)
if (cent->currentState.eFlags & EF_DEAD) {
return;
}
contents = trap_CM_PointContents(head->origin, 0);
//contents = trap_CM_PointContents(head->origin, 0);
contents = CG_PointContents( head->origin, 0 );
if (contents & (CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA)) {
return;
}
@ -1961,7 +1963,6 @@ CG_DustTrail
static void CG_DustTrail(centity_t * cent)
{
int anim;
localEntity_t *dust;
vec3_t end, vel;
trace_t tr;
//Makro - added
@ -2001,7 +2002,7 @@ static void CG_DustTrail(centity_t * cent)
end[2] -= 16;
VectorSet(vel, 0, 0, -30);
dust = CG_SmokePuff(end, vel, 24, color[0], color[1], color[2], color[3], 500, cg.time, 0, 0, cgs.media.dustPuffShader);
CG_SmokePuff(end, vel, 24, color[0], color[1], color[2], color[3], 500, cg.time, 0, 0, cgs.media.dustPuffShader);
}
/*
@ -2325,7 +2326,8 @@ static void CG_PlayerSplash(centity_t * cent)
// if the feet aren't in liquid, don't make a mark
// this won't handle moving water brushes, but they wouldn't draw right anyway...
contents = trap_CM_PointContents(end, 0);
//contents = trap_CM_PointContents(end, 0);
contents = CG_PointContents( end, 0 );
if (!(contents & (CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA))) {
return;
}
@ -2334,7 +2336,8 @@ static void CG_PlayerSplash(centity_t * cent)
start[2] += 32;
// if the head isn't out of liquid, don't make a mark
contents = trap_CM_PointContents(start, 0);
//contents = trap_CM_PointContents(start, 0);
contents = CG_PointContents( start, 0 );
if (contents & (CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA)) {
return;
}

View file

@ -71,7 +71,7 @@ void CG_CheckAmmo(void)
{
//int i;
int total;
int previous;
// int previous;
//int weapons;
@ -148,7 +148,7 @@ void CG_CheckAmmo(void)
return;
}
previous = cg.lowAmmoWarning;
// previous = cg.lowAmmoWarning;
if (total == 0) {
cg.lowAmmoWarning = 2;
@ -405,7 +405,8 @@ CG_CheckLocalSounds
*/
void CG_CheckLocalSounds(playerState_t * ps, playerState_t * ops)
{
int health, armor, reward;
//int health, armor, reward;
int reward;
// don't play the sounds if the player just changed teams
if (ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM]) {
@ -413,8 +414,8 @@ void CG_CheckLocalSounds(playerState_t * ps, playerState_t * ops)
}
// hit changes
if (ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS]) {
armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
// armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
// health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
} else if (ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS]) {
if (cg_RQ3_anouncer.integer == 1)
trap_S_StartLocalSound(cgs.media.hitTeamSound, CHAN_LOCAL_SOUND);
@ -451,7 +452,7 @@ void CG_CheckLocalSounds(playerState_t * ps, playerState_t * ops)
reward = qtrue;
}
// check for flag pickup
if (cgs.gametype >= GT_TEAM) {
if (cgs.gametype > GT_TEAMPLAY) {
if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
(ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
(ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG])) {
@ -480,10 +481,13 @@ void CG_CheckLocalSounds(playerState_t * ps, playerState_t * ops)
}
}
// timelimit warnings
// JBravo: this does nothing
/*
if (cgs.timelimit > 0) {
int msec;
msec = cg.time - cgs.levelStartTime;
}
*/
}
/*

View file

@ -241,7 +241,8 @@ int CG_PointContents(const vec3_t point, int passEntityNum)
continue;
}
contents |= trap_CM_TransformedPointContents(point, cmodel, ent->origin, ent->angles);
//contents |= trap_CM_TransformedPointContents(point, cmodel, ent->origin, ent->angles);
contents |= trap_CM_TransformedPointContents( point, cmodel, cent->lerpOrigin, cent->lerpAngles );
}
return contents;

View file

@ -467,13 +467,13 @@ static int CG_TeamplayScoreboard(void)
// NiceAss: Deathmatch scoreboard:
if (cg.scoreTPMode == 1 || cgs.gametype < GT_TEAM) {
vec3_t headAngles;
// vec3_t headAngles;
DrawStrip(y, SB_FONTSIZEH, qtrue, qtrue, qtrue, BlackL, colorWhite);
DrawLeftStripText(y, SB_FONTSIZEH, "Frags Name", 100, colorWhite);
DrawRightStripText(y, SB_FONTSIZEH, "Time Ping Damage", 100, colorWhite);
y += SB_FONTSIZEH + SB_PADDING * 2 + 2;
VectorSet(headAngles, 0, sin(cg.time * 0.002f) * 20.0f + 180.0f, 0);
// VectorSet(headAngles, 0, sin(cg.time * 0.002f) * 20.0f + 180.0f, 0);
First = 0;
for (i = 0; i < cg.numScores; i++) {
@ -806,16 +806,16 @@ void CG_DrawOldTourneyScoreboard(void)
trap_SendClientCommand("score");
}
color[0] = 1;
color[1] = 1;
color[2] = 1;
color[3] = 1;
// draw the dialog background
color[0] = color[1] = color[2] = 0;
color[3] = 1;
CG_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color);
color[0] = 1;
color[1] = 1;
color[2] = 1;
color[3] = 1;
// print the mesage of the day
s = CG_ConfigString(CS_MOTD);
if (!s[0]) {
@ -892,13 +892,13 @@ CG_DrawWeaponStats
void CG_DrawWeaponStats(void)
{
int i, offset;
float color[4], Alpha, Alpha2;
float color[4], Alpha; // Alpha2;
int size;
char String[80];
if (cg.time > cg.wstatsStartTime + 300) {
Alpha = (cos((cg.time - cg.wstatsStartTime) / 400.0f) + 1.0f) * 0.25f + 0.5f;
Alpha2 = (cos((cg.time - cg.wstatsStartTime) / 400.0f) + 1.0f) * 0.5f;
// Alpha2 = (cos((cg.time - cg.wstatsStartTime) / 400.0f) + 1.0f) * 0.5f;
} else {
Alpha = (float) (cg.time - cg.wstatsStartTime) / (float) 300;
if (Alpha > 1.0f)

View file

@ -879,7 +879,7 @@ int CG_ParseVoiceChats(const char *filename, voiceChatList_t * voiceChatList, in
}
if (len >= MAX_VOICEFILESIZE) {
trap_Print(va
(S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len,
(S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len,
MAX_VOICEFILESIZE));
trap_FS_FCloseFile(f);
return qfalse;
@ -996,7 +996,7 @@ int CG_HeadModelVoiceChats(char *filename)
}
if (len >= MAX_VOICEFILESIZE) {
trap_Print(va
(S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len,
(S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len,
MAX_VOICEFILESIZE));
trap_FS_FCloseFile(f);
return -1;

View file

@ -40,10 +40,10 @@ Q_EXPORT void dllEntry( intptr_t (QDECL *syscallptr)( intptr_t arg,... ) ) {
int PASSFLOAT(float x)
{
float floatTemp;
floatint_t fi;
floatTemp = x;
return *(int *) &floatTemp;
fi.f = x;
return fi.i;
}
void trap_Print(const char *fmt)

View file

@ -501,7 +501,9 @@ static void CG_OffsetFirstPersonView(void)
return;
}
// add angles based on weapon kick
VectorAdd(angles, cg.kick_angles, angles);
// This was removed by ioq3 commit 1874
//VectorAdd(angles, cg.kick_angles, angles);
// add angles based on damage kick
if (cg.damageTime) {
@ -584,7 +586,8 @@ static void CG_OffsetFirstPersonView(void)
// add kick offset
VectorAdd(origin, cg.kick_origin, origin);
// This was removed by ioq3 commit 1874
//VectorAdd(origin, cg.kick_origin, origin);
// pivot the eye based on a neck length
#if 0

View file

@ -267,7 +267,7 @@ Reads information for frame-sound timing
static qboolean CG_ParseWeaponSoundFile(const char *filename, weaponInfo_t * weapon)
{
char *text_p;
int len, i, skip;
int len, i; // skip;
char *token;
char text[20000];
fileHandle_t f;
@ -291,7 +291,7 @@ static qboolean CG_ParseWeaponSoundFile(const char *filename, weaponInfo_t * wea
// parse the text
text_p = text;
// Elder: uhh, what was this for?
skip = 0; // quite the compiler warning
// skip = 0; // quite the compiler warning
for (i = 0; i < MAX_ANIM_SOUNDS; i++) {
// Grab frame number
@ -344,6 +344,7 @@ static qboolean CG_CalcMuzzlePoint(int entityNum, vec3_t muzzle)
VectorCopy(cent->currentState.pos.trBase, muzzle);
AngleVectors(cent->currentState.apos.trBase, forward, NULL, NULL);
anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) {
muzzle[2] += CROUCH_VIEWHEIGHT;
@ -365,7 +366,7 @@ CG_ParseWeaponAnimFile
static qboolean CG_ParseWeaponAnimFile(const char *filename, weaponInfo_t * weapon)
{
char *text_p, *token;
int len, i, skip;
int len, i; // skip;
float fps;
char text[20000];
fileHandle_t f;
@ -388,7 +389,7 @@ static qboolean CG_ParseWeaponAnimFile(const char *filename, weaponInfo_t * weap
// parse the text
text_p = text;
skip = 0; // quite the compiler warning
// skip = 0; // quite the compiler warning
// read information for each frame
for (i = 0; i < MAX_WEAPON_ANIMATIONS; i++) {
@ -525,7 +526,7 @@ CG_RailTrail
*/
void CG_RailTrail(clientInfo_t * ci, vec3_t start, vec3_t end)
{
vec3_t axis[36], move, move2, next_move, vec, temp;
vec3_t axis[36], move, move2, vec, temp;
float len;
int i, j, skip;
localEntity_t *le;
@ -569,7 +570,7 @@ void CG_RailTrail(clientInfo_t * ci, vec3_t start, vec3_t end)
AxisClear(re->axis);
VectorMA(move, 20, vec, move);
VectorCopy(move, next_move);
// VectorCopy(move, next_move);
VectorScale(vec, SPACING, vec);
if (cg_oldRail.integer != 0) {
@ -771,7 +772,7 @@ void CG_RegisterWeapon(int weaponNum)
weaponInfo->firstModel = weaponInfo->weaponModel;
}
weaponInfo->loopFireSound = qfalse;
// weaponInfo->loopFireSound = qfalse;
memset (str, 0, sizeof(str));
@ -1729,7 +1730,7 @@ Add the weapon, and flash for the player's view
void CG_AddViewWeapon(playerState_t * ps)
{
refEntity_t hand;
centity_t *cent;
// centity_t *cent;
float fovOffset;
vec3_t angles;
weaponInfo_t *weapon;
@ -1772,7 +1773,7 @@ void CG_AddViewWeapon(playerState_t * ps)
fovOffset = 0;
}
cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
// cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
CG_RegisterWeapon(ps->weapon);
weapon = &cg_weapons[ps->weapon];
@ -1840,7 +1841,7 @@ void CG_DrawWeaponSelect(void)
// count the number of weapons owned
bits = cg.snap->ps.stats[STAT_WEAPONS];
count = 0;
for (i = 1; i < 16; i++) {
for (i = 1; i < MAX_WEAPONS; i++) {
if (bits & (1 << i)) {
count++;
}
@ -1849,7 +1850,7 @@ void CG_DrawWeaponSelect(void)
x = 320 - count * 20;
y = 380;
for (i = 1; i < 16; i++) {
for (i = 1; i < MAX_WEAPONS; i++) {
if (!(bits & (1 << i))) {
continue;
}
@ -1942,16 +1943,16 @@ void CG_NextWeapon_f(void)
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for (i = 0; i < 16; i++) {
for (i = 0; i < MAX_WEAPONS; i++) {
cg.weaponSelect++;
if (cg.weaponSelect == 16) {
if (cg.weaponSelect == MAX_WEAPONS) {
cg.weaponSelect = 0;
}
if (CG_WeaponSelectable(cg.weaponSelect)) {
break;
}
}
if (i == 16) {
if (i == MAX_WEAPONS) {
cg.weaponSelect = original;
}
//Slicer: Done Server Side
@ -1995,16 +1996,16 @@ void CG_PrevWeapon_f(void)
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for (i = 0; i < 16; i++) {
for (i = 0; i < MAX_WEAPONS; i++) {
cg.weaponSelect--;
if (cg.weaponSelect == -1) {
cg.weaponSelect = 15;
cg.weaponSelect = MAX_WEAPONS - 1;
}
if (CG_WeaponSelectable(cg.weaponSelect)) {
break;
}
}
if (i == 16) {
if (i == MAX_WEAPONS) {
cg.weaponSelect = original;
} else {
//Slicer: Done Server Side
@ -2054,9 +2055,9 @@ void CG_SpecialWeapon_f(void)
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for (i = 0; i < 16; i++) {
for (i = 0; i < MAX_WEAPONS; i++) {
cg.weaponSelect++;
if (cg.weaponSelect == 16) {
if (cg.weaponSelect == MAX_WEAPONS) {
cg.weaponSelect = 0;
}
//Skip normal weapons
@ -2075,7 +2076,7 @@ void CG_SpecialWeapon_f(void)
}
// FIXME: 15 because of the stupid continue I used
if (i >= 15) {
if (i >= MAX_WEAPONS - 1) {
cg.weaponSelect = original;
} else {
//Slicer: Done Server Side
@ -2220,7 +2221,7 @@ void CG_Weapon_f(void)
num = atoi(CG_Argv(1));
if (num < 1 || num > 15) {
if (num < 1 || num > MAX_WEAPONS - 1) {
return;
}
// JBravo: CTB provisions