mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 20:31:11 +00:00
Cleanup
This commit is contained in:
parent
775ddf38fa
commit
45b3ed3865
1 changed files with 4 additions and 226 deletions
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.78 2002/06/17 00:27:29 jbravo
|
||||
// Cleanup
|
||||
//
|
||||
// Revision 1.77 2002/06/16 20:06:14 jbravo
|
||||
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
|
||||
//
|
||||
|
@ -138,12 +141,6 @@
|
|||
#include "g_teamplay.h"
|
||||
#include "zcam.h"
|
||||
|
||||
//Elder: got rid of these
|
||||
//extern float s_quadFactor;
|
||||
//extern vec3_t forward, right, up;
|
||||
//extern vec3_t muzzle;
|
||||
//extern void Cmd_OpenDoor( gentity_t * );
|
||||
|
||||
//Elder: moved kick to g_weapon.c where it belongs
|
||||
|
||||
/*
|
||||
|
@ -158,7 +155,6 @@ global pain sound events for all clients.
|
|||
*/
|
||||
void P_DamageFeedback(gentity_t * player)
|
||||
{
|
||||
// gentity_t *tent;
|
||||
gclient_t *client;
|
||||
float count, side;
|
||||
vec3_t angles, v;
|
||||
|
@ -168,13 +164,8 @@ void P_DamageFeedback(gentity_t * player)
|
|||
if (client->ps.pm_type == PM_DEAD) {
|
||||
return;
|
||||
}
|
||||
|
||||
// total points of damage shot at the player this frame
|
||||
//if (client->damage_blood > 0)
|
||||
//G_Printf("(%i) Damage_blood: %i\n", player->s.clientNum, client->damage_blood);
|
||||
|
||||
//if (client->damage_knockback > 0)
|
||||
//G_Printf("(%i) Damage_knockback: %i\n", player->s.clientNum, client->damage_knockback);
|
||||
|
||||
count = client->damage_blood + client->damage_armor;
|
||||
if (count == 0) {
|
||||
return; // didn't take any damage
|
||||
|
@ -194,9 +185,6 @@ void P_DamageFeedback(gentity_t * player)
|
|||
client->damage_fromWorld = qfalse;
|
||||
} else {
|
||||
vectoangles(client->damage_from, angles);
|
||||
// Q3 Code
|
||||
/* client->ps.damagePitch = angles[PITCH]/360.0 * 256;
|
||||
client->ps.damageYaw = angles[YAW]/360.0 * 256;*/
|
||||
|
||||
// new RQ3 view-kick code, needs more tweaking (the 50 needs to be replaces with that below calcuation
|
||||
// from the AQ2 code.
|
||||
|
@ -215,41 +203,8 @@ void P_DamageFeedback(gentity_t * player)
|
|||
|
||||
}
|
||||
|
||||
/* AQ2 code pasted here for reference
|
||||
|
||||
kick = abs(client->damage_knockback);
|
||||
if (kick && player->health > 0) // kick of 0 means no view adjust at all
|
||||
{
|
||||
kick = kick * 100 / player->health;
|
||||
|
||||
if (kick < count*0.5)
|
||||
kick = count*0.5;
|
||||
if (kick > 50)
|
||||
kick = 50;
|
||||
|
||||
VectorSubtract (client->damage_from, player->s.origin, v);
|
||||
VectorNormalize (v);
|
||||
|
||||
side = DotProduct (v, right);
|
||||
client->v_dmg_roll = kick*side*0.3;
|
||||
|
||||
side = -DotProduct (v, forward);
|
||||
client->v_dmg_pitch = kick*side*0.3;
|
||||
|
||||
client->v_dmg_time = level.time + DAMAGE_TIME;
|
||||
|
||||
*/
|
||||
|
||||
/*
|
||||
G_Printf("Lasthurt: %d, Head: %d, Face: %d, And-Op: %d\n",
|
||||
client->lasthurt_location,
|
||||
LOCATION_HEAD, LOCATION_FACE,
|
||||
client->lasthurt_location & ~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) );
|
||||
*/
|
||||
|
||||
// play an appropriate pain sound
|
||||
if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE)) {
|
||||
//player->pain_debounce_time = level.time + 700;
|
||||
//Elder: reduced pain debounce time so we can have a few more sounds :)
|
||||
player->pain_debounce_time = level.time + 250;
|
||||
|
||||
|
@ -259,18 +214,7 @@ void P_DamageFeedback(gentity_t * player)
|
|||
case LOCATION_FACE:
|
||||
if (client->lasthurt_mod == MOD_KNIFE || client->lasthurt_mod == MOD_KNIFE_THROWN)
|
||||
G_AddEvent(player, EV_RQ3_SOUND, RQ3_SOUND_KNIFEDEATH);
|
||||
//Elder: do nothing -- sound is handled in g_combat.c again
|
||||
//tent = G_TempEntity2(client->ps.origin, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
|
||||
//Elder: takes more bandwidth but guarantees a headshot sound
|
||||
//G_Sound(player, CHAN_AUTO, G_SoundIndex("sound/misc/headshot.wav"));
|
||||
//G_AddEvent ( player, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
|
||||
break;
|
||||
/*
|
||||
case LOCATION_CHEST:
|
||||
case LOCATION_SHOULDER:
|
||||
G_AddEvent( player, EV_PAIN, player->health );
|
||||
break;
|
||||
*/
|
||||
default:
|
||||
G_AddEvent(player, EV_PAIN, player->health);
|
||||
break;
|
||||
|
@ -282,13 +226,6 @@ void P_DamageFeedback(gentity_t * player)
|
|||
client->ps.damageCount = count;
|
||||
|
||||
// Elder: HC Smoke
|
||||
/*
|
||||
if (client->lasthurt_mod == MOD_HANDCANNON)
|
||||
{
|
||||
G_Printf("Feedback: damage_blood: %i, damage_knockback: %i\n",
|
||||
client->damage_blood, client->damage_knockback);
|
||||
}
|
||||
*/
|
||||
if (client->lasthurt_mod == MOD_HANDCANNON &&
|
||||
client->damage_blood >= 120 && client->damage_knockback >= RQ3_HANDCANNON_KICK * 6) {
|
||||
client->ps.eFlags |= EF_HANDCANNON_SMOKED;
|
||||
|
@ -364,24 +301,16 @@ void P_WorldEffects(gentity_t * ent)
|
|||
// check for sizzle damage (move to pmove?)
|
||||
//
|
||||
if (waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME))) {
|
||||
/*
|
||||
if (ent->health > 0
|
||||
&& ent->pain_debounce_time <= level.time ) {
|
||||
*/
|
||||
// Elder: changed around a bit -- using timestamp variable
|
||||
if (ent->health > 0 && level.time > ent->timestamp) {
|
||||
if (envirosuit) {
|
||||
G_AddEvent(ent, EV_POWERUP_BATTLESUIT, 0);
|
||||
} else {
|
||||
if (ent->watertype & CONTENTS_LAVA) {
|
||||
//G_Damage (ent, NULL, NULL, NULL, NULL,
|
||||
//30*waterlevel, 0, MOD_LAVA);
|
||||
G_Damage(ent, NULL, NULL, NULL, NULL, 3 * waterlevel, 0, MOD_LAVA);
|
||||
}
|
||||
|
||||
if (ent->watertype & CONTENTS_SLIME) {
|
||||
//G_Damage (ent, NULL, NULL, NULL, NULL,
|
||||
//10*waterlevel, 0, MOD_SLIME);
|
||||
G_Damage(ent, NULL, NULL, NULL, NULL, waterlevel, 0, MOD_SLIME);
|
||||
}
|
||||
// Elder: added
|
||||
|
@ -690,9 +619,6 @@ void ClientTimerActions(gentity_t * ent, int msec)
|
|||
while (client->timeResidual >= 1000) {
|
||||
client->timeResidual -= 1000;
|
||||
|
||||
// else if(ent->client->isbleeding)
|
||||
// ent->client->isbleeding = qfalse;
|
||||
|
||||
// regenerate
|
||||
if (client->ps.powerups[PW_REGEN]) {
|
||||
if (ent->health < 100) { //max health 100 client->ps.stats[STAT_MAX_HEALTH]) {
|
||||
|
@ -728,12 +654,8 @@ void ClientTimerActions(gentity_t * ent, int msec)
|
|||
ent->client->bleeding = 0;
|
||||
ent->client->bleedtick = 0;
|
||||
ent->client->bleedBandageCount = 0;
|
||||
//Elder: remove bandage work
|
||||
// ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
|
||||
//Elder: moved from somewhere - err, g_cmds.c I think
|
||||
ent->client->ps.stats[STAT_RQ3] &= ~RQ3_LEGDAMAGE;
|
||||
// ent->client->ps.weaponstate = WEAPON_RAISING;
|
||||
// ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_RAISE;
|
||||
// NiceAss: clear last player to hit you.
|
||||
ent->client->lasthurt_mod = 0;
|
||||
}
|
||||
|
@ -778,8 +700,6 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
|
|||
int damage;
|
||||
vec3_t dir;
|
||||
vec3_t origin, angles;
|
||||
|
||||
// qboolean fired;
|
||||
gitem_t *item;
|
||||
gentity_t *drop;
|
||||
|
||||
|
@ -852,11 +772,6 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
|
|||
case EV_FIRE_WEAPON:
|
||||
FireWeapon(ent);
|
||||
break;
|
||||
/*
|
||||
case EV_RELOAD_WEAPON0:
|
||||
ReloadWeapon ( ent, 0 );
|
||||
break;
|
||||
*/
|
||||
case EV_RELOAD_WEAPON1:
|
||||
ReloadWeapon(ent, 1);
|
||||
break;
|
||||
|
@ -866,7 +781,6 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
|
|||
|
||||
case EV_CHANGE_WEAPON:
|
||||
//Elder: not a good place to put stuff
|
||||
//ent->client->zoomed=0;
|
||||
break;
|
||||
|
||||
case EV_USE_ITEM1: // teleporter
|
||||
|
@ -1110,8 +1024,6 @@ void ClientThink_real(gentity_t * ent)
|
|||
if (pmove_fixed.integer || client->pers.pmoveFixed) {
|
||||
ucmd->serverTime =
|
||||
((ucmd->serverTime + pmove_msec.integer - 1) / pmove_msec.integer) * pmove_msec.integer;
|
||||
//if (ucmd->serverTime - client->ps.commandTime <= 0)
|
||||
// return;
|
||||
}
|
||||
//
|
||||
// check for exiting intermission
|
||||
|
@ -1255,42 +1167,6 @@ void ClientThink_real(gentity_t * ent)
|
|||
if (bJumping)
|
||||
JumpKick(ent);
|
||||
|
||||
//Blaze: Remove all this stuff
|
||||
/*
|
||||
//Elder: added for akimbos and 3rb and sniper zoom
|
||||
switch( ent->client->ps.weapon ) {
|
||||
case WP_AKIMBO:
|
||||
|
||||
//if ( ent->client->weaponfireNextTime != 0 &&
|
||||
// level.time >= ent->client->weaponfireNextTime) {
|
||||
// FireWeapon( ent );
|
||||
//}
|
||||
|
||||
break;
|
||||
case WP_M3:
|
||||
//Elder: try to do a fast reload if it's queued
|
||||
if ( ent->client->ps.weaponTime < RQ3_M3_FAST_RELOAD_DELAY &&
|
||||
ent->client->fastReloads &&
|
||||
ent->client->reloadAttempts > 0)
|
||||
{
|
||||
//G_Printf("(%i) ClientThink: attempting M3 fast-reload...\n", ent->s.clientNum);
|
||||
Cmd_Reload( ent );
|
||||
}
|
||||
break;
|
||||
case WP_SSG3000:
|
||||
//Elder: try to do a fast reload if it's queued
|
||||
if ( ent->client->ps.weaponTime < RQ3_SSG3000_FAST_RELOAD_DELAY &&
|
||||
ent->client->fastReloads &&
|
||||
ent->client->reloadAttempts > 0)
|
||||
{
|
||||
//G_Printf("(%i) ClientThink: attempting SSG fast-reload...\n", ent->s.clientNum);
|
||||
Cmd_Reload( ent );
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
*/
|
||||
// save results of triggers and client events
|
||||
if (ent->client->ps.eventSequence != oldEventSequence) {
|
||||
ent->eventTime = level.time;
|
||||
|
@ -1440,97 +1316,6 @@ void SpectatorClientEndFrame(gentity_t * ent)
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==============
|
||||
RQ3_ClientReloadStages
|
||||
|
||||
Added by Elder
|
||||
|
||||
Check to see if any reload events need
|
||||
to occur and dispatch if necessary
|
||||
This would be completely client-side
|
||||
except other players need to hear the reloading
|
||||
==============
|
||||
*/
|
||||
/* // Elder -- bad code -- and should go in pmove anyways
|
||||
static void RQ3_ClientReloadStages ( gentity_t *ent )
|
||||
{
|
||||
gentity_t *tent;
|
||||
|
||||
// no events for dead people
|
||||
if (ent->client->ps.pm_type == PM_DEAD)
|
||||
{
|
||||
ent->client->reloadStage = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
if ( ent->client->ps.weaponstate == WEAPON_RELOADING &&
|
||||
ent->client->ps.weaponTime > 0)
|
||||
{
|
||||
switch (ent->client->ps.weapon)
|
||||
{
|
||||
//Elder: hardcoded timing values :p
|
||||
case WP_PISTOL:
|
||||
if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 1900 &&
|
||||
ent->client->reloadStage == 1)
|
||||
{
|
||||
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 2);
|
||||
ent->client->reloadStage = 2;
|
||||
}
|
||||
else if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 1500 &&
|
||||
ent->client->reloadStage == 0)
|
||||
{
|
||||
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 1);
|
||||
ent->client->reloadStage = 1;
|
||||
}
|
||||
else if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 100 &&
|
||||
ent->client->reloadStage == -1)
|
||||
{
|
||||
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
|
||||
ent->client->reloadStage = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case WP_M3:
|
||||
if ( ent->client->ps.weaponTime % RQ3_M3_RELOAD_DELAY < RQ3_M3_RELOAD_DELAY - 500 &&
|
||||
ent->client->reloadStage == -1)
|
||||
{
|
||||
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
|
||||
ent->client->reloadStage = 0;
|
||||
}
|
||||
break;
|
||||
case WP_M4:
|
||||
if (ent->client->ps.weaponTime < RQ3_M4_RELOAD_DELAY - 1600 &&
|
||||
ent->client->reloadStage == 0)
|
||||
{
|
||||
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 1);
|
||||
ent->client->reloadStage = 1;
|
||||
}
|
||||
else if (ent->client->ps.weaponTime < RQ3_M4_RELOAD_DELAY - 300 &&
|
||||
ent->client->reloadStage == -1)
|
||||
{
|
||||
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
|
||||
ent->client->reloadStage = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (tent)
|
||||
{
|
||||
tent->s.weapon = ent->client->ps.weapon;
|
||||
tent->s.clientNum = ent->client->ps.clientNum;
|
||||
}
|
||||
|
||||
}
|
||||
else if (ent->client->reloadStage != -1)
|
||||
{
|
||||
// Reset reload stage
|
||||
ent->client->reloadStage = -1;
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
==============
|
||||
ClientEndFrame
|
||||
|
@ -1603,7 +1388,6 @@ void ClientEndFrame(gentity_t * ent)
|
|||
ent->client->ps.stats[STAT_RQ3] |= RQ3_BANDAGE_NEED;
|
||||
} else {
|
||||
ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
|
||||
// ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
|
||||
}
|
||||
|
||||
//Moved to pmove.c
|
||||
|
@ -1631,8 +1415,6 @@ void ClientEndFrame(gentity_t * ent)
|
|||
if (ent->client->weapon_attempts > 0)
|
||||
Cmd_Weapon(ent);
|
||||
|
||||
//RQ3_ClientReloadStages(ent);
|
||||
|
||||
G_SetClientSound(ent);
|
||||
|
||||
// set the latest infor
|
||||
|
@ -1642,8 +1424,4 @@ void ClientEndFrame(gentity_t * ent)
|
|||
BG_PlayerStateToEntityState(&ent->client->ps, &ent->s, qtrue);
|
||||
}
|
||||
SendPendingPredictableEvents(&ent->client->ps);
|
||||
|
||||
// set the bit for the reachability area the client is currently in
|
||||
// i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
|
||||
// ent->client->areabits[i >> 3] |= 1 << (i & 7);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue