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https://github.com/ReactionQuake3/reaction.git
synced 2024-11-11 07:42:15 +00:00
Cleanup
This commit is contained in:
parent
775ddf38fa
commit
45b3ed3865
1 changed files with 4 additions and 226 deletions
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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 1.78 2002/06/17 00:27:29 jbravo
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// Cleanup
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//
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// Revision 1.77 2002/06/16 20:06:14 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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@ -138,12 +141,6 @@
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#include "g_teamplay.h"
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#include "zcam.h"
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//Elder: got rid of these
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//extern float s_quadFactor;
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//extern vec3_t forward, right, up;
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//extern vec3_t muzzle;
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//extern void Cmd_OpenDoor( gentity_t * );
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//Elder: moved kick to g_weapon.c where it belongs
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/*
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@ -158,7 +155,6 @@ global pain sound events for all clients.
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*/
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void P_DamageFeedback(gentity_t * player)
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{
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// gentity_t *tent;
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gclient_t *client;
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float count, side;
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vec3_t angles, v;
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@ -168,13 +164,8 @@ void P_DamageFeedback(gentity_t * player)
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if (client->ps.pm_type == PM_DEAD) {
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return;
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}
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// total points of damage shot at the player this frame
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//if (client->damage_blood > 0)
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//G_Printf("(%i) Damage_blood: %i\n", player->s.clientNum, client->damage_blood);
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//if (client->damage_knockback > 0)
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//G_Printf("(%i) Damage_knockback: %i\n", player->s.clientNum, client->damage_knockback);
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count = client->damage_blood + client->damage_armor;
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if (count == 0) {
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return; // didn't take any damage
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@ -194,9 +185,6 @@ void P_DamageFeedback(gentity_t * player)
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client->damage_fromWorld = qfalse;
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} else {
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vectoangles(client->damage_from, angles);
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// Q3 Code
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/* client->ps.damagePitch = angles[PITCH]/360.0 * 256;
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client->ps.damageYaw = angles[YAW]/360.0 * 256;*/
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// new RQ3 view-kick code, needs more tweaking (the 50 needs to be replaces with that below calcuation
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// from the AQ2 code.
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@ -215,41 +203,8 @@ void P_DamageFeedback(gentity_t * player)
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}
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/* AQ2 code pasted here for reference
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kick = abs(client->damage_knockback);
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if (kick && player->health > 0) // kick of 0 means no view adjust at all
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{
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kick = kick * 100 / player->health;
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if (kick < count*0.5)
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kick = count*0.5;
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if (kick > 50)
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kick = 50;
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VectorSubtract (client->damage_from, player->s.origin, v);
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VectorNormalize (v);
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side = DotProduct (v, right);
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client->v_dmg_roll = kick*side*0.3;
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side = -DotProduct (v, forward);
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client->v_dmg_pitch = kick*side*0.3;
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client->v_dmg_time = level.time + DAMAGE_TIME;
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*/
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/*
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G_Printf("Lasthurt: %d, Head: %d, Face: %d, And-Op: %d\n",
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client->lasthurt_location,
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LOCATION_HEAD, LOCATION_FACE,
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client->lasthurt_location & ~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) );
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*/
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// play an appropriate pain sound
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if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE)) {
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//player->pain_debounce_time = level.time + 700;
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//Elder: reduced pain debounce time so we can have a few more sounds :)
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player->pain_debounce_time = level.time + 250;
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@ -259,18 +214,7 @@ void P_DamageFeedback(gentity_t * player)
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case LOCATION_FACE:
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if (client->lasthurt_mod == MOD_KNIFE || client->lasthurt_mod == MOD_KNIFE_THROWN)
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G_AddEvent(player, EV_RQ3_SOUND, RQ3_SOUND_KNIFEDEATH);
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//Elder: do nothing -- sound is handled in g_combat.c again
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//tent = G_TempEntity2(client->ps.origin, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
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//Elder: takes more bandwidth but guarantees a headshot sound
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//G_Sound(player, CHAN_AUTO, G_SoundIndex("sound/misc/headshot.wav"));
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//G_AddEvent ( player, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
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break;
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/*
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case LOCATION_CHEST:
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case LOCATION_SHOULDER:
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G_AddEvent( player, EV_PAIN, player->health );
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break;
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*/
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default:
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G_AddEvent(player, EV_PAIN, player->health);
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break;
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@ -282,13 +226,6 @@ void P_DamageFeedback(gentity_t * player)
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client->ps.damageCount = count;
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// Elder: HC Smoke
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/*
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if (client->lasthurt_mod == MOD_HANDCANNON)
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{
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G_Printf("Feedback: damage_blood: %i, damage_knockback: %i\n",
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client->damage_blood, client->damage_knockback);
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}
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*/
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if (client->lasthurt_mod == MOD_HANDCANNON &&
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client->damage_blood >= 120 && client->damage_knockback >= RQ3_HANDCANNON_KICK * 6) {
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client->ps.eFlags |= EF_HANDCANNON_SMOKED;
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@ -364,24 +301,16 @@ void P_WorldEffects(gentity_t * ent)
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// check for sizzle damage (move to pmove?)
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//
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if (waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME))) {
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/*
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if (ent->health > 0
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&& ent->pain_debounce_time <= level.time ) {
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*/
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// Elder: changed around a bit -- using timestamp variable
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if (ent->health > 0 && level.time > ent->timestamp) {
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if (envirosuit) {
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G_AddEvent(ent, EV_POWERUP_BATTLESUIT, 0);
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} else {
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if (ent->watertype & CONTENTS_LAVA) {
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//G_Damage (ent, NULL, NULL, NULL, NULL,
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//30*waterlevel, 0, MOD_LAVA);
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G_Damage(ent, NULL, NULL, NULL, NULL, 3 * waterlevel, 0, MOD_LAVA);
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}
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if (ent->watertype & CONTENTS_SLIME) {
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//G_Damage (ent, NULL, NULL, NULL, NULL,
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//10*waterlevel, 0, MOD_SLIME);
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G_Damage(ent, NULL, NULL, NULL, NULL, waterlevel, 0, MOD_SLIME);
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}
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// Elder: added
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@ -690,9 +619,6 @@ void ClientTimerActions(gentity_t * ent, int msec)
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while (client->timeResidual >= 1000) {
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client->timeResidual -= 1000;
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// else if(ent->client->isbleeding)
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// ent->client->isbleeding = qfalse;
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// regenerate
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if (client->ps.powerups[PW_REGEN]) {
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if (ent->health < 100) { //max health 100 client->ps.stats[STAT_MAX_HEALTH]) {
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@ -728,12 +654,8 @@ void ClientTimerActions(gentity_t * ent, int msec)
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ent->client->bleeding = 0;
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ent->client->bleedtick = 0;
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ent->client->bleedBandageCount = 0;
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//Elder: remove bandage work
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// ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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//Elder: moved from somewhere - err, g_cmds.c I think
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ent->client->ps.stats[STAT_RQ3] &= ~RQ3_LEGDAMAGE;
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// ent->client->ps.weaponstate = WEAPON_RAISING;
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// ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_RAISE;
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// NiceAss: clear last player to hit you.
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ent->client->lasthurt_mod = 0;
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}
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@ -778,8 +700,6 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
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int damage;
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vec3_t dir;
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vec3_t origin, angles;
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// qboolean fired;
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gitem_t *item;
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gentity_t *drop;
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@ -852,11 +772,6 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
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case EV_FIRE_WEAPON:
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FireWeapon(ent);
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break;
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/*
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case EV_RELOAD_WEAPON0:
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ReloadWeapon ( ent, 0 );
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break;
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*/
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case EV_RELOAD_WEAPON1:
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ReloadWeapon(ent, 1);
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break;
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@ -866,7 +781,6 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
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case EV_CHANGE_WEAPON:
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//Elder: not a good place to put stuff
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//ent->client->zoomed=0;
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break;
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case EV_USE_ITEM1: // teleporter
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@ -1110,8 +1024,6 @@ void ClientThink_real(gentity_t * ent)
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if (pmove_fixed.integer || client->pers.pmoveFixed) {
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ucmd->serverTime =
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((ucmd->serverTime + pmove_msec.integer - 1) / pmove_msec.integer) * pmove_msec.integer;
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//if (ucmd->serverTime - client->ps.commandTime <= 0)
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// return;
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}
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//
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// check for exiting intermission
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@ -1255,42 +1167,6 @@ void ClientThink_real(gentity_t * ent)
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if (bJumping)
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JumpKick(ent);
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//Blaze: Remove all this stuff
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/*
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//Elder: added for akimbos and 3rb and sniper zoom
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switch( ent->client->ps.weapon ) {
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case WP_AKIMBO:
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//if ( ent->client->weaponfireNextTime != 0 &&
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// level.time >= ent->client->weaponfireNextTime) {
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// FireWeapon( ent );
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//}
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break;
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case WP_M3:
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//Elder: try to do a fast reload if it's queued
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if ( ent->client->ps.weaponTime < RQ3_M3_FAST_RELOAD_DELAY &&
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ent->client->fastReloads &&
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ent->client->reloadAttempts > 0)
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{
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//G_Printf("(%i) ClientThink: attempting M3 fast-reload...\n", ent->s.clientNum);
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Cmd_Reload( ent );
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}
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break;
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case WP_SSG3000:
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//Elder: try to do a fast reload if it's queued
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if ( ent->client->ps.weaponTime < RQ3_SSG3000_FAST_RELOAD_DELAY &&
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ent->client->fastReloads &&
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ent->client->reloadAttempts > 0)
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{
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//G_Printf("(%i) ClientThink: attempting SSG fast-reload...\n", ent->s.clientNum);
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Cmd_Reload( ent );
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}
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break;
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default:
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break;
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}
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*/
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// save results of triggers and client events
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if (ent->client->ps.eventSequence != oldEventSequence) {
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ent->eventTime = level.time;
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@ -1440,97 +1316,6 @@ void SpectatorClientEndFrame(gentity_t * ent)
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}
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}
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/*
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==============
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RQ3_ClientReloadStages
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Added by Elder
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Check to see if any reload events need
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to occur and dispatch if necessary
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This would be completely client-side
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except other players need to hear the reloading
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==============
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*/
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/* // Elder -- bad code -- and should go in pmove anyways
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static void RQ3_ClientReloadStages ( gentity_t *ent )
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{
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gentity_t *tent;
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// no events for dead people
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if (ent->client->ps.pm_type == PM_DEAD)
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{
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ent->client->reloadStage = -1;
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return;
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}
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if ( ent->client->ps.weaponstate == WEAPON_RELOADING &&
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ent->client->ps.weaponTime > 0)
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{
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switch (ent->client->ps.weapon)
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{
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//Elder: hardcoded timing values :p
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case WP_PISTOL:
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if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 1900 &&
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ent->client->reloadStage == 1)
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{
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tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 2);
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ent->client->reloadStage = 2;
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}
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else if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 1500 &&
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ent->client->reloadStage == 0)
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{
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tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 1);
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ent->client->reloadStage = 1;
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}
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else if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 100 &&
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ent->client->reloadStage == -1)
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{
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tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
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ent->client->reloadStage = 0;
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}
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break;
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case WP_M3:
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if ( ent->client->ps.weaponTime % RQ3_M3_RELOAD_DELAY < RQ3_M3_RELOAD_DELAY - 500 &&
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ent->client->reloadStage == -1)
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{
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tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
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ent->client->reloadStage = 0;
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}
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break;
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case WP_M4:
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if (ent->client->ps.weaponTime < RQ3_M4_RELOAD_DELAY - 1600 &&
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ent->client->reloadStage == 0)
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{
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tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 1);
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ent->client->reloadStage = 1;
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}
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else if (ent->client->ps.weaponTime < RQ3_M4_RELOAD_DELAY - 300 &&
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ent->client->reloadStage == -1)
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{
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tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
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ent->client->reloadStage = 0;
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}
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break;
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}
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if (tent)
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{
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tent->s.weapon = ent->client->ps.weapon;
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tent->s.clientNum = ent->client->ps.clientNum;
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}
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}
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else if (ent->client->reloadStage != -1)
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{
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// Reset reload stage
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ent->client->reloadStage = -1;
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}
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}
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*/
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/*
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==============
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ClientEndFrame
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@ -1603,7 +1388,6 @@ void ClientEndFrame(gentity_t * ent)
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ent->client->ps.stats[STAT_RQ3] |= RQ3_BANDAGE_NEED;
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} else {
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ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
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// ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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}
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//Moved to pmove.c
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@ -1631,8 +1415,6 @@ void ClientEndFrame(gentity_t * ent)
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if (ent->client->weapon_attempts > 0)
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Cmd_Weapon(ent);
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//RQ3_ClientReloadStages(ent);
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G_SetClientSound(ent);
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// set the latest infor
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@ -1642,8 +1424,4 @@ void ClientEndFrame(gentity_t * ent)
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BG_PlayerStateToEntityState(&ent->client->ps, &ent->s, qtrue);
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}
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SendPendingPredictableEvents(&ent->client->ps);
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// set the bit for the reachability area the client is currently in
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// i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
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// ent->client->areabits[i >> 3] |= 1 << (i & 7);
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}
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