mirror of
https://github.com/ReactionQuake3/reaction.git
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Bot stuff. Jump kicks
This commit is contained in:
parent
455303ef72
commit
4ac6c3421a
6 changed files with 100 additions and 178 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 1.21 2002/05/03 18:09:19 makro
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// Bot stuff. Jump kicks
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//
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// Revision 1.20 2002/05/02 23:05:25 makro
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// Loading screen. Jump kicks. Bot stuff
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//
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@ -372,15 +375,19 @@ Added by Makro
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*/
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qboolean RQ3_Bot_NeedToDropStuff(bot_state_t *bs, bot_goal_t *goal) {
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float attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
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int itemType = IT_BAD;
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//check the bot skill
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if ( random() < (1 - attack_skill) ) return qfalse;
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//if the bot doesn't have an item or it didn't reach one
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//if the bot doesn't have an item
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if ( !g_entities[goal->entitynum].item )
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//no need to worry about dropping it
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return qfalse;
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itemType = g_entities[goal->entitynum].item->giType;
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//if the bot can pick up an item
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if ( g_entities[goal->entitynum].item->giType == IT_HOLDABLE ) {
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if ( itemType == IT_HOLDABLE ) {
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if ( bs->cur_ps.stats[STAT_HOLDABLE_ITEM] < 1 || bs->cur_ps.stats[STAT_HOLDABLE_ITEM] >= bg_numItems )
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return qfalse;
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else {
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@ -393,10 +400,17 @@ qboolean RQ3_Bot_NeedToDropStuff(bot_state_t *bs, bot_goal_t *goal) {
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//if the bot drops the bandolier a weapon might be dropped, too
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if ( oldItem == HI_BANDOLIER && g_entities[bs->entitynum].client->uniqueWeapons > g_RQ3_maxWeapons.integer )
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dropWeapon = RQ3_Bot_WeaponToDrop(bs);
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if (dropWeapon != WP_NONE) {
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//if the bot doesn't have any ammo for the dropped weapon
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if (bs->cur_ps.ammo[dropWeapon] <= 0 && !RQ3_Bot_CanReload(bs, dropWeapon)) {
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//it shouldn't care whether or not it's dropped
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dropWeapon = WP_NONE;
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}
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}
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newScore = oldScore = 0;
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//check all the weapons
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for ( i = WP_NONE+1; i < MAX_WEAPONS; i++ ) {
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for ( i = 0; i < MAX_WEAPONS; i++ ) {
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//if the bot has the weapon
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if ( bs->cur_ps.stats[STAT_WEAPONS] & (1 << i) ) {
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//get the score for it
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@ -414,7 +428,7 @@ qboolean RQ3_Bot_NeedToDropStuff(bot_state_t *bs, bot_goal_t *goal) {
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}
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}
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//if the bot can pick up a weapon
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} else if ( g_entities[goal->entitynum].item->giType == IT_WEAPON ) {
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} else if ( itemType == IT_WEAPON ) {
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int dropWeapon = RQ3_Bot_WeaponToDrop(bs);
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if (dropWeapon == WP_NONE) return qfalse;
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@ -1491,8 +1505,14 @@ void AIEnter_Respawn(bot_state_t *bs, char *s) {
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bs->standfindenemy_time = FloatTime() + 5;
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bs->stand_time = FloatTime() + 10;
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} else {
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bs->standfindenemy_time = FloatTime() + 1;
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bs->check_time = bs->stand_time = FloatTime() + 2;
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//Makro - hackish, but oh well...
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gentity_t *ent = SelectRandomDeathmatchSpawnPoint();
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if (ent) {
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VectorCopy(ent->r.currentOrigin, bs->lastenemyorigin);
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bs->lastenemyareanum = trap_AAS_PointAreaNum(ent->r.currentOrigin);
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}
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bs->standfindenemy_time = bs->check_time = FloatTime() + 1;
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bs->stand_time = 5;
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}
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bs->respawn_wait = qfalse;
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bs->ainode = AINode_Respawn;
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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 1.25 2002/05/03 18:09:19 makro
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// Bot stuff. Jump kicks
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//
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// Revision 1.24 2002/05/02 23:05:25 makro
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// Loading screen. Jump kicks. Bot stuff
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//
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@ -116,6 +119,7 @@
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//Makro - to get rid of the warnings
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void Cmd_Bandage (gentity_t *ent);
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void G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText );
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gentity_t *SelectRandomDeathmatchSpawnPoint( void );
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// from aasfile.h
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#define AREACONTENTS_MOVER 1024
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@ -282,15 +286,19 @@ bot_moveresult_t BotMoveTo(bot_state_t *bs, vec3_t dest) {
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//initialize the movement state
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BotSetupForMovement(bs);
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//trap_BotMoveInDirection(bs->ms, dir, dist, MOVE_RUN);
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trap_BotPushGoal(bs->gs, &goal);
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//move towards the goal
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trap_BotMoveToGoal(&moveresult, bs->ms, &goal, TFL_DEFAULT);
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trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
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//if movement failed
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if (moveresult.failure) {
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//G_Printf("BotMoveTo: moveresult.failure = 1\n");
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//G_Printf("BotMoveTo: moveresult.blocked = %i\n", moveresult.blocked);
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//G_Printf("BotMoveTo: moveresult.type = %i\n", moveresult.type);
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//reset the avoid reach, otherwise bot is stuck in current area
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trap_BotResetAvoidReach(bs->ms);
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bs->activatestack->time = 0;
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}
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//G_Printf("BotMoveTo: moveresult.flags = %i\n", moveresult.flags);
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return moveresult;
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}
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/*
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@ -328,6 +336,9 @@ qboolean RQ3_Bot_GetWeaponInfo(bot_state_t *bs, int weaponstate, int weapon, voi
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//if the weapon is not valid
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if (weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS) {
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if (trap_Cvar_VariableIntegerValue("developer")) {
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BotAI_Print(PRT_ERROR, "Bot_GetWeaponInfo: weapon number out of range (%i)\n", weapon);
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}
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return qfalse;
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} else {
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weaponinfo_t *wi;
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@ -1572,15 +1583,16 @@ Added by Makro
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==================
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*/
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void BotRQ3TPSeekGoals( bot_state_t *bs ) {
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int firstBot = 0, firstHuman = 0, leader = 0, i;
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int firstBot = -1, firstHuman = -1, leader = -1, i;
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static int maxclients;
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//if the bot already has a goal
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if (bs->ltgtype || bs->ltg_time < FloatTime())
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return;
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if (!maxclients)
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maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");
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//if the bot already has a goal
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if (bs->ltgtype)
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return;
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//find the first human/bot teammates
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for ( i=0; i < MAX_CLIENTS && i < maxclients; i++ ) {
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break;
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}
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if (firstHuman)
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if (firstHuman != -1)
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leader = firstHuman;
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else if (firstBot)
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else if (firstBot != -1)
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leader = firstBot;
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else
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return;
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}
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//Bots won't reply to ALL radio messages; they do have a life, you know
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if ( (willreply) && (FloatTime() > BOT_RADIO_REPLY_TIME + bs->radioresponse_time) && (bs->radioresponse_count < 20) ) {
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if ( (willreply) && (FloatTime() > BOT_RADIO_REPLY_TIME + bs->radioresponse_time) /*&& (bs->radioresponse_count < 20)*/ ) {
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char *sender = COM_ParseExt(&msg, qtrue);
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qboolean responded = qfalse;
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responded = qtrue;
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}
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/*
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if (strstr(msg, "im_hit")) {
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int senderId = ClientFromName(sender);
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if (senderId != -1) {
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BotMoveTo(bs, g_entities[senderId].r.currentOrigin);
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G_Printf("%s: coming over to %s\n", g_entities[bs->entitynum].client->pers.netname, g_entities[senderId].client->pers.netname);
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responded = qtrue;
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}
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}
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*/
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if (responded) {
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bs->radioresponse_time = FloatTime();
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bs->radioresponse_count++;
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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 1.8 2002/05/03 18:09:20 makro
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// Bot stuff. Jump kicks
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//
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// Revision 1.7 2002/04/30 11:54:37 makro
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// Bots rule ! Also, added clips to give all. Maybe some other things
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//
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char *model;
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char *headmodel;
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char userinfo[MAX_INFO_STRING];
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weapon_t tpWeapon = WP_MP5;
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holdable_t tpItem = HI_KEVLAR;
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weapon_t tpWeapon = WP_M4;
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holdable_t tpItem = HI_LASER;
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// get the botinfo from bots.txt
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botinfo = G_GetBotInfoByName( name );
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if ( g_gametype.integer == GT_TEAMPLAY ) {
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//Makro - load custom weapon/item from bot file
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tpWeapon = CharToWeapon(Info_ValueForKey(botinfo, "weapon"), WP_MP5);
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tpItem = CharToItem(Info_ValueForKey(botinfo, "item"), HI_KEVLAR);
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tpWeapon = CharToWeapon(Info_ValueForKey(botinfo, "weapon"), WP_M4);
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tpItem = CharToItem(Info_ValueForKey(botinfo, "item"), HI_LASER);
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}
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// have it connect to the game as a normal client
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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 1.71 2002/05/03 18:09:20 makro
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// Bot stuff. Jump kicks
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//
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// Revision 1.70 2002/04/30 11:54:37 makro
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// Bots rule ! Also, added clips to give all. Maybe some other things
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//
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@ -1399,9 +1402,9 @@ void ClientBegin(int clientNum) {
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if (g_gametype.integer == GT_TEAMPLAY) {
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// NiceAss: Only set it if there is no value. Fix for going into spectator resetting values.
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if (ent->r.svFlags & SVF_BOT) {
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//Makro - changed from WP_PISTOL to WP_MP5
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if (!client->teamplayWeapon) client->teamplayWeapon = WP_MP5;
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if (!client->teamplayItem) client->teamplayItem = HI_KEVLAR;
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//Makro - changed to m4/laser from pistol/kevlar
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if (!client->teamplayWeapon) client->teamplayWeapon = WP_M4;
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if (!client->teamplayItem) client->teamplayItem = HI_LASER;
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} else {
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if (!client->teamplayWeapon) client->teamplayWeapon = WP_MP5;
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if (!client->teamplayItem) client->teamplayItem = HI_KEVLAR;
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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 1.52 2002/05/03 18:09:20 makro
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// Bot stuff. Jump kicks
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//
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// Revision 1.51 2002/05/02 23:05:25 makro
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// Loading screen. Jump kicks. Bot stuff
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//
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@ -133,6 +136,15 @@ qboolean JumpKick( gentity_t *ent )
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if ( g_gametype.integer == GT_TEAMPLAY && level.lights_camera_action ) {
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return qfalse; // JBravo: No kicking during LCA
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}
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//Makro - added
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if ( ent == NULL ) {
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return qfalse;
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}
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if ( ent->client == NULL ) {
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return qfalse;
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}
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// set aiming directions
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AngleVectors (ent->client->ps.viewangles, forward, right, up);
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CalcMuzzlePoint ( ent, forward, right, up, muzzle );
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@ -155,6 +167,12 @@ qboolean JumpKick( gentity_t *ent )
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kickSuccess = DoorKick( &tr, ent, muzzle, forward );
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traceEnt = &g_entities[ tr.entityNum ];
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// JBravo: some sanity checks on the traceEnt
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// Makro - this check made the sound only play when a client is hit
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// if (traceEnt == NULL || traceEnt->client == NULL)
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if (traceEnt == NULL)
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return qfalse;
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if ( !traceEnt->takedamage) {
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return qfalse;
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}
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@ -178,19 +196,15 @@ qboolean JumpKick( gentity_t *ent )
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}
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//end Makro
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// JBravo: some sanity checks on the traceEnt
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// Makro - this check made the sound only play when a client is hit
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// if (traceEnt == NULL || traceEnt->client == NULL)
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if (traceEnt == NULL)
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return qfalse;
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// JBravo: no kicking teammates while rounds are going
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if (g_gametype.integer == GT_TEAMPLAY) {
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//Makro - client check here
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if (ent->client)
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if (traceEnt->client != NULL && ent->client != NULL) {
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if (ent->client->sess.sessionTeam == traceEnt->client->sess.sessionTeam &&
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level.team_round_going)
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level.team_round_going) {
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return qfalse;
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}
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}
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}
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//Makro - client check
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@ -216,7 +230,7 @@ qboolean JumpKick( gentity_t *ent )
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}
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*/
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if (traceEnt->client && traceEnt->takedamage)
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if (traceEnt->client != NULL && traceEnt->takedamage)
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{
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tent = G_TempEntity( tr.endpos, EV_JUMPKICK );
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tent->s.otherEntityNum = traceEnt->s.number;
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: cgame - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP212D.tmp" with contents
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[
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/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
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"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_pmove.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_slidemove.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_consolecmds.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_draw.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_drawtools.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_effects.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_info.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_localents.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_main.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_marks.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_players.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_playerstate.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_snapshot.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_syscalls.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_view.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_weapons.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP212D.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP212E.tmp" with contents
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[
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/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib"
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.\Release\bg_misc.obj
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.\Release\bg_pmove.obj
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.\Release\bg_slidemove.obj
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.\Release\cg_consolecmds.obj
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.\Release\cg_draw.obj
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.\Release\cg_drawtools.obj
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.\Release\cg_effects.obj
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.\Release\cg_ents.obj
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.\Release\cg_event.obj
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.\Release\cg_info.obj
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.\Release\cg_localents.obj
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.\Release\cg_main.obj
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.\Release\cg_marks.obj
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.\Release\cg_players.obj
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.\Release\cg_playerstate.obj
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.\Release\cg_predict.obj
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.\Release\cg_scoreboard.obj
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.\Release\cg_servercmds.obj
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.\Release\cg_snapshot.obj
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.\Release\cg_syscalls.obj
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.\Release\cg_view.obj
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.\Release\cg_weapons.obj
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.\Release\q_math.obj
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.\Release\q_shared.obj
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.\Release\ui_shared.obj
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]
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP212E.tmp"
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<h3>Output Window</h3>
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Compiling...
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bg_misc.c
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bg_pmove.c
|
||||
bg_slidemove.c
|
||||
cg_consolecmds.c
|
||||
cg_draw.c
|
||||
cg_drawtools.c
|
||||
cg_effects.c
|
||||
cg_ents.c
|
||||
cg_event.c
|
||||
cg_info.c
|
||||
cg_localents.c
|
||||
cg_main.c
|
||||
cg_marks.c
|
||||
cg_players.c
|
||||
cg_playerstate.c
|
||||
cg_predict.c
|
||||
cg_scoreboard.c
|
||||
cg_servercmds.c
|
||||
cg_snapshot.c
|
||||
cg_syscalls.c
|
||||
cg_view.c
|
||||
cg_weapons.c
|
||||
Linking...
|
||||
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
cgamex86.dll - 0 error(s), 0 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: game - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2132.tmp" with contents
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP22B0.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_dmnet.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_dmq3.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_spawn.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\ai_team.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2132.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2133.tmp" with contents
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP22B0.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP22B1.tmp" with contents
|
||||
[
|
||||
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
|
||||
\reactionoutput\ai_chat.obj
|
||||
|
@ -149,12 +56,11 @@ kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows
|
|||
\reactionoutput\zcam.obj
|
||||
\reactionoutput\zcam_target.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2133.tmp"
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP22B1.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
ai_dmnet.c
|
||||
ai_dmq3.c
|
||||
g_spawn.c
|
||||
ai_team.c
|
||||
Linking...
|
||||
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
|
||||
|
||||
|
@ -162,53 +68,6 @@ Linking...
|
|||
|
||||
<h3>Results</h3>
|
||||
qagamex86.dll - 0 error(s), 0 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: ui - Win32 Release TA--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2137.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "UI_EXPORTS" /Fp"Release_TA/ta_ui.pch" /YX /Fo"Release_TA/" /Fd"Release_TA/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_atoms.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_gameinfo.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_main.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_players.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_shared.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2137.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2138.tmp" with contents
|
||||
[
|
||||
/nologo /base:"0x40000000" /dll /incremental:no /pdb:"Release_TA/uix86.pdb" /map:"Release_TA/uix86.map" /machine:I386 /def:".\ui.def" /out:"uix86.dll" /implib:"Release_TA/uix86.lib"
|
||||
.\Release_TA\bg_misc.obj
|
||||
.\Release_TA\q_math.obj
|
||||
.\Release_TA\q_shared.obj
|
||||
.\Release_TA\ui_atoms.obj
|
||||
.\Release_TA\ui_gameinfo.obj
|
||||
.\Release_TA\ui_main.obj
|
||||
.\Release_TA\ui_players.obj
|
||||
.\Release_TA\ui_shared.obj
|
||||
.\Release_TA\ui_syscalls.obj
|
||||
.\Release_TA\ui_util.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2138.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
bg_misc.c
|
||||
ui_atoms.c
|
||||
ui_gameinfo.c
|
||||
ui_main.c
|
||||
ui_players.c
|
||||
ui_shared.c
|
||||
ui_syscalls.c
|
||||
Linking...
|
||||
Creating library Release_TA/uix86.lib and object Release_TA/uix86.exp
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
uix86.dll - 0 error(s), 0 warning(s)
|
||||
</pre>
|
||||
</body>
|
||||
</html>
|
||||
|
|
Loading…
Reference in a new issue