mirror of
https://github.com/ReactionQuake3/reaction.git
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Sand surfaceparm
This commit is contained in:
parent
d3572b7d57
commit
846070951c
8 changed files with 112 additions and 54 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 1.55 2002/05/11 19:13:42 makro
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// Sand surfaceparm
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//
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// Revision 1.54 2002/05/09 20:58:30 jbravo
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// New Obit system and a warning cleanup in zcam
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//
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@ -1659,6 +1662,13 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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cgs.media.footsteps[ FOOTSTEP_HARDSTEPS ][rand()&3] );
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}
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break;
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case EV_FOOTSTEP_SAND:
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DEBUGNAME("EV_FOOTSTEP_SAND");
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if (cg_footsteps.integer) {
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trap_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_SAND ][rand()&3] );
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}
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break;
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// Makro - end new sounds
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case EV_FOOTSTEP_METAL2:
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DEBUGNAME("EV_FOOTSTEP_METAL2");
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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 1.72 2002/05/11 19:13:42 makro
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// Sand surfaceparm
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//
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// Revision 1.71 2002/05/11 15:40:41 slicer
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// Changed cg_RQ3_<team count> cvars to ui_RQ3_ and added a synch system for these
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//
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@ -243,6 +246,7 @@ typedef enum {
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FOOTSTEP_MARBLE,
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FOOTSTEP_SNOW2,
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FOOTSTEP_HARDSTEPS,
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FOOTSTEP_SAND,
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FOOTSTEP_TOTAL
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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 1.62 2002/05/11 19:13:42 makro
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// Sand surfaceparm
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//
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// Revision 1.61 2002/05/11 15:40:41 slicer
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// Changed cg_RQ3_<team count> cvars to ui_RQ3_ and added a synch system for these
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//
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@ -1010,6 +1013,9 @@ static void CG_RegisterSounds( void ) {
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Com_sprintf (name, sizeof(name), "sound/player/footsteps/hardstep%i.wav", i+1);
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cgs.media.footsteps[FOOTSTEP_HARDSTEPS][i] = trap_S_RegisterSound (name, qfalse);
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Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand%i.wav", i+1);
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cgs.media.footsteps[FOOTSTEP_SAND][i] = trap_S_RegisterSound (name, qfalse);
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}
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// only register the items that the server says we need
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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 1.33 2002/05/11 19:18:20 makro
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// Sand surfaceparm
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//
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// Revision 1.32 2002/05/11 14:22:06 makro
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// Func_statics now reset at the beginning of each round
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//
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@ -3237,7 +3240,7 @@ bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl) {
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dist = VectorNormalize(forward);
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//Makro - for long range attacks the bots should crouch more often
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if (dist > 512) {
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croucher = Com_Clamp(0, 1, croucher * 2.0f);
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croucher = Com_Clamp(0.1f, 1, croucher * 2.0f);
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jumper = Com_Clamp(0, 1, jumper / 2.0f);
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}
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VectorNegate(forward, backward);
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@ -5820,6 +5823,7 @@ void BotCheckEvents(bot_state_t *bs, entityState_t *state) {
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case EV_FOOTSTEP_MARBLE:
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case EV_FOOTSTEP_SNOW2:
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case EV_FOOTSTEP_HARDSTEPS:
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case EV_FOOTSTEP_SAND:
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case EV_FOOTSPLASH:
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case EV_FOOTWADE:
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case EV_SWIM:
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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 1.37 2002/05/11 19:18:20 makro
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// Sand surfaceparm
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//
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// Revision 1.36 2002/05/11 14:22:06 makro
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// Func_statics now reset at the beginning of each round
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//
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@ -1327,6 +1330,7 @@ char *eventnames[] = {
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"EV_FOOTSTEP_MARBLE",
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"EV_FOOTSTEP_SNOW2",
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"EV_FOOTSTEP_HARDSTEPS",
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"EV_FOOTSTEP_SAND",
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"EV_FOOTSPLASH",
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"EV_FOOTWADE",
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@ -1769,3 +1773,63 @@ holdable_t CharToItem ( char *name, holdable_t defitem ) {
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return defitem;
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}
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/*
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=====================
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Surfaceparm stuff
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=====================
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*/
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int MatFlags[] =
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{
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SURF_METALSTEPS,
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SURF_GRAVEL,
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SURF_WOOD,
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SURF_CARPET,
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SURF_METAL2,
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SURF_GLASS,
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SURF_GRASS,
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SURF_SNOW,
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SURF_MUD,
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SURF_WOOD2,
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SURF_HARDMETAL
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};
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#define MatFlagCount 5
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int GetMaterialFromFlag( int flag ) {
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int Material = 0;
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int i = 0;
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for (i = 0; i < MatFlagCount; i++) {
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if ( (flag & MatFlags[i]) ) {
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Material += (1 << i);
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}
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}
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return Material;
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}
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//metal
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qboolean IsMetalMat( int Material ) {
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if (Material == MAT_METALSTEPS || Material == MAT_METAL2 || Material == MAT_HARDMETAL) {
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return qtrue;
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}
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return qfalse;
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}
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qboolean IsMetalFlag( int flag ) {
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return IsMetalMat(GetMaterialFromFlag(flag));
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}
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//wood
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qboolean IsWoodMat( int Material ) {
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if (Material == MAT_WOOD || Material == MAT_WOOD2) {
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return qtrue;
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}
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return qfalse;
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}
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qboolean IsWoodFlag( int flag ) {
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return IsWoodMat(GetMaterialFromFlag(flag));
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}
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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 1.73 2002/05/11 19:18:20 makro
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// Sand surfaceparm
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//
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// Revision 1.72 2002/05/11 18:47:09 niceass
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// last fire animation fixed
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//
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if ( Material == MAT_HARDSTEPS ) {
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return EV_FOOTSTEP_HARDSTEPS;
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}
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if ( Material == MAT_SAND ) {
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return EV_FOOTSTEP_SAND;
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}
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// Makro - end new sounds
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return EV_FOOTSTEP;
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@ -3200,50 +3207,4 @@ void Pmove (pmove_t *pmove) {
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//PM_CheckStuck();
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}
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/*
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=====================
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SURFACEPARM STUFF
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=====================
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*/
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int MatFlags[] =
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{
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SURF_METALSTEPS,
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SURF_GRAVEL,
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SURF_WOOD,
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SURF_CARPET,
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SURF_METAL2,
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SURF_GLASS,
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SURF_GRASS,
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SURF_SNOW,
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SURF_MUD,
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SURF_WOOD2,
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SURF_HARDMETAL
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};
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#define MatFlagCount 5
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int GetMaterialFromFlag( int flag ) {
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int Material = 0;
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int i = 0;
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for (i = 0; i < MatFlagCount; i++) {
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if ( (flag & MatFlags[i]) ) {
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Material += (1 << i);
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}
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}
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return Material;
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}
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qboolean IsMetalMat( int Material ) {
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if (Material == MAT_METALSTEPS || Material == MAT_METAL2 || Material == MAT_HARDMETAL) {
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return qtrue;
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}
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return qfalse;
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}
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qboolean IsMetalFlag( int flag ) {
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return IsMetalMat(GetMaterialFromFlag(flag));
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}
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.62 2002/05/11 19:18:20 makro
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// Sand surfaceparm
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//
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// Revision 1.61 2002/05/06 21:41:01 slicer
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// Added rq3_cmd
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//
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EV_FOOTSTEP_MARBLE,
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EV_FOOTSTEP_SNOW2,
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EV_FOOTSTEP_HARDSTEPS,
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EV_FOOTSTEP_SAND,
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EV_FOOTSPLASH,
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EV_FOOTWADE,
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EV_SWIM,
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#define MAT_MARBLE 14
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#define MAT_SNOW2 15
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#define MAT_HARDSTEPS 16
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#define MAT_SAND 17
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int GetMaterialFromFlag( int flag );
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qboolean IsMetalMat( int Material );
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qboolean IsMetalFlag( int flag );
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qboolean IsWoodMat( int Material );
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qboolean IsWoodFlag( int flag );
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holdable_t CharToItem ( char *name, holdable_t defitem );
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weapon_t CharToWeapon ( char *name, weapon_t defweapon );
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--------------------Configuration: game - 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\RSP29F.tmp" with contents
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2DD.tmp" with contents
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[
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/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
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"C:\Games\Quake3\rq3source\reaction\game\ai_dmnet.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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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP29F.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2A0.tmp" with contents
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2DD.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2DE.tmp" with contents
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[
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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"
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\reactionoutput\ai_chat.obj
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\reactionoutput\zcam.obj
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\reactionoutput\zcam_target.obj
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]
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2A0.tmp"
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2DE.tmp"
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<h3>Output Window</h3>
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Compiling...
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ai_dmnet.c
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bg_misc.c
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bg_pmove.c
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Linking...
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Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
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