diff --git a/reaction/cgame/cg_draw.c b/reaction/cgame/cg_draw.c index b0058e62..eb848e0f 100644 --- a/reaction/cgame/cg_draw.c +++ b/reaction/cgame/cg_draw.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.60 2002/07/22 06:31:32 niceass +// cleaned up the powerup code +// // Revision 1.59 2002/07/19 04:34:48 niceass // drawping fixed // @@ -1865,10 +1868,7 @@ static void CG_ScanForCrosshairEntity(void) if (content & CONTENTS_FOG) { return; } - // if the player is invisible, don't show it - if (cg_entities[trace.entityNum].currentState.powerups & (1 << PW_INVIS)) { - return; - } + // update the fade timer cg.crosshairClientNum = trace.entityNum; cg.crosshairClientTime = cg.time; diff --git a/reaction/cgame/cg_event.c b/reaction/cgame/cg_event.c index f66b99df..8d36e7cc 100644 --- a/reaction/cgame/cg_event.c +++ b/reaction/cgame/cg_event.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.67 2002/07/22 06:31:11 niceass +// cleaned up the powerup code +// // Revision 1.66 2002/07/07 18:36:13 jbravo // Added an AntiIdle system. Can play insane sounds for idle players, drop them // from teams or kick them. Upped version to Beta 2.1 @@ -1336,30 +1339,6 @@ void CG_EntityEvent(centity_t * cent, vec3_t position) // // powerup events // - case EV_POWERUP_QUAD: - DEBUGNAME("EV_POWERUP_QUAD"); - if (es->number == cg.snap->ps.clientNum) { - cg.powerupActive = PW_QUAD; - cg.powerupTime = cg.time; - } - trap_S_StartSound(NULL, es->number, CHAN_ITEM, cgs.media.quadSound); - break; - case EV_POWERUP_BATTLESUIT: - DEBUGNAME("EV_POWERUP_BATTLESUIT"); - if (es->number == cg.snap->ps.clientNum) { - cg.powerupActive = PW_BATTLESUIT; - cg.powerupTime = cg.time; - } - trap_S_StartSound(NULL, es->number, CHAN_ITEM, cgs.media.protectSound); - break; - case EV_POWERUP_REGEN: - DEBUGNAME("EV_POWERUP_REGEN"); - if (es->number == cg.snap->ps.clientNum) { - cg.powerupActive = PW_REGEN; - cg.powerupTime = cg.time; - } - trap_S_StartSound(NULL, es->number, CHAN_ITEM, cgs.media.regenSound); - break; case EV_GIB_PLAYER: DEBUGNAME("EV_GIB_PLAYER"); diff --git a/reaction/cgame/cg_players.c b/reaction/cgame/cg_players.c index 009159fa..eee8371a 100644 --- a/reaction/cgame/cg_players.c +++ b/reaction/cgame/cg_players.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.41 2002/07/22 06:30:52 niceass +// cleaned up the powerup code +// // Revision 1.40 2002/07/11 16:29:16 makro // Dust has a different color for snow surfaces now // @@ -1506,11 +1509,7 @@ static void CG_PlayerAnimation(centity_t * cent, int *legsOld, int *legs, float return; } - if (cent->currentState.powerups & (1 << PW_HASTE)) { - speedScale = 1.5; - } else { - speedScale = 1; - } + speedScale = 1; ci = &cgs.clientinfo[clientNum]; @@ -1796,39 +1795,6 @@ static void CG_HCSmokeTrail(centity_t * cent) smoke->leType = LE_SCALE_FADE; } -/* -=============== -CG_HasteTrail -=============== -*/ -static void CG_HasteTrail(centity_t * cent) -{ - localEntity_t *smoke; - vec3_t origin; - int anim; - - if (cent->trailTime > cg.time) { - return; - } - anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT; - if (anim != LEGS_RUN && anim != LEGS_BACK) { - return; - } - - cent->trailTime += 100; - if (cent->trailTime < cg.time) { - cent->trailTime = cg.time; - } - - VectorCopy(cent->lerpOrigin, origin); - origin[2] -= 16; - - smoke = CG_SmokePuff(origin, vec3_origin, 8, 1, 1, 1, 1, 500, cg.time, 0, 0, cgs.media.hastePuffShader); - - // use the optimized local entity add - smoke->leType = LE_SCALE_FADE; -} - /* =============== CG_BreathPuffs @@ -2109,15 +2075,6 @@ static void CG_PlayerPowerups(centity_t * cent, refEntity_t * torso) if (!powerups) { return; } - // quad gives a dlight - if (powerups & (1 << PW_QUAD)) { - trap_R_AddLightToScene(cent->lerpOrigin, 200 + (rand() & 31), 0.2f, 0.2f, 1); - } - // flight plays a looped sound - if (powerups & (1 << PW_FLIGHT)) { - trap_S_AddLoopingSound(cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound); - } - ci = &cgs.clientinfo[cent->currentState.clientNum]; // redflag if (powerups & (1 << PW_REDFLAG)) { @@ -2146,10 +2103,6 @@ static void CG_PlayerPowerups(centity_t * cent, refEntity_t * torso) } trap_R_AddLightToScene(cent->lerpOrigin, 200 + (rand() & 31), 1.0, 1.0, 1.0); } - // haste leaves smoke trails - if (powerups & (1 << PW_HASTE)) { - CG_HasteTrail(cent); - } // Elder: HC Smoke //if ( powerups & ( 1 << PW_HANDCANNON_SMOKED) ) { //CG_HCSmokeTrail( cent ); @@ -2282,10 +2235,7 @@ static qboolean CG_PlayerShadow(centity_t * cent, float *shadowPlane) if (cg_shadows.integer == 0) { return qfalse; } - // no shadows when invisible - if (cent->currentState.powerups & (1 << PW_INVIS)) { - return qfalse; - } + // send a trace down from the player to the ground VectorCopy(cent->lerpOrigin, end); end[2] -= SHADOW_DISTANCE; @@ -2413,48 +2363,25 @@ Also called by CG_Missile for quad rockets, but nobody can tell... void CG_AddRefEntityWithPowerups(refEntity_t * ent, entityState_t * state, int team) { - if (state->powerups & (1 << PW_INVIS)) { - ent->customShader = cgs.media.invisShader; - trap_R_AddRefEntityToScene(ent); - } else { - /* - if ( state->eFlags & EF_KAMIKAZE ) { - if (team == TEAM_BLUE) - ent->customShader = cgs.media.blueKamikazeShader; - else - ent->customShader = cgs.media.redKamikazeShader; - trap_R_AddRefEntityToScene( ent ); - } - else { */ - trap_R_AddRefEntityToScene(ent); - //} + /* + if ( state->eFlags & EF_KAMIKAZE ) { + if (team == TEAM_BLUE) + ent->customShader = cgs.media.blueKamikazeShader; + else + ent->customShader = cgs.media.redKamikazeShader; + trap_R_AddRefEntityToScene( ent ); + } + else { */ + trap_R_AddRefEntityToScene(ent); + //} - if (state->powerups & (1 << PW_QUAD)) { - if (team == TEAM_RED) - ent->customShader = cgs.media.redQuadShader; - else - ent->customShader = cgs.media.quadShader; + //Elder: IR Vision -- only on players that are alive + if (state->eType == ET_PLAYER) { + if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER && + cg.rq3_irvision && !(state->eFlags & EF_DEAD)) { + ent->customShader = cgs.media.irPlayerShader; trap_R_AddRefEntityToScene(ent); } - if (state->powerups & (1 << PW_REGEN)) { - if (((cg.time / 100) % 10) == 1) { - ent->customShader = cgs.media.regenShader; - trap_R_AddRefEntityToScene(ent); - } - } - if (state->powerups & (1 << PW_BATTLESUIT)) { - ent->customShader = cgs.media.battleSuitShader; - trap_R_AddRefEntityToScene(ent); - } - //Elder: IR Vision -- only on players that are alive - if (state->eType == ET_PLAYER) { - if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER && - cg.rq3_irvision && !(state->eFlags & EF_DEAD)) { - ent->customShader = cgs.media.irPlayerShader; - trap_R_AddRefEntityToScene(ent); - } - } - } } diff --git a/reaction/cgame/cg_weapons.c b/reaction/cgame/cg_weapons.c index 2942985f..fc491419 100644 --- a/reaction/cgame/cg_weapons.c +++ b/reaction/cgame/cg_weapons.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.91 2002/07/22 06:30:12 niceass +// cleaned up the powerup code +// // Revision 1.90 2002/07/13 22:42:18 makro // Semi-working fog hull, semi-working sky portals (cgame code commented out) // Basically, semi-working stuff :P @@ -1375,22 +1378,7 @@ CG_AddWeaponWithPowerups */ static void CG_AddWeaponWithPowerups(refEntity_t * gun, int powerups) { - // add powerup effects - if (powerups & (1 << PW_INVIS)) { - gun->customShader = cgs.media.invisShader; - trap_R_AddRefEntityToScene(gun); - } else { - trap_R_AddRefEntityToScene(gun); - - if (powerups & (1 << PW_BATTLESUIT)) { - gun->customShader = cgs.media.battleWeaponShader; - trap_R_AddRefEntityToScene(gun); - } - if (powerups & (1 << PW_QUAD)) { - gun->customShader = cgs.media.quadWeaponShader; - trap_R_AddRefEntityToScene(gun); - } - } + trap_R_AddRefEntityToScene(gun); } /* @@ -1750,6 +1738,7 @@ void CG_AddPlayerWeapon(refEntity_t * parent, playerState_t * ps, centity_t * ce cent->ejectBrassTime = 0; } + if ( cent->currentState.number != cg.predictedPlayerState.clientNum ) { refEntity_t muzzle; memset(&muzzle, 0, sizeof(muzzle)); @@ -2715,10 +2704,6 @@ void CG_FireWeapon(centity_t * cent, int weapModification) } */ - // play quad sound if needed - if (cent->currentState.powerups & (1 << PW_QUAD)) { - trap_S_StartSound(NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound); - } //Elder: silencer stuff if (weapModification == RQ3_WPMOD_SILENCER) { trap_S_StartSound(NULL, ent->number, CHAN_WEAPON, cgs.media.silencerSound); diff --git a/reaction/game/ai_chat.c b/reaction/game/ai_chat.c index 0219a47a..be3cc036 100644 --- a/reaction/game/ai_chat.c +++ b/reaction/game/ai_chat.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.9 2002/07/22 06:35:03 niceass +// cleaned up the powerup code +// // Revision 1.8 2002/06/16 20:06:13 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // @@ -489,11 +492,7 @@ int BotValidChatPosition(bot_state_t * bs) //if the bot is dead all positions are valid if (BotIsDead(bs)) return qtrue; - //never start chatting with a powerup - if (bs->inventory[INVENTORY_QUAD] || - bs->inventory[INVENTORY_HASTE] || - bs->inventory[INVENTORY_INVISIBILITY] || bs->inventory[INVENTORY_REGEN] || bs->inventory[INVENTORY_FLIGHT]) - return qfalse; + //must be on the ground //if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE) return qfalse; //do not chat if in lava or slime diff --git a/reaction/game/ai_dmq3.c b/reaction/game/ai_dmq3.c index 9f6ddb26..6c333f06 100644 --- a/reaction/game/ai_dmq3.c +++ b/reaction/game/ai_dmq3.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.50 2002/07/22 06:34:46 niceass +// cleaned up the powerup code +// // Revision 1.49 2002/07/02 20:22:35 jbravo // Changed the files to use the right ui. // @@ -768,9 +771,7 @@ qboolean EntityIsInvisible(aas_entityinfo_t * entinfo) if (EntityCarriesFlag(entinfo)) { return qfalse; } - if (entinfo->powerups & (1 << PW_INVIS)) { - return qtrue; - } + return qfalse; } @@ -807,9 +808,6 @@ EntityHasQuad */ qboolean EntityHasQuad(aas_entityinfo_t * entinfo) { - if (entinfo->powerups & (1 << PW_QUAD)) { - return qtrue; - } return qfalse; } @@ -1815,12 +1813,6 @@ void BotUpdateInventory(bot_state_t * bs) bs->inventory[INVENTORY_HEALTH] = bs->cur_ps.stats[STAT_HEALTH]; //bs->inventory[INVENTORY_TELEPORTER] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_TELEPORTER; //bs->inventory[INVENTORY_MEDKIT] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_MEDKIT; - bs->inventory[INVENTORY_QUAD] = bs->cur_ps.powerups[PW_QUAD] != 0; - bs->inventory[INVENTORY_ENVIRONMENTSUIT] = bs->cur_ps.powerups[PW_BATTLESUIT] != 0; - bs->inventory[INVENTORY_HASTE] = bs->cur_ps.powerups[PW_HASTE] != 0; - bs->inventory[INVENTORY_INVISIBILITY] = bs->cur_ps.powerups[PW_INVIS] != 0; - bs->inventory[INVENTORY_REGEN] = bs->cur_ps.powerups[PW_REGEN] != 0; - bs->inventory[INVENTORY_FLIGHT] = bs->cur_ps.powerups[PW_FLIGHT] != 0; bs->inventory[INVENTORY_REDFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0; bs->inventory[INVENTORY_BLUEFLAG] = bs->cur_ps.powerups[PW_BLUEFLAG] != 0; @@ -2143,14 +2135,6 @@ BotAggression */ float BotAggression(bot_state_t * bs) { - //if the bot has quad - if (bs->inventory[INVENTORY_QUAD]) { - //if the bot is not holding the gauntlet or the enemy is really nearby - //Blaze: Check for knife probably same logic as slashing as gauntlet??? - if (bs->weaponnum != WP_KNIFE || bs->inventory[ENEMY_HORIZONTAL_DIST] < 80) { - return 70; - } - } //if the enemy is located way higher than the bot if (bs->inventory[ENEMY_HEIGHT] > 200) return 0; @@ -5173,11 +5157,6 @@ BotCheckAir */ void BotCheckAir(bot_state_t * bs) { - if (bs->inventory[INVENTORY_ENVIRONMENTSUIT] <= 0) { - if (trap_AAS_PointContents(bs->eye) & (CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA)) { - return; - } - } bs->lastair_time = FloatTime(); } diff --git a/reaction/game/bg_misc.c b/reaction/game/bg_misc.c index aae02ab5..c2208322 100644 --- a/reaction/game/bg_misc.c +++ b/reaction/game/bg_misc.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.44 2002/07/22 06:34:13 niceass +// cleaned up the powerup code +// // Revision 1.43 2002/07/01 02:18:42 jbravo // Small fixes to CTB and possible fix for subs and limchasecam // @@ -1158,10 +1161,6 @@ char *eventnames[] = { "EV_OBITUARY_STOMACH", "EV_OBITUARY_LEGS", - "EV_POWERUP_QUAD", - "EV_POWERUP_BATTLESUIT", - "EV_POWERUP_REGEN", - "EV_GIB_PLAYER", // gib a previously living player "EV_BREAK_GLASS1", // Blaze: Breakable glass "EV_BREAK_GLASS2", @@ -1230,10 +1229,7 @@ void BG_TouchJumpPad(playerState_t * ps, entityState_t * jumppad) if (ps->pm_type != PM_NORMAL) { return; } - // flying characters don't hit bounce pads - if (ps->powerups[PW_FLIGHT]) { - return; - } + //Makro - disable all this for bot only triggers if (!jumppad->powerups) { // if we didn't hit this same jumppad the previous frame diff --git a/reaction/game/bg_pmove.c b/reaction/game/bg_pmove.c index f24b56e7..9455b14c 100644 --- a/reaction/game/bg_pmove.c +++ b/reaction/game/bg_pmove.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.87 2002/07/22 06:33:58 niceass +// cleaned up the powerup code +// // Revision 1.86 2002/07/21 18:52:39 niceass // weapon prediction stuff // @@ -361,10 +364,6 @@ static void PM_Friction(void) if (pm->waterlevel) { drop += speed * pm_waterfriction * pm->waterlevel * pml.frametime; } - // apply flying friction - if (pm->ps->powerups[PW_FLIGHT]) { - drop += speed * pm_flightfriction * pml.frametime; - } if (pml.ladder) // If they're on a ladder... { @@ -1399,21 +1398,6 @@ static void PM_CheckDuck(void) trace_t trace; vec3_t point; // NiceAss: Added for FUNKY CODE ALERT section - if (pm->ps->powerups[PW_INVULNERABILITY]) { - if (pm->ps->pm_flags & PMF_INVULEXPAND) { - // invulnerability sphere has a 42 units radius - VectorSet(pm->mins, -42, -42, -42); - VectorSet(pm->maxs, 42, 42, 42); - } else { - VectorSet(pm->mins, -15, -15, MINS_Z); - VectorSet(pm->maxs, 15, 15, 16); - } - pm->ps->pm_flags |= PMF_DUCKED; - pm->ps->viewheight = CROUCH_VIEWHEIGHT; - return; - } - pm->ps->pm_flags &= ~PMF_INVULEXPAND; - pm->mins[0] = -15; pm->mins[1] = -15; @@ -1486,10 +1470,6 @@ static void PM_Footsteps(void) + pm->ps->velocity[1] * pm->ps->velocity[1]); if (pm->ps->groundEntityNum == ENTITYNUM_NONE) { - - if (pm->ps->powerups[PW_INVULNERABILITY]) { - PM_ContinueLegsAnim(LEGS_IDLECR); - } // airborne leaves position in cycle intact, but doesn't advance if (pm->waterlevel > 1) { PM_ContinueLegsAnim(LEGS_SWIM); @@ -2539,10 +2519,6 @@ static void PM_Weapon(void) break; } - if (pm->ps->powerups[PW_HASTE]) { - addTime /= 1.3; - } - pm->ps->weaponTime += addTime; //Auto-switch when out of ammo with grenade or knife @@ -2938,10 +2914,7 @@ void PmoveSingle(pmove_t * pmove) PM_DropTimers(); CheckLadder(); // ARTHUR TOMLIN check and see if they're on a ladder - if (pm->ps->powerups[PW_FLIGHT]) { - // flight powerup doesn't allow jump and has different friction - PM_FlyMove(); - } else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) { + if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) { PM_GrappleMove(); // We can wiggle a bit PM_AirMove(); diff --git a/reaction/game/bg_public.h b/reaction/game/bg_public.h index ec27e7c9..d7487f1c 100644 --- a/reaction/game/bg_public.h +++ b/reaction/game/bg_public.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.89 2002/07/22 06:33:34 niceass +// cleaned up the powerup code +// // Revision 1.88 2002/07/21 18:48:24 niceass // weapon prediction stuff // @@ -629,7 +632,7 @@ typedef enum { #define PMF_GRAPPLE_PULL 2048 // pull towards grapple location #define PMF_FOLLOW 4096 // spectate following another player #define PMF_SCOREBOARD 8192 // spectate as a scoreboard -#define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size +// NiceAss: Room for something right here, value 16384 #define PMF_RELOAD_HELD 32768 // Elder: new reload code #define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK) @@ -783,23 +786,10 @@ typedef enum { typedef enum { PW_NONE, - PW_QUAD, - PW_BATTLESUIT, - PW_HASTE, - PW_INVIS, - PW_REGEN, - PW_FLIGHT, - PW_REDFLAG, PW_BLUEFLAG, PW_NEUTRALFLAG, - PW_SCOUT, - PW_GUARD, - PW_DOUBLER, - PW_AMMOREGEN, - PW_INVULNERABILITY, - PW_NUM_POWERUPS } powerup_t; @@ -1088,10 +1078,6 @@ typedef enum { EV_OBITUARY_STOMACH, EV_OBITUARY_LEGS, - EV_POWERUP_QUAD, - EV_POWERUP_BATTLESUIT, - EV_POWERUP_REGEN, - EV_GIB_PLAYER, // gib a previously living player EV_GIB_PLAYER_HEADSHOT, // JBravo: for sniper head shots EV_GIB_PLAYER_STOMACH, // JBravo: for sniper stomach shots diff --git a/reaction/game/g_active.c b/reaction/game/g_active.c index 6a5e6748..b6de73c8 100644 --- a/reaction/game/g_active.c +++ b/reaction/game/g_active.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.85 2002/07/22 06:33:04 niceass +// cleaned up the powerup code +// // Revision 1.84 2002/07/21 18:48:06 niceass // weapon prediction stuff // @@ -264,7 +267,6 @@ Check for lava / slime contents and drowning */ void P_WorldEffects(gentity_t * ent) { - qboolean envirosuit; int waterlevel; if (ent->client->noclip) { @@ -274,16 +276,11 @@ void P_WorldEffects(gentity_t * ent) waterlevel = ent->waterlevel; - envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time; - // // check for drowning // if (waterlevel == 3) { - // envirosuit give air - if (envirosuit) { - ent->client->airOutTime = level.time + 10000; - } + // if out of air, start drowning if (ent->client->airOutTime < level.time) { // drown! @@ -320,19 +317,15 @@ void P_WorldEffects(gentity_t * ent) if (waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME))) { // 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, 3 * waterlevel, 0, MOD_LAVA); - } - - if (ent->watertype & CONTENTS_SLIME) { - G_Damage(ent, NULL, NULL, NULL, NULL, waterlevel, 0, MOD_SLIME); - } - // Elder: added - ent->timestamp = level.time + FRAMETIME; + if (ent->watertype & CONTENTS_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, waterlevel, 0, MOD_SLIME); + } + // Elder: added + ent->timestamp = level.time + FRAMETIME; } } } @@ -636,26 +629,9 @@ void ClientTimerActions(gentity_t * ent, int msec) while (client->timeResidual >= 1000) { client->timeResidual -= 1000; - // regenerate - if (client->ps.powerups[PW_REGEN]) { - if (ent->health < 100) { //max health 100 client->ps.stats[STAT_MAX_HEALTH]) { - ent->health += 15; - if (ent->health > 110) { //max health is 100x1.1 client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) { - ent->health = 110; //max health is 100x1.1 client->ps.stats[STAT_MAX_HEALTH] * 1.1; - } - G_AddEvent(ent, EV_POWERUP_REGEN, 0); - } else if (ent->health < 200) { //max health is 200 in this case client->ps.stats[STAT_MAX_HEALTH] * 2) { - ent->health += 5; - if (ent->health > 200) { // max health is 200 client->ps.stats[STAT_MAX_HEALTH] * 2 ) { - ent->health = 200; //max health is 200 client->ps.stats[STAT_MAX_HEALTH] * 2; - } - G_AddEvent(ent, EV_POWERUP_REGEN, 0); - } - } else { - // count down health when over max - if (ent->health > 100) { //max is 100 client->ps.stats[STAT_MAX_HEALTH] ) { - ent->health--; - } + // count down health when over max + if (ent->health > 100) { //max is 100 client->ps.stats[STAT_MAX_HEALTH] ) { + ent->health--; } // count down armor when over max @@ -1086,9 +1062,6 @@ void ClientThink_real(gentity_t * ent) // set speed client->ps.speed = g_speed.value; - if (client->ps.powerups[PW_HASTE]) { - client->ps.speed *= 1.3; - } // set up for pmove oldEventSequence = client->ps.eventSequence; diff --git a/reaction/game/g_rankings.c b/reaction/game/g_rankings.c index 67d4ef45..441ff5cc 100644 --- a/reaction/game/g_rankings.c +++ b/reaction/game/g_rankings.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.6 2002/07/22 06:32:43 niceass +// cleaned up the powerup code +// // Revision 1.5 2002/06/16 20:06:14 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // @@ -813,29 +816,6 @@ void G_RankPickupPowerup(int self, int powerup) } trap_RankReportInt(self, -1, QGR_KEY_POWERUP, 1, 1); - - switch (powerup) { - case PW_QUAD: - trap_RankReportInt(self, -1, QGR_KEY_QUAD, 1, 1); - break; - case PW_BATTLESUIT: - trap_RankReportInt(self, -1, QGR_KEY_SUIT, 1, 1); - break; - case PW_HASTE: - trap_RankReportInt(self, -1, QGR_KEY_HASTE, 1, 1); - break; - case PW_INVIS: - trap_RankReportInt(self, -1, QGR_KEY_INVIS, 1, 1); - break; - case PW_REGEN: - trap_RankReportInt(self, -1, QGR_KEY_REGEN, 1, 1); - break; - case PW_FLIGHT: - trap_RankReportInt(self, -1, QGR_KEY_FLIGHT, 1, 1); - break; - default: - break; - } } /* diff --git a/reaction/game/g_trigger.c b/reaction/game/g_trigger.c index 7fe1f249..f10f696d 100644 --- a/reaction/game/g_trigger.c +++ b/reaction/game/g_trigger.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.24 2002/07/22 06:32:27 niceass +// cleaned up the powerup code +// // Revision 1.23 2002/06/16 20:06:14 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // @@ -308,9 +311,6 @@ void Use_target_push(gentity_t * self, gentity_t * other, gentity_t * activator) if (activator->client->ps.pm_type != PM_NORMAL) { return; } - if (activator->client->ps.powerups[PW_FLIGHT]) { - return; - } VectorCopy(self->s.origin2, activator->client->ps.velocity); diff --git a/reaction/game/g_weapon.c b/reaction/game/g_weapon.c index 8252e60d..ea8ccdb7 100644 --- a/reaction/game/g_weapon.c +++ b/reaction/game/g_weapon.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.76 2002/07/22 06:32:15 niceass +// cleaned up the powerup code +// // Revision 1.75 2002/07/09 05:41:23 niceass // fix to kicking in CTB // @@ -156,7 +159,6 @@ int GetMaterialFromFlag(int flag); qboolean IsMetalMat(int Material); qboolean IsMetalFlag(int flag); -static float s_quadFactor; static vec3_t forward, right, up; static vec3_t muzzle; @@ -272,17 +274,7 @@ qboolean JumpKick(gentity_t * ent) } //end Makro - //Makro - client check - if (ent->client) { - if (ent->client->ps.powerups[PW_QUAD]) { - G_AddEvent(ent, EV_POWERUP_QUAD, 0); - s_quadFactor = g_quadfactor.value; - } else { - s_quadFactor = 1; - } - } //Makro - moved some code up by a few lines to allow breakables to be kicked - if (traceEnt->client != NULL && traceEnt->takedamage) { tent = G_TempEntity(tr.endpos, EV_JUMPKICK); tent->s.otherEntityNum = traceEnt->s.number; @@ -412,14 +404,7 @@ qboolean CheckGauntletAttack(gentity_t * ent) return qfalse; } - if (ent->client->ps.powerups[PW_QUAD]) { - G_AddEvent(ent, EV_POWERUP_QUAD, 0); - s_quadFactor = g_quadfactor.value; - } else { - s_quadFactor = 1; - } - - damage = 50 * s_quadFactor; + damage = 50; G_Damage(traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_GAUNTLET); return qtrue; @@ -493,9 +478,6 @@ void Bullet_Fire(gentity_t * ent, float spread, int damage, int MOD) break; } } - //Elder: removed - for some reason it's set to 0 - //damage *= s_quadFactor; - /* Original AQ2 code vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); @@ -675,26 +657,6 @@ void Bullet_Fire(gentity_t * ent, float spread, int damage, int MOD) /* ====================================================================== -BFG - -====================================================================== -*/ -//Blaze: No more BFG -/* -void BFG_Fire ( gentity_t *ent ) { - gentity_t *m; - - m = fire_bfg (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; - -// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics -} -*/ - -/* -====================================================================== - SHOTGUN ====================================================================== @@ -850,68 +812,6 @@ void weapon_supershotgun_fire(gentity_t * ent) /* ====================================================================== -GRENADE LAUNCHER - -====================================================================== -*/ -//Blaze: No more grenade launcher, no need for fire function -/* -void weapon_grenadelauncher_fire (gentity_t *ent) { - gentity_t *m; - - // extra vertical velocity - forward[2] += 0.2f; - VectorNormalize( forward ); - - m = fire_grenade (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; - -// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics -} -*/ -/* -====================================================================== - -ROCKET - -====================================================================== -*/ -//Blaze: No more rocket launcher, no need for this function -/* -void Weapon_RocketLauncher_Fire (gentity_t *ent) { - gentity_t *m; - - m = fire_rocket (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; - -// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics -} -*/ - -/* -====================================================================== - -PLASMA GUN - -====================================================================== -*/ -//Blaze: No plasma gun, no need for this function -/* -void Weapon_Plasmagun_Fire (gentity_t *ent) { - gentity_t *m; - - m = fire_plasma (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; - -// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics -} -*/ -/* -====================================================================== - RAILGUN ====================================================================== @@ -936,7 +836,7 @@ void weapon_railgun_fire(gentity_t * ent) int passent; gentity_t *unlinkedEntities[MAX_RAIL_HITS]; - damage = 100 * s_quadFactor; + damage = 100; VectorMA(muzzle, 8192, forward, end); @@ -1075,7 +975,7 @@ void Weapon_LightningFire(gentity_t * ent) gentity_t *traceEnt, *tent; int damage, i, passent; - damage = 8 * s_quadFactor; + damage = 8; passent = ent->s.number; for (i = 0; i < 10; i++) { @@ -1360,11 +1260,8 @@ void Weapon_Knife_Fire(gentity_t * ent) // JBravo: ff if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_CTF) setFFState(ent); - m = fire_knife(ent, muzzle, forward); -// m->damage *= s_quadFactor; -// m->splashDamage *= s_quadFactor; -// ^^^^ Homer: got quad? + m = fire_knife(ent, muzzle, forward); } /* @@ -1517,7 +1414,6 @@ void Weapon_SSG3000_Fire(gentity_t * ent) VectorMA(end, u, up, end); } - //damage = 100 * s_quadFactor; damage = SNIPER_DAMAGE; //VectorMA (muzzle, 8192*16, forward, end); @@ -1942,12 +1838,10 @@ void Weapon_Grenade_Fire(gentity_t * ent) // JBravo: ff if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_CTF) setFFState(ent); + m = fire_grenade(ent, muzzle, forward); - //Elder: removed - //m->damage *= s_quadFactor; - //m->splashDamage *= s_quadFactor; -// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics + // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } @@ -2033,14 +1927,6 @@ FireWeapon */ void FireWeapon(gentity_t * ent) { - /* Homer: got quad? - if (ent->client->ps.powerups[PW_QUAD] ) { - s_quadFactor = g_quadfactor.value; - } else { */ - //Elder: uncommented so it won't be zero! - s_quadFactor = 1; - //} - // track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked //Blaze: dont record accuracy for knife // if( ent->s.weapon != WP_KNIFE) { diff --git a/reaction/game/inv.h b/reaction/game/inv.h index 4f5843ab..43719bf4 100644 --- a/reaction/game/inv.h +++ b/reaction/game/inv.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.13 2002/07/22 06:31:47 niceass +// cleaned up the powerup code +// // Revision 1.12 2002/06/16 20:06:14 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // @@ -90,17 +93,7 @@ #define INVENTORY_KAMIKAZE 32 #define INVENTORY_PORTAL 33 #define INVENTORY_INVULNERABILITY 34 -#define INVENTORY_QUAD 35 -#define INVENTORY_ENVIRONMENTSUIT 36 -#define INVENTORY_HASTE 37 -#define INVENTORY_INVISIBILITY 38 -#define INVENTORY_REGEN 39 -#define INVENTORY_FLIGHT 40 -#define INVENTORY_SCOUT 41 -#define INVENTORY_GUARD 42 -#define INVENTORY_DOUBLER 43 -#define INVENTORY_AMMOREGEN 44 - +// #define INVENTORY_REDFLAG 45 #define INVENTORY_BLUEFLAG 46 #define INVENTORY_NEUTRALFLAG 47