mirror of
https://github.com/ReactionQuake3/reaction.git
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Stuff
This commit is contained in:
parent
f5100250e4
commit
9b91bc80a8
5 changed files with 113 additions and 73 deletions
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@ -6,7 +6,7 @@
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--------------------Configuration: ui - Win32 Release TA--------------------
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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\RSP183E.tmp" with contents
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP196A.tmp" with contents
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[
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/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
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"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
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@ -20,8 +20,8 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183E.tmp" with cont
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_util.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183E.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183F.tmp" with contents
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP196A.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP196B.tmp" with contents
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[
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/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"
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.\Release_TA\bg_misc.obj
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@ -35,7 +35,7 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183F.tmp" with cont
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.\Release_TA\ui_syscalls.obj
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.\Release_TA\ui_util.obj
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]
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183F.tmp"
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP196B.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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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.10 2002/04/30 11:56:54 makro
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// Stuff
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//
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// Revision 1.9 2002/04/07 17:51:49 makro
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// Abbey
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//
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@ -425,6 +428,15 @@ qboolean UI_ConsoleCommand( int realTime ) {
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return qtrue;
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}
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//Makro - tkok menu
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if ( Q_stricmp (cmd, "ui_RQ3_tkok") == 0 ) {
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if ( trap_Cvar_VariableValue("g_gametype") >= GT_TEAM)
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_UI_SetActiveMenu(UIMENU_RQ3_TKOK);
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else
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Com_Printf("Not playing a team-based game.\n");
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return qtrue;
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}
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//Makro - I've always wanted a command to inc/dec a cvar :)
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if ( Q_stricmp (cmd, "inc") == 0 ) {
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if (trap_Argc() >= 2) {
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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 1.19 2002/04/30 11:56:54 makro
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// Stuff
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//
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// Revision 1.18 2002/04/22 18:40:58 makro
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// Model validation
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//
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@ -5569,6 +5572,9 @@ void _UI_Init( qboolean inGameLoad ) {
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uiInfo.playingIntro = "";
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uiInfo.playingLoop = "";
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//Makro - set default bot skill to max
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uiInfo.skillIndex = numSkillLevels - 1;
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uiInfo.serverStatus.currentServerCinematic = -1;
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uiInfo.previewMovie = -1;
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@ -5730,6 +5736,13 @@ void _UI_SetActiveMenu( uiMenuCommand_t menu ) {
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Menus_CloseAll();
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Menus_ActivateByName("ingame_join");
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return;
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case UIMENU_RQ3_TKOK:
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trap_Cvar_Set( "cl_paused", "1" );
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trap_Key_SetCatcher( KEYCATCH_UI );
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UI_BuildPlayerList();
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Menus_CloseAll();
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Menus_ActivateByName("ingame_tkok");
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return;
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}
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}
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}
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@ -6201,7 +6214,8 @@ static cvarTable_t cvarTable[] = {
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{ &ui_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
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{ &ui_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},
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{ &ui_findPlayer, "ui_findPlayer", "Sarge", CVAR_ARCHIVE},
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{ &ui_Q3Model, "ui_q3model", "0", CVAR_ARCHIVE},
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//Makro - adding CVAR_ROM
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{ &ui_Q3Model, "ui_q3model", "1", CVAR_ARCHIVE | CVAR_ROM},
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{ &ui_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE},
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{ &ui_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE},
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{ &ui_teamArenaFirstRun, "ui_teamArenaFirstRun", "0", CVAR_ARCHIVE},
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@ -6209,9 +6223,9 @@ static cvarTable_t cvarTable[] = {
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{ &ui_realCaptureLimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART},
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{ &ui_serverStatusTimeOut, "ui_serverStatusTimeOut", "7000", CVAR_ARCHIVE},
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//Makro - cvar for player model display
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{ &ui_RQ3_modelCommand, "ui_RQ3_modelCommand", "0", CVAR_ARCHIVE},
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{ &ui_RQ3_modelCommand, "ui_RQ3_modelCommand", "0", 0},
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{ &ui_RQ3_ssgCrosshair, "ui_RQ3_ssgCrosshair", "0", 0},
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{ &ui_RQ3_weapAfterJoin, "ui_RQ3_weapAfterJoin", "0", CVAR_ARCHIVE},
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{ &ui_RQ3_weapAfterJoin, "ui_RQ3_weapAfterJoin", "1", CVAR_ARCHIVE},
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//Makro - team counts
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{ &ui_RQ3_teamCount1, "g_RQ3_teamCount1", "0", 0},
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{ &ui_RQ3_teamCount2, "g_RQ3_teamCount2", "0", 0},
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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 1.5 2002/04/30 11:56:54 makro
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// Stuff
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//
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// Revision 1.4 2002/03/03 21:22:58 makro
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// no message
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//
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@ -139,7 +142,8 @@ typedef enum {
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//Makro - added weapon menu
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UIMENU_RQ3_WEAPON,
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//Makro - added join menu
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UIMENU_RQ3_JOIN
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UIMENU_RQ3_JOIN,
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UIMENU_RQ3_TKOK
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} uiMenuCommand_t;
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#define SORT_HOST 0
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.15 2002/04/30 11:56:54 makro
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// Stuff
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//
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// Revision 1.14 2002/04/20 15:06:28 makro
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// Cool stuff :p
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//
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@ -2923,7 +2926,7 @@ static void Display_CloseCinematics() {
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void Menus_Activate(menuDef_t *menu) {
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int i;
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//Makro - better to check for this kind of stuff
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//Makro - it's better to check for this kind of stuff
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if (!menu) {
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return;
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}
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@ -2953,21 +2956,23 @@ void Menus_Activate(menuDef_t *menu) {
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for (i=0; i<menu->itemCount; i++) {
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if (menu->items[i]->type == ITEM_TYPE_LISTBOX && menu->items[i]->special == FEEDER_Q3HEADS) {
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//Makro - select the right player model icon
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listBoxDef_t *listPtr;
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int size = 2, start = 0, pos = UI_SelectedQ3Head(qtrue);
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listBoxDef_t *listPtr = (listBoxDef_t*)menu->items[i]->typeData;
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int size = 2, start = 0, end = 2, pos = UI_SelectedQ3Head(qtrue);
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listPtr = (listBoxDef_t*)menu->items[i]->typeData;
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if (listPtr->elementWidth) {
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size = (int) (menu->items[i]->window.rect.w / listPtr->elementWidth);
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if (size < 2)
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break;
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start = listPtr->startPos;
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if ( start + size < pos)
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start = ((int) (pos / size)) * size;
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if (start + size > DC->feederCount(FEEDER_Q3HEADS))
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start = DC->feederCount(FEEDER_Q3HEADS) - size;
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listPtr->startPos = start;
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listPtr->endPos = start + size;
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if (size >= 2) {
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start = listPtr->startPos;
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end = listPtr->endPos;
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if (start + size <= pos || pos + size <= end)
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start = ((int) (pos / size)) * size;
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if (start + size > DC->feederCount(FEEDER_Q3HEADS))
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start = DC->feederCount(FEEDER_Q3HEADS) - size;
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if (start < 0)
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start = 0;
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listPtr->startPos = start;
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listPtr->endPos = start + size;
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}
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}
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listPtr->cursorPos = pos;
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menu->items[i]->cursorPos = pos;
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@ -3633,57 +3638,62 @@ typedef struct
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static bind_t g_bindings[] =
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{
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//Makro - 3rd column was filled with -1; adding secondary binds
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// - also, fixed the tabbing
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//Makro - using scores instead of +scores
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{"scores", K_TAB, -1, -1, -1},
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{"+button2", K_ENTER, -1, -1, -1},
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{"+speed", K_SHIFT, -1, -1, -1},
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{"+forward", K_UPARROW, -1, -1, -1},
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{"+back", K_DOWNARROW, -1, -1, -1},
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{"+moveleft", ',', -1, -1, -1},
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{"+moveright", '.', -1, -1, -1},
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{"+moveup", K_SPACE, -1, -1, -1},
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{"+movedown", 'c', -1, -1, -1},
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{"+left", K_LEFTARROW, -1, -1, -1},
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{"+right", K_RIGHTARROW, -1, -1, -1},
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{"+strafe", K_ALT, -1, -1, -1},
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{"+lookup", K_PGDN, -1, -1, -1},
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{"+lookdown", K_DEL, -1, -1, -1},
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{"+mlook", '/', -1, -1, -1},
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{"centerview", K_END, -1, -1, -1},
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{"+zoom", -1, -1, -1, -1},
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{"scores", K_TAB, -1, -1, -1},
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//Makro - button2 was enter
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{"+button2", -1, -1, -1, -1},
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{"+speed", K_SHIFT, -1, -1, -1},
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{"+forward", K_UPARROW, 'w', -1, -1},
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{"+back", K_DOWNARROW, 's', -1, -1},
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{"+moveleft", ',', 'a', -1, -1},
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{"+moveright", '.', 'd', -1, -1},
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{"+moveup", K_SPACE, -1, -1, -1},
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{"+movedown", 'c', -1, -1, -1},
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{"+left", K_LEFTARROW, -1, -1, -1},
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{"+right", K_RIGHTARROW, -1, -1, -1},
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{"+strafe", K_ALT, -1, -1, -1},
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{"+lookup", K_PGDN, -1, -1, -1},
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{"+lookdown", K_DEL, -1, -1, -1},
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{"+mlook", '/', -1, -1, -1},
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{"centerview", K_END, -1, -1, -1},
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{"+zoom", -1, -1, -1, -1},
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//Blaze: Reaction Weapon binds
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//Jbravo: order is important.
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{"weapon 1", '1', -1, -1, -1},
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{"weapon 2", '2', -1, -1, -1},
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{"weapon 3", '3', -1, -1, -1},
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{"weapon 4", '4', -1, -1, -1},
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{"weapon 5", '5', -1, -1, -1},
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{"weapon 6", '6', -1, -1, -1},
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{"weapon 7", '7', -1, -1, -1},
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{"weapon 8", '8', -1, -1, -1},
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{"weapon 9", '9', -1, -1, -1},
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{"+attack", K_CTRL, -1, -1, -1},
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{"weapprev", '[', -1, -1, -1},
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{"weapnext", ']', -1, -1, -1},
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{"+button3", K_MOUSE3, -1, -1, -1},
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{"messagemode", 't', -1, -1, -1},
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{"messagemode2", -1, -1, -1, -1},
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{"messagemode3", -1, -1, -1, -1},
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{"messagemode4", -1, -1, -1, -1},
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{"bandage", -1, -1, -1, -1},
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{"weapon 1", '1', -1, -1, -1},
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{"weapon 2", '2', -1, -1, -1},
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{"weapon 3", '3', -1, -1, -1},
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{"weapon 4", '4', -1, -1, -1},
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{"weapon 5", '5', -1, -1, -1},
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{"weapon 6", '6', -1, -1, -1},
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{"weapon 7", '7', -1, -1, -1},
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{"weapon 8", '8', -1, -1, -1},
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{"weapon 9", '9', -1, -1, -1},
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{"+attack", K_CTRL, K_MOUSE1, -1, -1},
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{"weapprev", '[', -1, -1, -1},
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{"weapnext", ']', 'q', -1, -1},
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//Makro - button3 was mouse3
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{"+button3", -1, -1, -1, -1},
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{"messagemode", 't', -1, -1, -1},
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{"messagemode2", -1, -1, -1, -1},
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{"messagemode3", -1, -1, -1, -1},
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{"messagemode4", -1, -1, -1, -1},
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{"bandage", 'b', -1, -1, -1},
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//reload
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{"+button5", -1, -1, -1, -1},
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{"weapon", -1, -1, -1, -1},
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{"opendoor", -1, -1, -1, -1},
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{"dropweapon", -1, -1, -1, -1},
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{"dropitem", -1, -1, -1, -1},
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{"irvision", -1, -1, -1, -1},
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{"+button5", 'r', -1, -1, -1},
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{"weapon", K_MOUSE3, -1, -1, -1},
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{"opendoor", K_ENTER, -1, -1, -1},
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{"dropweapon", 'x', -1, -1, -1},
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{"dropitem", 'z', -1, -1, -1},
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{"irvision", 'v', -1, -1, -1},
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//Makro - this one was missing
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{"specialweapon", -1, -1, -1, -1},
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{"specialweapon", 'e', -1, -1, -1},
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//Makro - for the weapon/item, join and radio menus
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{"ui_RQ3_loadout", -1, -1, -1, -1},
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{"ui_RQ3_joinTeam", -1, -1, -1, -1},
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{"ui_RQ3_radio", -1, -1, -1, -1}
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{"ui_RQ3_loadout", 'l', -1, -1, -1},
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{"ui_RQ3_joinTeam", 'j', -1, -1, -1},
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{"ui_RQ3_radio", -1, -1, -1, -1},
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{"ui_RQ3_tkok", -1, -1, -1, -1}
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};
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@ -3918,7 +3928,8 @@ void Item_Bind_Paint(itemDef_t *item) {
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value = (item->cvar) ? DC->getCVarValue(item->cvar) : 0;
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if (item->window.flags & WINDOW_HASFOCUS) {
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if (g_bindItem == item) {
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//Makro - if you bind a key, the item shouldn't keep flashing when you're done
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if (g_bindItem == item && g_waitingForKey) {
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lowLight[0] = 0.8f * 1.0f;
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lowLight[1] = 0.8f * 0.0f;
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lowLight[2] = 0.8f * 0.0f;
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@ -3972,25 +3983,24 @@ void UI_ClearBind( const char *cvar ) {
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qboolean Item_Bind_HandleKey(itemDef_t *item, int key, qboolean down) {
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int id;
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int i;
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qboolean ok;
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qboolean ok, returnVal;
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//Makro - the mouse doesn't have to be over the item unless we're clicking on it instead of using the keyboard
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ok = (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory) && UI_IsMouse(key)) || (item->window.flags && WINDOW_HASFOCUS);
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if (ok && !g_waitingForKey)
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{
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returnVal = qfalse;
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if (down && (key == K_MOUSE1 || key == K_ENTER)) {
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g_waitingForKey = qtrue;
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g_bindItem = item;
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returnVal = qtrue;
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//Makro - moved backspace code here; added up/down functionality (wtf was this missing?)
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} else if (key == K_BACKSPACE) {
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UI_ClearBind(item->cvar);
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} else if (key == K_UPARROW) {
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Menu_SetPrevCursorItem(item->parent);
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} else if (key == K_DOWNARROW) {
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Menu_SetNextCursorItem(item->parent);
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returnVal = qtrue;
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}
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return qtrue;
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return returnVal;
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}
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else
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{
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