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grenade replacement fix. Version bumped to 3.1
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parent
d2f12294f3
commit
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4 changed files with 20 additions and 8 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 1.117 2003/04/26 15:23:57 jbravo
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// grenade replacement fix. Version bumped to 3.1
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//
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// Revision 1.116 2003/04/13 21:58:00 slicer
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// Added a Zoom Sensitivity Lock during fire sequence of ssg; removed unnecessary code
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//
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@ -1024,8 +1027,11 @@ void CG_RegisterWeapon(int weaponNum)
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break;
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case WP_GRENADE:
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trap_Cvar_VariableStringBuffer("cg_RQ3_grenade", str, sizeof(str));
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model = modelFromStr(str);
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skin = skinFromStr(str);
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//Use the projectile model
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weaponInfo->missileModel = trap_R_RegisterModel("models/weapons2/grenade/gren_projectile.md3");
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weaponInfo->missileModel = trap_R_RegisterModel(va("models/weapons2/%s/gren_projectile.md3", model));
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weaponInfo->wiTrailTime = 700;
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weaponInfo->trailRadius = 32;
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MAKERGB(weaponInfo->flashDlightColor, 1, 0.70f, 0);
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@ -1033,9 +1039,6 @@ void CG_RegisterWeapon(int weaponNum)
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//cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
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// JBravo: skin replacements
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// Makro - no longer using skin cvars
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trap_Cvar_VariableStringBuffer("cg_RQ3_grenade", str, sizeof(str));
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model = modelFromStr(str);
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skin = skinFromStr(str);
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if (strcmp(skin, "default")) {
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weaponInfo->customSkin = trap_R_RegisterSkin (va("models/weapons2/%s/%s.skin", model, skin));
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if (!weaponInfo->customSkin) {
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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 1.106 2003/04/26 15:23:57 jbravo
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// grenade replacement fix. Version bumped to 3.1
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//
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// Revision 1.105 2003/04/06 18:29:36 makro
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// SSG crosshairs
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//
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@ -1533,7 +1536,7 @@ qboolean BG_PlayerTouchesItem(playerState_t * ps, entityState_t * item, int atTi
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//Makro - moved from the UI/cgame header files
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#define NUM_CROSSHAIRS 10
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//Makro - for the SSG crosshair preview
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#define NUM_SSGCROSSHAIRS 12
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#define NUM_SSGCROSSHAIRS 17
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int GetMaterialFromFlag(int flag);
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qboolean IsMetalMat(int Material);
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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 1.146 2003/04/26 15:23:57 jbravo
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// grenade replacement fix. Version bumped to 3.1
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//
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// Revision 1.145 2003/04/26 02:03:51 jbravo
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// Helmet fixes
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//
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@ -704,7 +707,7 @@ static cvarTable_t gameCvarTable[] = {
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{&g_RQ3_NextMapID, "g_RQ3_NextMapID", "-1", CVAR_SYSTEMINFO, 0, qfalse},
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{&g_RQ3_NextMap, "g_RQ3_NextMap", "", CVAR_SYSTEMINFO, 0, qfalse},
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//Makro - for server browsers
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{&g_RQ3_version, "g_RQ3_version", "3.0", CVAR_SERVERINFO | CVAR_SYSTEMINFO | CVAR_ROM, 0, qfalse},
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{&g_RQ3_version, "g_RQ3_version", "3.1", CVAR_SERVERINFO | CVAR_SYSTEMINFO | CVAR_ROM, 0, qfalse},
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//Makro - max votes per client
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{&g_RQ3_maxClientVotes, "g_RQ3_maxClientVotes", "3", CVAR_ARCHIVE, 0, qfalse}
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};
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@ -1246,7 +1249,7 @@ void G_InitGame(int levelTime, int randomSeed, int restart)
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// need smashing :)
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if (trap_Cvar_VariableIntegerValue("sv_floodprotect") != 0) {
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trap_Cvar_Set("sv_floodprotect", "0");
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G_Printf("sv_floodprotect shut off for RQ3 Release 1.\n");
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// G_Printf("sv_floodprotect shut off for RQ3 Release 1.\n");
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}
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SaveRegisteredItems();
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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 1.77 2003/04/26 15:23:57 jbravo
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// grenade replacement fix. Version bumped to 3.1
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//
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// Revision 1.76 2003/04/26 10:37:02 slicer
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// Small fix from "radio imhit" to "radio im_hit"
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//
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@ -5709,7 +5712,7 @@ static void UI_BuildServerDisplayList(qboolean force)
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if (len == 0) {
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//Makro - changing from Team Arena to RQ3 beta2
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//strcpy(uiInfo.serverStatus.motd, "Welcome to Team Arena!");
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strcpy(uiInfo.serverStatus.motd, " *** Welcome to Reaction Quake 3 v3.0 *** ");
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strcpy(uiInfo.serverStatus.motd, " *** Welcome to Reaction Quake 3 v3.1 *** ");
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len = strlen(uiInfo.serverStatus.motd);
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}
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if (len != uiInfo.serverStatus.motdLen) {
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