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15 changed files with 289 additions and 120 deletions
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@ -326,7 +326,8 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
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// reward sounds
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reward = qfalse;
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if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) {
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//Blaze: Removed because it uses the persistant stats stuff
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/*if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) {
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pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]);
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reward = qtrue;
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//Com_Printf("capture\n");
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@ -382,7 +383,7 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
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pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]);
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reward = qtrue;
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//Com_Printf("assist\n");
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}
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}*/
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// if any of the player event bits changed
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if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) {
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if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) !=
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@ -1,6 +1,6 @@
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mkdir vm
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cd vm
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set cc=call..\compile.bat
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set cc=call ..\compile.bat
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%cc% ../../game/bg_misc.c
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@if errorlevel 1 goto quit
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@ -6,34 +6,13 @@
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--------------------Configuration: cgame - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP768.tmp" with contents
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Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP3E1.tmp" with contents
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[
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/nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"Debug/" /Fp"Debug/cgame.pch" /YX /Fo"Debug/" /Fd"Debug/" /FD /c
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"c:\reaction\game\bg_misc.c"
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"c:\reaction\game\bg_pmove.c"
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"c:\reaction\game\bg_slidemove.c"
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"c:\reaction\cgame\cg_consolecmds.c"
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"c:\reaction\cgame\cg_draw.c"
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"c:\reaction\cgame\cg_drawtools.c"
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"c:\reaction\cgame\cg_effects.c"
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"c:\reaction\cgame\cg_ents.c"
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"c:\reaction\cgame\cg_event.c"
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"c:\reaction\cgame\cg_info.c"
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"c:\reaction\cgame\cg_localents.c"
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"c:\reaction\cgame\cg_main.c"
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"c:\reaction\cgame\cg_marks.c"
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"c:\reaction\cgame\cg_players.c"
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"c:\reaction\cgame\cg_playerstate.c"
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"c:\reaction\cgame\cg_predict.c"
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"c:\reaction\cgame\cg_scoreboard.c"
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"c:\reaction\cgame\cg_servercmds.c"
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"c:\reaction\cgame\cg_snapshot.c"
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"c:\reaction\cgame\cg_syscalls.c"
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"c:\reaction\cgame\cg_view.c"
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"c:\reaction\cgame\cg_weapons.c"
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]
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Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP768.tmp"
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Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP769.tmp" with contents
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Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP3E1.tmp"
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Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP3E2.tmp" with contents
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[
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/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:yes /pdb:"Debug/cgamex86.pdb" /map:"Debug/cgamex86.map" /debug /machine:I386 /def:".\cgame.def" /out:"../Debug/cgamex86.dll" /implib:"Debug/cgamex86.lib"
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.\Debug\bg_misc.obj
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@ -62,32 +41,11 @@ Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP769.tmp" with con
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.\Debug\q_shared.obj
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.\Debug\ui_shared.obj
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]
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Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP769.tmp"
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Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP3E2.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
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bg_slidemove.c
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cg_consolecmds.c
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cg_draw.c
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cg_drawtools.c
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cg_effects.c
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cg_ents.c
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cg_event.c
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c:\reaction\cgame\cg_event.c(768) : warning C4013: 'CG_rxn_zoom' undefined; assuming extern returning int
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cg_info.c
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cg_localents.c
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cg_main.c
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cg_marks.c
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cg_players.c
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cg_playerstate.c
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cg_predict.c
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cg_scoreboard.c
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cg_servercmds.c
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cg_snapshot.c
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cg_syscalls.c
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cg_view.c
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cg_weapons.c
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c:\reaction\cgame\cg_playerstate.c(288) : warning C4101: 'sfx' : unreferenced local variable
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Linking...
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LINK : LNK6004: ../Debug/cgamex86.dll not found or not built by the last incremental link; performing full link
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Creating library Debug/cgamex86.lib and object Debug/cgamex86.exp
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@ -720,6 +720,126 @@ static void PM_GrappleMove( void ) {
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pml.groundPlane = qfalse;
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}
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/*
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===================================
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PM_LimpMove
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Movement while you have leg damage
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===================================
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*/
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static void PM_LimpMove( void)
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{
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int i;
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vec3_t wishvel;
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float fmove, smove;
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vec3_t wishdir;
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float wishspeed;
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float scale;
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usercmd_t cmd;
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float accelerate;
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float vel;
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if (pm->framecount % (6*12) == 0)
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{
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PM_Friction ();
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fmove = pm->cmd.forwardmove;
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smove = pm->cmd.rightmove;
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cmd = pm->cmd;
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scale = PM_CmdScale( &cmd );
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// set the movementDir so clients can rotate the legs for strafing
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PM_SetMovementDir();
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// project moves down to flat plane
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//Blaze: ram jump test
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pml.forward[2] = 0;
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pml.right[2] = 0;
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// project the forward and right directions onto the ground plane
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//Blaze: ramp jumping test
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PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
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PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
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//
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//Blaze: Ramp jump test
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VectorNormalize (pml.forward);
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VectorNormalize (pml.right);
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for ( i = 0 ; i < 3 ; i++ ) {
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wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
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}
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// when going up or down slopes the wish velocity should Not be zero
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// wishvel[2] = 0;
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VectorCopy (wishvel, wishdir);
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wishspeed = VectorNormalize(wishdir);
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wishspeed *= scale;
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// clamp the speed lower if ducking
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if ( pm->ps->pm_flags & PMF_DUCKED ) {
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if ( wishspeed > pm->ps->speed * pm_duckScale ) {
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wishspeed = pm->ps->speed * pm_duckScale;
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}
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}
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// clamp the speed lower if wading or walking on the bottom
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if ( pm->waterlevel ) {
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float waterScale;
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waterScale = pm->waterlevel / 3.0;
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waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
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if ( wishspeed > pm->ps->speed * waterScale ) {
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wishspeed = pm->ps->speed * waterScale;
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}
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}
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// when a player gets hit, they temporarily lose
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// full control, which allows them to be moved a bit
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if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
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accelerate = pm_airaccelerate;
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} else {
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accelerate = pm_accelerate;
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}
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PM_Accelerate (wishdir, wishspeed, accelerate);
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//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
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//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));
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if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
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pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
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} else {
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// don't reset the z velocity for slopes
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// pm->ps->velocity[2] = 0;
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}
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vel = VectorLength(pm->ps->velocity);
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// slide along the ground plane
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//Blaze: ramp jump test
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PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
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pm->ps->velocity, OVERCLIP );
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// don't decrease velocity when going up or down a slope
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VectorNormalize(pm->ps->velocity);
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VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
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// don't do anything if standing still
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if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
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return;
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}
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PM_StepSlideMove( qfalse );
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//gi.sound (ent, CHAN_BODY, gi.soundindex(va("*pain100_1.wav")), 1, ATTN_NORM, 0);
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pm->ps->velocity[0] = (float)((int)(pm->ps->velocity[0]*8))/8;
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pm->ps->velocity[1] = (float)((int)(pm->ps->velocity[1]*8))/8;
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pm->ps->velocity[2] = (float)((int)(pm->ps->velocity[2]*8))/8;
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}
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}
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/*
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===================
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@ -744,6 +864,12 @@ static void PM_WalkMove( void ) {
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return;
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}
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if ( (pm->ps->stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE)
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{
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PM_LimpMove();
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return;
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}
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if ( PM_CheckJump () ) {
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// jumped away
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@ -754,7 +880,7 @@ static void PM_WalkMove( void ) {
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}
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return;
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}
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PM_Friction ();
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fmove = pm->cmd.forwardmove;
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@ -843,7 +969,7 @@ static void PM_WalkMove( void ) {
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if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
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return;
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}
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PM_StepSlideMove( qfalse );
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//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
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@ -1719,7 +1845,7 @@ static void PM_Weapon( void ) {
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if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
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//Blaze: Dont remove ammo for knife
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//Elder: don't remove ammo if slashing knife
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if ( !(pm->ps->weapon == WP_KNIFE && pm->ps->stats[STAT_KNIFE] == RQ3_KNIFE_SLASH) ) {
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if ( !(pm->ps->weapon == WP_KNIFE && (pm->ps->persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE) ) {
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//G_Printf("Taking away ammo\n");
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pm->ps->ammo[ pm->ps->weapon ]--;
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}
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@ -292,8 +292,11 @@ typedef enum {
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STAT_UNIQUEWEAPONS,
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STAT_FALLDAMAGE,
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STAT_BANDAGE, //Elder: holds bandage need
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STAT_KNIFE, //Elder: knife throwing -- wasteful? then later rename STAT_RQ3 or something and use bits
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STAT_RQ3, //Blaze: Will hold a few flags for bandage, etc info
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// STAT_KNIFE, //Elder: knife throwing -- wasteful? then later rename STAT_RQ3 or something and use bits
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} statIndex_t;
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//STAT_RQ3 stat info
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#define RQ3_LEGDAMAGE 1 //If this bit is set, the player has leg damage
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// player_state->persistant[] indexes
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@ -311,13 +314,23 @@ typedef enum {
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PERS_ATTACKEE_ARMOR, // health/armor of last person we attacked
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PERS_KILLED, // count of the number of times you died
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// player awards tracking
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/* Blaze: No need for these, may re-implement later if we want in a different form
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PERS_IMPRESSIVE_COUNT, // two railgun hits in a row
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PERS_EXCELLENT_COUNT, // two successive kills in a short amount of time
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PERS_DEFEND_COUNT, // defend awards
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PERS_ASSIST_COUNT, // assist awards
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PERS_GAUNTLET_FRAG_COUNT, // kills with the guantlet
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PERS_CAPTURES // captures
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*/
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PERS_WEAPONMODES // Blaze: Holds the different weapond modes for the different guns see below for the defines to use
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} persEnum_t;
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//RQ3 Weapon modes - If the bit is set, then the weapon is in the more restrictive mode, as in if it's set to 1 it's semi, 3rnd burst, etc
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#define RQ3_MK23MODE 1 // Pistol modes
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#define RQ3_MP5MODE 2 // MP5 Modes
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#define RQ3_M4MODE 4 // M4 Modes
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#define RQ3_KNIFEMODE 8 // Knife Modes
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#define RQ3_GRENSHORT 16 // Short range grenade
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#define RQ3_GRENMED 32 // Medium range grenade, if short and medium are both 1, then it is long range
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// entityState_t->eFlags
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#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
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@ -863,8 +863,8 @@ void ThrowWeapon( gentity_t *ent )
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usercmd_t *ucmd;
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gitem_t *xr_item;
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gentity_t *xr_drop;
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byte i;
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int amount;
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// byte i;
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// int amount;
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int weap;
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client = ent->client;
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@ -1013,9 +1013,10 @@ void ClientThink_real( gentity_t *ent ) {
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client->ps.gravity = g_gravity.value;
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// set speed
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if(client->legDamage < g_speed.value)
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//Blaze: Where did this come from
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/* if(client->legDamage < g_speed.value)
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client->ps.speed = g_speed.value - client->legDamage;
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else
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else*/
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client->ps.speed = g_speed.value;
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#ifdef MISSIONPACK
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@ -91,10 +91,11 @@ void UpdateTournamentInfo( void ) {
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#else
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perfect = ( level.clients[playerClientNum].ps.persistant[PERS_RANK] == 0 && player->client->ps.persistant[PERS_KILLED] == 0 ) ? 1 : 0;
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Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy,
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//Blaze: Removed because it uses the persistant stats stuff
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/* Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy,
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player->client->ps.persistant[PERS_IMPRESSIVE_COUNT], player->client->ps.persistant[PERS_EXCELLENT_COUNT],
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player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], player->client->ps.persistant[PERS_SCORE],
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perfect );
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perfect );*/
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#endif
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}
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@ -1223,7 +1223,7 @@ void ClientSpawn(gentity_t *ent) {
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client->zoomed=0;
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//Elder: knife reset/initialize
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client->ps.stats[STAT_KNIFE] = RQ3_KNIFE_SLASH;
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client->ps.persistant[PERS_WEAPONMODES] &= !RQ3_KNIFEMODE;
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//Elder: reset isBandaging flag
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client->isBandaging = qfalse;
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@ -48,8 +48,8 @@ void DeathmatchScoreboardMessage( gentity_t *ent ) {
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accuracy = 0;
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}
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perfect = ( cl->ps.persistant[PERS_RANK] == 0 && cl->ps.persistant[PERS_KILLED] == 0 ) ? 1 : 0;
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Com_sprintf (entry, sizeof(entry),
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//Blaze: Removed because it uses the persistant stats stuff
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/* Com_sprintf (entry, sizeof(entry),
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" %i %i %i %i %i %i %i %i %i %i %i %i %i %i", level.sortedClients[i],
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cl->ps.persistant[PERS_SCORE], ping, (level.time - cl->pers.enterTime)/60000,
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scoreFlags, g_entities[level.sortedClients[i]].s.powerups, accuracy,
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@ -60,6 +60,7 @@ void DeathmatchScoreboardMessage( gentity_t *ent ) {
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cl->ps.persistant[PERS_ASSIST_COUNT],
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perfect,
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cl->ps.persistant[PERS_CAPTURES]);
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*/
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j = strlen(entry);
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if (stringlength + j > 1024)
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break;
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@ -274,23 +275,28 @@ void Cmd_Give_f (gentity_t *ent)
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*/
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if (Q_stricmp(name, "excellent") == 0) {
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ent->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
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//Blaze: Removed because it uses the persistant stats stuff
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//ent->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
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return;
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}
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if (Q_stricmp(name, "impressive") == 0) {
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ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
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//Blaze: Removed because it uses the persistant stats stuff
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//ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
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return;
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}
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if (Q_stricmp(name, "gauntletaward") == 0) {
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ent->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
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//Blaze: Removed because it uses the persistant stats stuff
|
||||
//ent->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
|
||||
return;
|
||||
}
|
||||
if (Q_stricmp(name, "defend") == 0) {
|
||||
ent->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//ent->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
return;
|
||||
}
|
||||
if (Q_stricmp(name, "assist") == 0) {
|
||||
ent->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//ent->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1595,7 +1601,7 @@ void Cmd_Bandage (gentity_t *ent)
|
|||
//Elder: can't use events
|
||||
//G_AddEvent(ent,EV_ZOOM,0);
|
||||
//}
|
||||
if (ent->client->bleeding)
|
||||
if (ent->client->bleeding || (ent->client->ps.stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE)
|
||||
{
|
||||
ent->client->ps.weaponstate = WEAPON_DROPPING;
|
||||
ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT )
|
||||
|
@ -1605,6 +1611,7 @@ void Cmd_Bandage (gentity_t *ent)
|
|||
ent->client->bleedtick = 4;
|
||||
//Elder: added
|
||||
ent->client->isBandaging = qtrue;
|
||||
ent->client->ps.stats[STAT_RQ3] &= !RQ3_LEGDAMAGE;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1875,39 +1882,55 @@ void Cmd_Weapon(gentity_t *ent)
|
|||
break;
|
||||
case WP_PISTOL:
|
||||
// semiauto toggle (increase accuracy)
|
||||
ent->client->mk23semi = !(ent->client->mk23semi);
|
||||
if (ent->client->mk23semi)
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to semi-automatic.\n\""));
|
||||
else
|
||||
if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_MK23MODE) == RQ3_MK23MODE)
|
||||
{
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] &= !RQ3_MK23MODE;
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to full automatic.\n\""));
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_MK23MODE;
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to semi-automatic.\n\""));
|
||||
}
|
||||
break;
|
||||
case WP_M4:
|
||||
// 3rb/full auto toggle
|
||||
ent->client->m4_3rb = !(ent->client->m4_3rb);
|
||||
if (ent->client->m4_3rb)
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to 3 round burst.\n\""));
|
||||
else
|
||||
if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_M4MODE) == RQ3_M4MODE)
|
||||
{
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] &= !RQ3_M4MODE;
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to full automatic.\n\""));
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_M4MODE;
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to 3 round burst.\n\""));
|
||||
}
|
||||
break;
|
||||
case WP_MP5:
|
||||
// 3rb/full auto toggle
|
||||
ent->client->mp5_3rb = !(ent->client->mp5_3rb);
|
||||
if (ent->client->mp5_3rb)
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to 3 round burst.\n\""));
|
||||
else
|
||||
if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_MP5MODE) == RQ3_MP5MODE)
|
||||
{
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] &= !RQ3_MP5MODE;
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to full automatic.\n\""));
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_MP5MODE;
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to 3 round burst.\n\""));
|
||||
}
|
||||
break;
|
||||
case WP_KNIFE:
|
||||
// toggle throwing/slashing
|
||||
ent->client->throwKnife = !(ent->client->throwKnife);
|
||||
if (ent->client->throwKnife) {
|
||||
if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE)
|
||||
{
|
||||
//Elder: added
|
||||
ent->client->ps.stats[STAT_KNIFE] = RQ3_KNIFE_THROW;
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] &= !RQ3_KNIFEMODE;
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to throwing.\n\""));
|
||||
}
|
||||
else {
|
||||
else
|
||||
{
|
||||
//Elder: we're gonna use this to flag throw or slash with the knife
|
||||
ent->client->ps.stats[STAT_KNIFE] = RQ3_KNIFE_SLASH;
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_KNIFEMODE;
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Switched to slashing.\n\""));
|
||||
}
|
||||
break;
|
||||
|
@ -1922,15 +1945,25 @@ void Cmd_Weapon(gentity_t *ent)
|
|||
break;
|
||||
case WP_GRENADE:
|
||||
// short, medium, long throws
|
||||
ent->client->grenRange++;
|
||||
if ( ent->client->grenRange > 2 )
|
||||
ent->client->grenRange = 0;
|
||||
if ( ent->client->grenRange == 0 )
|
||||
if (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENSHORT == RQ3_GRENSHORT && ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENMED == RQ3_GRENMED)
|
||||
{//Going into Short
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_GRENSHORT; //Set the short flag
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= !RQ3_GRENMED; //unset the med flag
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for short range throw.\n\""));
|
||||
else if (ent->client->grenRange == 1)
|
||||
|
||||
}
|
||||
else if (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENSHORT == RQ3_GRENSHORT)
|
||||
{//Going into Med
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= !RQ3_GRENSHORT; //unset the short flag
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_GRENMED; //Set the med flag
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for medium range throw.\n\""));
|
||||
else
|
||||
}
|
||||
else if (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENMED == RQ3_GRENMED)
|
||||
{//Going into Long
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_GRENSHORT; //Set the short flag
|
||||
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_GRENMED; //Set the med flag
|
||||
trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for long range throw.\n\""));
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
|
|
@ -575,7 +575,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
if( meansOfDeath == MOD_GAUNTLET ) {
|
||||
|
||||
// play humiliation on player
|
||||
attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
|
||||
|
||||
// add the sprite over the player's head
|
||||
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
|
@ -583,6 +584,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
||||
|
||||
// also play humiliation on target
|
||||
|
||||
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
|
||||
}
|
||||
|
||||
|
@ -590,7 +592,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
// if this is close enough to the last kill, give a reward sound
|
||||
if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
|
||||
// play excellent on player
|
||||
attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
|
||||
|
||||
// add the sprite over the player's head
|
||||
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
|
@ -1252,7 +1255,8 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|||
damage *= 0.5;
|
||||
}
|
||||
*/
|
||||
|
||||
//Blaze: Add falling damage for limping
|
||||
if ( mod == MOD_FALLING ) targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
|
||||
// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
|
||||
if ( attacker->client && targ != attacker && targ->health > 0
|
||||
&& targ->s.eType != ET_MISSILE
|
||||
|
@ -1468,12 +1472,14 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the leg.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Leg Damage.\n\""));
|
||||
take *= 0.25;
|
||||
targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
|
||||
break;
|
||||
}
|
||||
case (LOCATION_FOOT):
|
||||
{
|
||||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the leg.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Leg Damage.\n\""));
|
||||
targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
|
||||
take *= 0.25;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -331,7 +331,7 @@ struct gclient_s {
|
|||
vec3_t bleedloc_offset; // Blaze: location of bleeding (from origin)
|
||||
vec3_t bleednorm;
|
||||
//qboolean isBleeding; //Blaze: is client bleeding
|
||||
int legDamage; //Blaze: Client has leg damage - holds number of hits too
|
||||
// int legDamage; //Blaze: Client has leg damage - holds number of hits too
|
||||
int bleedtick; //Blaze: Holds # of seconds till bleeding stops.
|
||||
|
||||
//Elder: server only needs to know for sniper spread - ARGH
|
||||
|
@ -341,11 +341,13 @@ struct gclient_s {
|
|||
|
||||
// Homer: weaponstate vars for Cmd_Weapon
|
||||
// make these a single bitmask? worth the effort?
|
||||
int mk23semi; // pistol to semi-auto
|
||||
// Moved to PERS_WEAPONMODES in bg_public.h
|
||||
/* int mk23semi; // pistol to semi-auto
|
||||
int mp5_3rb; // MP5 to 3rb
|
||||
int m4_3rb; // M4 to 3rb
|
||||
int grenRange; // range to throw grenade (short/medium/long)
|
||||
int throwKnife; // knife to throwing
|
||||
*/
|
||||
qboolean isBandaging; //Elder: player in the process of bandaging
|
||||
// end Homer
|
||||
|
||||
|
|
|
@ -332,7 +332,7 @@ Fires at either the target or the current direction.
|
|||
3 - tons (watch out when using this)
|
||||
*/
|
||||
void SP_func_breakable( gentity_t *ent ) {
|
||||
int amount;
|
||||
int amount=0;
|
||||
int health;
|
||||
int debris;
|
||||
int temp;
|
||||
|
@ -350,7 +350,7 @@ void SP_func_breakable( gentity_t *ent ) {
|
|||
if (temp < 0 || temp > 3)
|
||||
debris = RQ3_DEBRIS_GLASS;
|
||||
else
|
||||
debris = (1 << temp + 4);
|
||||
debris = (1 << (temp + 4));
|
||||
|
||||
G_SpawnInt( "amount", "0", &temp );
|
||||
if (temp < 0 || temp > 3)
|
||||
|
|
|
@ -343,7 +343,8 @@ void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker
|
|||
attacker->client->pers.teamState.carrierdefense++;
|
||||
targ->client->pers.teamState.lasthurtcarrier = 0;
|
||||
|
||||
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
team = attacker->client->sess.sessionTeam;
|
||||
// add the sprite over the player's head
|
||||
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
|
@ -361,7 +362,8 @@ void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker
|
|||
attacker->client->pers.teamState.carrierdefense++;
|
||||
targ->client->pers.teamState.lasthurtcarrier = 0;
|
||||
|
||||
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
team = attacker->client->sess.sessionTeam;
|
||||
// add the sprite over the player's head
|
||||
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
|
@ -440,7 +442,8 @@ void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker
|
|||
AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
|
||||
attacker->client->pers.teamState.basedefense++;
|
||||
|
||||
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
// add the sprite over the player's head
|
||||
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
|
||||
|
@ -461,7 +464,8 @@ void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker
|
|||
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
|
||||
attacker->client->pers.teamState.carrierdefense++;
|
||||
|
||||
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
||||
// add the sprite over the player's head
|
||||
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
|
||||
|
@ -739,7 +743,8 @@ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
|
|||
other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
other->client->ps.eFlags |= EF_AWARD_CAP;
|
||||
other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
||||
other->client->ps.persistant[PERS_CAPTURES]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//other->client->ps.persistant[PERS_CAPTURES]++;
|
||||
|
||||
// other gets another 10 frag bonus
|
||||
AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS);
|
||||
|
@ -765,7 +770,8 @@ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
|
|||
AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
|
||||
other->client->pers.teamState.assists++;
|
||||
|
||||
player->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//player->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
||||
// add the sprite over the player's head
|
||||
player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
player->client->ps.eFlags |= EF_AWARD_ASSIST;
|
||||
|
@ -776,7 +782,8 @@ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
|
|||
CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
|
||||
AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
|
||||
other->client->pers.teamState.assists++;
|
||||
player->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//player->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
||||
// add the sprite over the player's head
|
||||
player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
player->client->ps.eFlags |= EF_AWARD_ASSIST;
|
||||
|
|
|
@ -577,7 +577,9 @@ void weapon_railgun_fire (gentity_t *ent) {
|
|||
ent->client->accurateCount += hits;
|
||||
if ( ent->client->accurateCount >= 2 ) {
|
||||
ent->client->accurateCount -= 2;
|
||||
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
|
||||
|
||||
//Blaze: Removed because it uses the persistant stats stuff
|
||||
//ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
|
||||
// add the sprite over the player's head
|
||||
ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
||||
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
|
||||
|
@ -947,15 +949,15 @@ void Weapon_Knife_Fire(gentity_t *ent)
|
|||
gentity_t *m;
|
||||
|
||||
// Homer: if client is supposed to be slashing, go to that function instead
|
||||
if ( !ent->client->throwKnife ) {
|
||||
if ( (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE ) {
|
||||
//Elder: added
|
||||
ent->client->ps.stats[STAT_KNIFE] = RQ3_KNIFE_SLASH;
|
||||
//ent->client->ps.stats[STAT_KNIFE] = RQ3_KNIFE_SLASH;
|
||||
Knife_Attack(ent,SLASH_DAMAGE);
|
||||
return;
|
||||
}
|
||||
|
||||
//Elder: added
|
||||
ent->client->ps.stats[STAT_KNIFE] = RQ3_KNIFE_THROW;
|
||||
// ent->client->ps.stats[STAT_KNIFE] = RQ3_KNIFE_THROW;
|
||||
|
||||
// extra vertical velocity
|
||||
forward[2] += 0.2f;
|
||||
|
@ -979,9 +981,15 @@ void Weapon_M4_Fire(gentity_t *ent)
|
|||
{
|
||||
float spread;
|
||||
// Homer: increment burst if needed
|
||||
if ( ent->client->m4_3rb )
|
||||
if ( (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_M4MODE) == RQ3_M4MODE )
|
||||
{
|
||||
ent->client->ps.stats[STAT_BURST]++;
|
||||
spread = (ent->client->m4_3rb? M4_SPREAD*.7 : M4_SPREAD);
|
||||
spread = M4_SPREAD * 0.7;
|
||||
}
|
||||
else
|
||||
{
|
||||
spread = M4_SPREAD;
|
||||
}
|
||||
Bullet_Fire( ent, RQ3Spread(ent, M4_SPREAD), M4_DAMAGE, MOD_M4);
|
||||
|
||||
}
|
||||
|
@ -995,9 +1003,15 @@ void Weapon_MK23_Fire(gentity_t *ent)
|
|||
{
|
||||
float spread;
|
||||
// Homer: increment burst if needed
|
||||
if ( ent->client->mk23semi )
|
||||
if ( (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_MK23MODE) == RQ3_MK23MODE )
|
||||
{
|
||||
spread = PISTOL_SPREAD * 0.7;
|
||||
ent->client->ps.stats[STAT_BURST]++;
|
||||
spread = (ent->client->mk23semi? PISTOL_SPREAD*.7 : PISTOL_SPREAD);
|
||||
}
|
||||
else
|
||||
{
|
||||
spread = PISTOL_SPREAD;
|
||||
}
|
||||
Bullet_Fire( ent, RQ3Spread(ent, spread), PISTOL_DAMAGE, MOD_PISTOL);
|
||||
|
||||
}
|
||||
|
@ -1024,9 +1038,16 @@ void Weapon_MP5_Fire(gentity_t *ent)
|
|||
{
|
||||
float spread;
|
||||
// Homer: increment burst if needed
|
||||
if ( ent->client->mp5_3rb )
|
||||
if ( (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_MP5MODE) == RQ3_MP5MODE )
|
||||
{
|
||||
spread = MP5_SPREAD * 0.7;
|
||||
ent->client->ps.stats[STAT_BURST]++;
|
||||
spread = (ent->client->mp5_3rb? MP5_SPREAD*.7 : MP5_SPREAD);
|
||||
}
|
||||
else
|
||||
{
|
||||
spread = MP5_SPREAD;
|
||||
}
|
||||
|
||||
Bullet_Fire( ent, RQ3Spread(ent, MP5_SPREAD), MP5_DAMAGE, MOD_MP5);
|
||||
|
||||
}
|
||||
|
|
|
@ -6,13 +6,13 @@
|
|||
--------------------Configuration: game - Win32 Debug--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP798.tmp" with contents
|
||||
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP44F.tmp" with contents
|
||||
[
|
||||
/nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "BUILDING_REF_GL" /D "DEBUG" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
|
||||
"c:\reaction\game\bg_pmove.c"
|
||||
]
|
||||
Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP798.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP799.tmp" with contents
|
||||
Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP44F.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP450.tmp" with contents
|
||||
[
|
||||
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:yes /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /debug /machine:I386 /def:".\game.def" /out:"..\Debug/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
|
||||
\reactionoutput\ai_chat.obj
|
||||
|
@ -51,7 +51,7 @@ kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows
|
|||
\reactionoutput\q_shared.obj
|
||||
\reactionoutput\rxn_game.obj
|
||||
]
|
||||
Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP799.tmp"
|
||||
Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP450.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
bg_pmove.c
|
||||
|
|
Loading…
Reference in a new issue