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This commit is contained in:
parent
52a0334ac5
commit
d0a517306e
19 changed files with 500 additions and 47 deletions
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@ -1,5 +1,6 @@
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# List fixes here for the 3.1 release
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* No more
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* Added a Zoom Sensitivity Lock during fire sequence of ssg to improve aiming
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* Added local cvar cg_RQ3_ssgZoomSensLock to enable or disable the feature above (default enable)
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* Upgraded the gamesource RQ3 is built on from 1.29h to 1.32b
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@ -16,8 +17,8 @@
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# List fixes here for the 3.0 release
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* It is now possible to soectate in DM.
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* Added cg_RQ3_zcam_stfu to stop zcam printing who its following or tracking.
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* It is now possible to spectate in DM.
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* Added cg_RQ3_zcam_stfu to stop zcam printing who it's following or tracking.
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* Fixed bug where dropping the bandolier would not reduce amount of ammo
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* Its now impossible to change nicks to avoide votekicks.
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* Reactionmale is now the default model
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@ -46,14 +47,14 @@
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* Fixed the UI to report correct teamnames in the join menu.
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* Bumped the version to 2.3
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* Added a helmet. (g_RQ3_haveHelmet 1 to activate it)
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* Repositioned the lasersight in the UI item preview. Its now centered.
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* Repositioned the lasersight in the UI item preview. It's now centered.
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* Resized the Lasersight and Silencer in the UI item preview.
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* Added g_RQ3_tdmMode (0 = TP style, 1 = DM style) including UI support.
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* Added cg_RQ3_weaponname (cg_RQ3_knife, cg_RQ3_mk23, etc) to allow people to implement weapon replacements.
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* Fixed the HC+Bandolier ammo bug
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* TeamDM is now working RQ3 style.
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* Added g_RQ3_allWeapons and g_RQ3_allItems.
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* Enhanced the give command so give all now gives all items. give items now exsists also.
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* Enhanced the give command so give all now gives all items. give items now exists also.
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* Added PunkBuster client and server support to the UI
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* Replaced the item code. We now can do multiple items. g_RQ3_maxItems controls how many
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* MM: Changed g_RQ3_refPass to g_RQ3_RefPassword
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.73 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.72 2003/03/28 22:25:10 makro
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// no message
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//
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@ -2456,19 +2459,20 @@ static void CG_DrawTourneyScoreboard()
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CG_DrawDamageBlend
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Elder: Does a fullscreen alpha blend like Quake 2 when hurt
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Makro - changed to 0..1 instead of 0/1
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=====================
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*/
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#define MAX_DAMAGE_ALPHA 0.75
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#define MAX_BLEND_TIME 1500
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static void CG_DrawDamageBlend()
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{
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float dmg;
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float dmg, blend = Com_Clamp(0, 1, cg_RQ3_painblend.value);
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vec4_t damageColor;
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//CG_Printf("CG_DrawDamageBlend: trueDamage (%i)\n", cg.rq3_trueDamage);
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//Leave if no true damage, disabled, or ragepro
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if (!cg_RQ3_painblend.integer)
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if (!blend)
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return;
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if (!cg.rq3_trueDamage || cgs.glconfig.hardwareType == GLHW_RAGEPRO)
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@ -2492,7 +2496,7 @@ static void CG_DrawDamageBlend()
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if (dmg > 100)
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dmg = 100;
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damageColor[3] = MAX_DAMAGE_ALPHA * (dmg / 100.0) * (1.0 - (cg.time - cg.damageTime) / cg.rq3_blendTime);
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damageColor[3] = blend * MAX_DAMAGE_ALPHA * (dmg / 100.0) * (1.0 - (cg.time - cg.damageTime) / cg.rq3_blendTime);
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if (damageColor[3] > MAX_DAMAGE_ALPHA)
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damageColor[3] = MAX_DAMAGE_ALPHA;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.73 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.72 2003/04/07 02:18:49 jbravo
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// Removed more unlagged stuff that was messing up impact marks and fixed a
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// booboo in the UI ssg xhair previews.
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@ -456,6 +459,8 @@ void CG_EntityEvent(centity_t * cent, vec3_t position)
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vec3_t dir; //, viewDir;
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const char *s;
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int clientNum;
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//Makro - added
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int soundType;
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clientInfo_t *ci;
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es = ¢->currentState;
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@ -992,8 +997,14 @@ void CG_EntityEvent(centity_t * cent, vec3_t position)
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break;
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case EV_KNIFE_MISS:
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DEBUGNAME("EV_KNIFE_MISS");
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if (es->powerups == MAT_GRASS)
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soundType = IMPACTSOUND_GRASS;
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else if (IsSnowMat(es->powerups))
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soundType = IMPACTSOUND_SNOW;
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else
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soundType = IMPACTSOUND_METAL;
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ByteToDir(es->eventParm, dir);
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CG_MissileHitWall(es->weapon, 0, position, dir, IMPACTSOUND_METAL, RQ3_WPMOD_KNIFESLASH);
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CG_MissileHitWall(es->weapon, 0, position, dir, soundType, RQ3_WPMOD_KNIFESLASH);
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break;
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case EV_RAILTRAIL:
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@ -1047,6 +1058,20 @@ void CG_EntityEvent(centity_t * cent, vec3_t position)
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CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_CERAMIC);
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break;
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//Makro - added
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case EV_BULLET_HIT_SNOW:
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DEBUGNAME("EV_BULLET_HIT_SNOW");
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ByteToDir(es->eventParm, dir);
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CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_SNOW);
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break;
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//Makro - added
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case EV_BULLET_HIT_GRASS:
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DEBUGNAME("EV_BULLET_HIT_GRASS");
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ByteToDir(es->eventParm, dir);
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CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_GRASS);
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break;
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case EV_BULLET_HIT_KEVLAR:
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DEBUGNAME("EV_BULLET_HIT_KEVLAR");
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ByteToDir(es->eventParm, dir);
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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 1.148 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.147 2003/04/23 17:49:38 slicer
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// Added new cvar cg_RQ3_ssgZoomSensLock
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//
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@ -486,7 +489,9 @@ typedef enum {
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//Makro - added
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IMPACTSOUND_BRICK,
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IMPACTSOUND_WOOD,
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IMPACTSOUND_CERAMIC
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IMPACTSOUND_CERAMIC,
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IMPACTSOUND_SNOW,
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IMPACTSOUND_GRASS
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} impactSound_t;
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//Blaze: anti cheat stuff
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@ -1286,8 +1291,8 @@ typedef struct {
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qhandle_t slashMarkShader;
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qhandle_t glassMarkShader;
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qhandle_t metalMarkShader;
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// Makro - new mark
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//qhandle_t tileMarkShader;
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//Makro - new mark
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qhandle_t snowMarkShader;
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// powerup shaders
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qhandle_t quadShader;
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@ -2455,3 +2460,6 @@ int CG_NewParticleArea(int num);
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//Makro - added
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void CG_DrawBigPolygon(void);
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void CG_ParticleHitSnow(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
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void CG_ParticleHitGrass(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
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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 1.137 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.136 2003/04/23 17:49:38 slicer
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// Added new cvar cg_RQ3_ssgZoomSensLock
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//
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@ -2243,7 +2246,7 @@ static void CG_RegisterGraphics(void)
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cgs.media.glassMarkShader = trap_R_RegisterShader("gfx/damage/glass_mrk");
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cgs.media.metalMarkShader = trap_R_RegisterShader("gfx/damage/metal_mrk");
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// Makro - added
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//cgs.media.tileMarkShader = trap_R_RegisterShader("gfx/damage/tile_mrk");
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cgs.media.snowMarkShader = trap_R_RegisterShader("gfx/damage/snow_mrk");
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// NiceAss: for foglaser
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cgs.media.railCoreShader = trap_R_RegisterShader("fogLaser");
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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 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.18 2003/03/29 18:53:41 jbravo
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// Fixed ammo bug when dropping bandolier. Added color to more errormessages
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//
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@ -324,6 +327,8 @@ void CG_AddMarks(void)
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#define GREY75 4
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#define LIGHT_BLUE_WATER 5
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#define DARK_BLUE_WATER 6
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//Makro - added
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#define GRASS 7
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typedef struct particle_s {
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struct particle_s *next;
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VectorSet(color, 0.8f, 0.8f, 1.0f);
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else if (p->color == DARK_BLUE_WATER)
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VectorSet(color, 0.6f, 0.8f, 1.0f);
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//Makro - added
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else if (p->color == GRASS)
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VectorSet(color, 0.4f, 0.5f, 0.4f);
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else if (p->color == GREY75) {
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float len;
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float greyit;
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@ -2131,6 +2139,102 @@ void CG_ParticleSparks(vec3_t org, vec3_t vel, int duration, float x, float y, f
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}
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//Makro - snow
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void CG_ParticleHitSnow(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale)
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{
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cparticle_t *p;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = cg.time;
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p->endtime = cg.time + duration;
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//p->startfade = cg.time + duration * 0.75;
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p->color = GREY75;
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p->alpha = 0.4f;
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p->alphavel = 0;
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p->height = 4;
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p->width = 4;
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p->endheight = 8;
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p->endwidth = 8;
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p->pshader = cgs.media.smokePuffAnimShader;
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p->type = P_SMOKE;
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VectorCopy(org, p->org);
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p->org[0] += (crandom() * x);
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p->org[1] += (crandom() * y);
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p->vel[0] = vel[0];
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p->vel[1] = vel[1];
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p->vel[2] = vel[2];
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p->accel[0] = crandom() * 6;
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p->accel[1] = crandom() * 6;
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p->accel[2] = -PARTICLE_GRAVITY * 4;
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p->vel[0] += (crandom() * 12);
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p->vel[1] += (crandom() * 12);
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//p->vel[2] += (20 + (crandom() * 10)) * speed;
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}
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//Makro - grass
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void CG_ParticleHitGrass(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale)
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{
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cparticle_t *p;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = cg.time;
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p->endtime = cg.time + duration;
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p->startfade = cg.time + duration * 0.75;
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p->color = GRASS;
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p->alpha = 0.5f;
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p->alphavel = 0;
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p->height = 4;
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p->width = 4;
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p->endheight = 8;
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p->endwidth = 8;
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p->pshader = cgs.media.smokePuffShader;
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p->type = P_SMOKE;
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VectorCopy(org, p->org);
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p->org[0] += (crandom() * x);
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p->org[1] += (crandom() * y);
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p->vel[0] = vel[0];
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p->vel[1] = vel[1];
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p->vel[2] = vel[2];
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p->accel[0] = crandom() * 6;
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p->accel[1] = crandom() * 6;
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p->accel[2] = -PARTICLE_GRAVITY * 4;
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p->vel[0] += (crandom() * 12);
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p->vel[1] += (crandom() * 12);
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//p->vel[2] += (20 + (crandom() * 10)) * speed;
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}
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void CG_ParticleDust(centity_t * cent, vec3_t origin, vec3_t dir)
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{
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float length;
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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 1.61 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.60 2003/04/07 18:21:34 niceass
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// teamplay irvision
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//
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@ -1950,7 +1953,7 @@ static void CG_DustTrail(centity_t * cent)
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return;
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//Makro - if the surface has a snow texture, use a different color for the dust puff
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Material = GetMaterialFromFlag(tr.surfaceFlags);
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if (Material == MAT_SNOW || Material == MAT_SNOW2) {
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if (IsSnowMat(Material)) {
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color[0] = color[1] = color[2] = 1.0f;
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.27 2003/07/30 16:05:46 makro
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// no message
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//
|
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// Revision 1.26 2002/06/17 15:27:41 slicer
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// Added the fix for the FOV bug when selecting the ssg at spawn
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//
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@ -568,7 +571,8 @@ void CG_TransitionPlayerState(playerState_t * ps, playerState_t * ops)
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*ops = *ps;
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}
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// damage events (player is getting wounded)
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if (ps->damageEvent != ops->damageEvent && ps->damageCount) {
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//Makro - not if wearing kevlar
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if (ps->damageEvent != ops->damageEvent && ps->damageCount && !(cg.snap->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_KEVLAR))) {
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CG_DamageFeedback(ps->damageYaw, ps->damagePitch, ps->damageCount);
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}
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// respawning
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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||||
//
|
||||
// $Log$
|
||||
// Revision 1.118 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
// 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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@ -1467,18 +1470,32 @@ void CG_AddPlayerWeapon( refEntity_t * parent, playerState_t * ps, centity_t * c
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trap_R_AddRefEntityToScene( &silencer );
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// NiceAss: Add a puff of smoke at the end of the silencer when fired.
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//Makro - changed a bit, might look cooler
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if (cent->muzzleFlashTime == -1) {
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localEntity_t *smoke;
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#define NUM_SILENCER_PUFFS 3
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localEntity_t *smoke[NUM_SILENCER_PUFFS];
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int i;
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vec3_t up;
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// Move the puff over to center on silencer end.
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VectorMA(silencerEnd, 5, cg.refdef.viewaxis[1], silencerEnd);
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VectorMA(silencerEnd, 5, cg.refdef.viewaxis[2], silencerEnd);
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/*
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VectorSet(up, 0.0f, 0.0f, 15.0f);
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smoke = CG_SmokePuff(silencerEnd, up, 0.5f, 1, 1, 1, 0.5f, 300, cg.time, 0, 0,
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cgs.media.shotgunSmokePuffShader);
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smoke->leType = LE_SCALE_FADE;
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*/
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//VectorSet(up, 0.0f, 45.0f, 0.0f);
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for (i=0; i<NUM_SILENCER_PUFFS; i++)
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{
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VectorScale(silencer.axis[1], -(20+random()*50), up);
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smoke[i] = CG_SmokePuff(silencerEnd, up, 0.2f, 1, 1, 1, 0.2f, 200+random()*200, cg.time, 0, 0,
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cgs.media.shotgunSmokePuffShader);
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smoke[i]->leType = LE_MOVE_SCALE_FADE;
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smoke[i]->lifeRate = 0.75 / (smoke[i]->endTime - smoke[i]->startTime);
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||||
}
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cent->muzzleFlashTime = 0;
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}
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@ -2469,6 +2486,12 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
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sfx = cgs.media.sfx_ceramicric2;
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else
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sfx = cgs.media.sfx_ceramicric3;
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}
|
||||
//Makro - added
|
||||
else if (soundType == IMPACTSOUND_SNOW) {
|
||||
radius = 3;
|
||||
mark = cgs.media.snowMarkShader;
|
||||
sfx = cgs.media.footsteps[FOOTSTEP_SNOW2][rand()%4];
|
||||
} else {
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
if (r == 0)
|
||||
|
@ -2485,15 +2508,18 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
|
|||
duration = 200;
|
||||
mod = cgs.media.hitSparkModel;
|
||||
shader = cgs.media.hitSparkShader;
|
||||
sfx = 0;
|
||||
radius = 4;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else if (soundType == IMPACTSOUND_METAL)
|
||||
mark = cgs.media.metalMarkShader;
|
||||
//Makro - added
|
||||
else
|
||||
else if (soundType == IMPACTSOUND_SNOW) {
|
||||
mark = cgs.media.snowMarkShader;
|
||||
radius = 2;
|
||||
} else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
sfx = 0;
|
||||
radius = 4;
|
||||
break;
|
||||
|
||||
case WP_GRENADE:
|
||||
|
@ -2511,8 +2537,15 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
|
|||
duration = 100;
|
||||
mod = cgs.media.hitSparkModel;
|
||||
shader = cgs.media.hitSparkShader;
|
||||
mark = cgs.media.slashMarkShader;
|
||||
sfx = cgs.media.knifeClankSound;
|
||||
//Makro - added for snow/grass
|
||||
if (soundType == IMPACTSOUND_GRASS) {
|
||||
sfx = cgs.media.footsteps[FOOTSTEP_GRASS][rand()%4];
|
||||
} else if (soundType == IMPACTSOUND_SNOW) {
|
||||
sfx = cgs.media.footsteps[FOOTSTEP_SNOW][rand()%4];
|
||||
} else {
|
||||
mark = cgs.media.slashMarkShader;
|
||||
sfx = cgs.media.knifeClankSound;
|
||||
}
|
||||
radius = rand() % 4 + 6;
|
||||
} else {
|
||||
duration = 180;
|
||||
|
@ -2626,12 +2659,16 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
|
|||
//
|
||||
// impact mark
|
||||
//
|
||||
alphaFade = (mark == cgs.media.energyMarkShader /* || mark == cgs.media.tileMarkShader */ ); // plasma fades alpha, all others fade color
|
||||
alphaFade = (mark == cgs.media.energyMarkShader || mark == cgs.media.snowMarkShader ); // plasma fades alpha, all others fade color
|
||||
|
||||
// Elder: Our knife slashes are vertical
|
||||
if (weapon == WP_KNIFE)
|
||||
angle = random() * 90;
|
||||
else
|
||||
if (weapon == WP_KNIFE) {
|
||||
//Makro - changed
|
||||
//angle = random() * 90;
|
||||
angle = -45 + random() * 90;
|
||||
if (angle < 0)
|
||||
angle +=360;
|
||||
} else
|
||||
angle = random() * 360;
|
||||
|
||||
if (mark)
|
||||
|
@ -2644,7 +2681,8 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
|
|||
|
||||
//Elder: 75% of the time render a smoke puff
|
||||
i = rand() % 4;
|
||||
if (cg_RQ3_impactEffects.integer && i < 3) {
|
||||
//Makro - not for snow or grass surfaces
|
||||
if (cg_RQ3_impactEffects.integer && i < 3 && soundType != IMPACTSOUND_SNOW && soundType != IMPACTSOUND_GRASS) {
|
||||
contentType = trap_CM_PointContents(origin, 0);
|
||||
// no puff in water
|
||||
if (!(contentType & CONTENTS_WATER)) {
|
||||
|
@ -2702,6 +2740,50 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
|
|||
}
|
||||
}
|
||||
}
|
||||
//Makro: snow surfaces
|
||||
if (cg_RQ3_impactEffects.integer && soundType == IMPACTSOUND_SNOW) {
|
||||
if (weapon != WP_GRENADE) {
|
||||
if (weapon == WP_M3 || weapon == WP_HANDCANNON)
|
||||
sparkCount = 5 + rand() % 5;
|
||||
else if (weapon == WP_KNIFE)
|
||||
sparkCount = 10 + rand() % 10;
|
||||
else if (weapon == WP_SSG3000)
|
||||
sparkCount = 25 + rand() % 20;
|
||||
else
|
||||
sparkCount = 15 + rand() % 15;
|
||||
|
||||
// Generate the particles
|
||||
for (i = 0; i < sparkCount; i++) {
|
||||
if (weapon == WP_KNIFE)
|
||||
VectorScale(dir, 60 + rand() % 20, velocity);
|
||||
else
|
||||
VectorScale(dir, 75 + rand() % 25, velocity);
|
||||
CG_ParticleHitSnow(origin, velocity, 500 + rand() % 150, 2, 2, -5, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
//Makro: grass surfaces
|
||||
if (cg_RQ3_impactEffects.integer && soundType == IMPACTSOUND_GRASS) {
|
||||
if (weapon != WP_GRENADE) {
|
||||
if (weapon == WP_M3 || weapon == WP_HANDCANNON)
|
||||
sparkCount = 5 + rand() % 5;
|
||||
else if (weapon == WP_KNIFE)
|
||||
sparkCount = 10 + rand() % 10;
|
||||
else if (weapon == WP_SSG3000)
|
||||
sparkCount = 25 + rand() % 20;
|
||||
else
|
||||
sparkCount = 15 + rand() % 15;
|
||||
|
||||
// Generate the particles
|
||||
for (i = 0; i < sparkCount; i++) {
|
||||
if (weapon == WP_KNIFE)
|
||||
VectorScale(dir, 60 + rand() % 20, velocity);
|
||||
else
|
||||
VectorScale(dir, 75 + rand() % 25, velocity);
|
||||
CG_ParticleHitGrass(origin, velocity, 500 + rand() % 150, 2, 2, -5, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Elder: grenade explosion
|
||||
if (cg_RQ3_impactEffects.integer && weapon == WP_GRENADE) {
|
||||
|
||||
|
@ -2869,6 +2951,26 @@ static void CG_ShotgunPellet(vec3_t start, vec3_t end, int skipNum, int shellWea
|
|||
//Elder: show only approximately every other impact mark
|
||||
CG_MissileHitWall(WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_CERAMIC, 0);
|
||||
}
|
||||
}
|
||||
//Makro - added
|
||||
else if (IsSnowMat(Material)) {
|
||||
//Blaze: Changed WP_SHOTGUN to WP_M3
|
||||
if (shellWeapon == WP_M3)
|
||||
CG_MissileHitWall(WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_SNOW, 0);
|
||||
else if (shellWeapon == WP_HANDCANNON && crandom() > 0.5) {
|
||||
//Elder: show only approximately every other impact mark
|
||||
CG_MissileHitWall(WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_SNOW, 0);
|
||||
}
|
||||
}
|
||||
//Makro - added
|
||||
else if (Material == MAT_GRASS) {
|
||||
//Blaze: Changed WP_SHOTGUN to WP_M3
|
||||
if (shellWeapon == WP_M3)
|
||||
CG_MissileHitWall(WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_GRASS, 0);
|
||||
else if (shellWeapon == WP_HANDCANNON && crandom() > 0.5) {
|
||||
//Elder: show only approximately every other impact mark
|
||||
CG_MissileHitWall(WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_GRASS, 0);
|
||||
}
|
||||
} else {
|
||||
// Elder: By default, the M3 and HC will spark on all surfaces
|
||||
// Blaze: Changed WP_SHOTGUN to WP_M3
|
||||
|
|
|
@ -11,6 +11,24 @@
|
|||
|
||||
<h3>Results</h3>
|
||||
cgamex86.dll - 0 error(s), 0 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: game - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
qagamex86.dll - 0 error(s), 0 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: ui - Win32 Release TA--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
uix86.dll - 0 error(s), 0 warning(s)
|
||||
</pre>
|
||||
</body>
|
||||
</html>
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.55 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.54 2003/04/02 22:23:51 jbravo
|
||||
// More replacements tweaks. Added zcam_stfu
|
||||
//
|
||||
|
@ -1182,6 +1185,8 @@ char *eventnames[] = {
|
|||
"EV_BULLET_HIT_WOOD", // Makro: new sound
|
||||
"EV_BULLET_HIT_BRICK", // Makro: new sound
|
||||
"EV_BULLET_HIT_CERAMIC", // Makro: new sound
|
||||
"EV_BULLET_HIT_SNOW", // Makro: new fx
|
||||
"EV_BULLET_HIT_GRASS", // Makro: new fx
|
||||
"EV_SSG3000_HIT_FLESH", // Elder: SSG3000 blood spray
|
||||
"EV_JUMPKICK", // Elder: sound + jumpkick message
|
||||
"EV_EJECTBLOOD", // Elder: when bleeding, every 2s release blood
|
||||
|
@ -1619,6 +1624,20 @@ qboolean IsWoodFlag(int flag)
|
|||
return IsWoodMat(GetMaterialFromFlag(flag));
|
||||
}
|
||||
|
||||
//snow
|
||||
qboolean IsSnowMat(int Material)
|
||||
{
|
||||
if (Material == MAT_SNOW || Material == MAT_SNOW2) {
|
||||
return qtrue;
|
||||
}
|
||||
return qfalse;
|
||||
}
|
||||
|
||||
qboolean IsSnowFlag(int flag)
|
||||
{
|
||||
return IsSnowMat(GetMaterialFromFlag(flag));
|
||||
}
|
||||
|
||||
//Makro - added
|
||||
/* char *modelFromStr(char *s)
|
||||
{
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.107 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.106 2003/04/26 15:23:57 jbravo
|
||||
// grenade replacement fix. Version bumped to 3.1
|
||||
//
|
||||
|
@ -1137,6 +1140,8 @@ typedef enum {
|
|||
EV_BULLET_HIT_WOOD, // Makro: new sound
|
||||
EV_BULLET_HIT_BRICK, // Makro: new sound
|
||||
EV_BULLET_HIT_CERAMIC, // Makro: new sound
|
||||
EV_BULLET_HIT_SNOW, // Makro: new fx
|
||||
EV_BULLET_HIT_GRASS, // Makro: new fx
|
||||
EV_SSG3000_HIT_FLESH,
|
||||
EV_JUMPKICK, // Elder: sound + jumpkick message
|
||||
EV_EJECTBLOOD, // Elder: when bleeding, every 2s release blood
|
||||
|
@ -1543,6 +1548,8 @@ qboolean IsMetalMat(int Material);
|
|||
qboolean IsMetalFlag(int flag);
|
||||
qboolean IsWoodMat(int Material);
|
||||
qboolean IsWoodFlag(int flag);
|
||||
qboolean IsSnowMat(int Material);
|
||||
qboolean IsSnowFlag(int flag);
|
||||
|
||||
holdable_t CharToItem(char *name, holdable_t defitem);
|
||||
weapon_t CharToWeapon(char *name, weapon_t defweapon);
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.142 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.141 2003/04/26 22:33:06 jbravo
|
||||
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
|
||||
//
|
||||
|
@ -472,6 +475,8 @@ struct gentity_s {
|
|||
int sound2to1;
|
||||
int soundPos2;
|
||||
int soundLoop;
|
||||
//Makro - added
|
||||
int soundInactive;
|
||||
gentity_t *parent;
|
||||
gentity_t *nextTrain;
|
||||
gentity_t *prevTrain;
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.72 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.71 2003/04/26 22:33:06 jbravo
|
||||
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
|
||||
//
|
||||
|
@ -765,8 +768,12 @@ void Use_Breakable(gentity_t * self, gentity_t * other, gentity_t * activator)
|
|||
//else
|
||||
//{
|
||||
//make sure it breaks
|
||||
self->health = 0;
|
||||
G_BreakGlass(self, activator, activator, self->s.origin, MOD_TRIGGER_HURT, self->health);
|
||||
//Makro - added check
|
||||
if (!self->exploded)
|
||||
{
|
||||
self->health = 0;
|
||||
G_BreakGlass(self, activator, activator, self->s.origin, MOD_TRIGGER_HURT, self->health);
|
||||
}
|
||||
// }
|
||||
}
|
||||
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.59 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.58 2003/04/26 22:33:06 jbravo
|
||||
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
|
||||
//
|
||||
|
@ -889,8 +892,12 @@ void Use_BinaryMover(gentity_t * ent, gentity_t * other, gentity_t * activator)
|
|||
return;
|
||||
}
|
||||
|
||||
//Makro - do nothing if the mover is not active
|
||||
//Makro - if the mover is not active
|
||||
if (ent->inactive) {
|
||||
//play "inactive" sound, if set
|
||||
if (ent->soundInactive) {
|
||||
G_AddEvent(ent, EV_GENERAL_SOUND, ent->soundInactive);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1437,12 +1444,17 @@ void SP_func_door(gentity_t * ent)
|
|||
char *sSndMove;
|
||||
char *sSndStop;
|
||||
char *sSndStart;
|
||||
//Makro - added
|
||||
char *sSndInactive;
|
||||
|
||||
//Elder: can set sounds from here
|
||||
//Blaze: changed default path as per Sze
|
||||
G_SpawnString("soundstart", "sound/movers/door_start.wav", &sSndStart);
|
||||
G_SpawnString("soundstop", "sound/movers/door_stop.wav", &sSndStop);
|
||||
G_SpawnString("soundmove", "sound/misc/silence.wav", &sSndMove);
|
||||
//Makro - for inactive doors
|
||||
if (G_SpawnString("soundinactive", "", &sSndInactive))
|
||||
ent->soundInactive = G_SoundIndex(sSndInactive);
|
||||
|
||||
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
|
||||
ent->soundPos1 = G_SoundIndex(sSndStart);
|
||||
|
@ -1561,6 +1573,8 @@ void SP_func_door_rotating(gentity_t * ent)
|
|||
char *sSndMove;
|
||||
char *sSndStop;
|
||||
char *sSndStart;
|
||||
//Makro - added
|
||||
char *sSndInactive;
|
||||
|
||||
//Elder: can set sounds from here
|
||||
G_SpawnString("soundstart", "sound/movers/rdoor_stop.wav", &sSndStart);
|
||||
|
@ -1570,6 +1584,9 @@ void SP_func_door_rotating(gentity_t * ent)
|
|||
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
|
||||
ent->soundPos1 = G_SoundIndex(sSndStart);
|
||||
ent->soundPos2 = G_SoundIndex(sSndStop);
|
||||
//Makro - for inactive doors
|
||||
if (G_SpawnString("soundinactive", "", &sSndInactive))
|
||||
ent->soundInactive = G_SoundIndex(sSndInactive);
|
||||
|
||||
//ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
|
||||
//ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.27 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.26 2003/04/26 22:33:07 jbravo
|
||||
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
|
||||
//
|
||||
|
@ -102,6 +105,10 @@ void multi_trigger(gentity_t * ent, gentity_t * activator)
|
|||
if (ent->nextthink) {
|
||||
return; // can't retrigger until the wait is over
|
||||
}
|
||||
//Makro - inactive trigger ?
|
||||
if (ent->inactive) {
|
||||
return;
|
||||
}
|
||||
//Makro - added check; Q3 crashed in archives when playing
|
||||
//with .dll's and shooting one of the barrels
|
||||
if (activator != NULL) {
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.90 2003/07/30 16:05:47 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.89 2003/04/26 22:33:07 jbravo
|
||||
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
|
||||
//
|
||||
|
@ -596,6 +599,18 @@ void Bullet_Fire(gentity_t * ent, float spread, int damage, int MOD)
|
|||
tent->s.eventParm = DirToByte(tr.plane.normal);
|
||||
tent->s.otherEntityNum = ent->s.number;
|
||||
tent->s.clientNum = ent->s.clientNum;
|
||||
//Makro - new fx
|
||||
} else if (IsSnowMat(Material)) {
|
||||
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_SNOW);
|
||||
tent->s.eventParm = DirToByte(tr.plane.normal);
|
||||
tent->s.otherEntityNum = ent->s.number;
|
||||
tent->s.clientNum = ent->s.clientNum;
|
||||
//Makro - new fx
|
||||
} else if (Material == MAT_GRASS) {
|
||||
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_GRASS);
|
||||
tent->s.eventParm = DirToByte(tr.plane.normal);
|
||||
tent->s.otherEntityNum = ent->s.number;
|
||||
tent->s.clientNum = ent->s.clientNum;
|
||||
} else {
|
||||
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_WALL);
|
||||
tent->s.eventParm = DirToByte(tr.plane.normal);
|
||||
|
@ -1003,6 +1018,8 @@ void Knife_Attack(gentity_t * self, int damage)
|
|||
tent = G_TempEntity(tr.endpos, EV_KNIFE_MISS);
|
||||
tent->s.eventParm = DirToByte(tr.plane.normal);
|
||||
tent->s.weapon = WP_KNIFE;
|
||||
//Makro - added
|
||||
tent->s.powerups = GetMaterialFromFlag(tr.surfaceFlags);;
|
||||
} else if (self->client->knife_sound == -2) { // Hit player
|
||||
tent = G_TempEntity(tr.endpos, EV_RQ3_SOUND);
|
||||
tent->s.eventParm = RQ3_SOUND_KNIFEHIT;
|
||||
|
@ -1318,6 +1335,10 @@ void Weapon_SSG3000_Fire(gentity_t * ent)
|
|||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_BRICK);
|
||||
else if (Material == MAT_CERAMIC)
|
||||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_CERAMIC);
|
||||
else if (IsSnowMat(Material))
|
||||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_SNOW);
|
||||
else if (Material == MAT_GRASS)
|
||||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_GRASS);
|
||||
else
|
||||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_WALL);
|
||||
|
||||
|
@ -1356,6 +1377,10 @@ void Weapon_SSG3000_Fire(gentity_t * ent)
|
|||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_BRICK);
|
||||
else if (Material == MAT_CERAMIC)
|
||||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_CERAMIC);
|
||||
else if (IsSnowMat(Material))
|
||||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_SNOW);
|
||||
else if (Material == MAT_GRASS)
|
||||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_GRASS);
|
||||
else
|
||||
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_WALL);
|
||||
|
||||
|
@ -1409,6 +1434,10 @@ void Weapon_SSG3000_Fire(gentity_t * ent)
|
|||
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_BRICK);
|
||||
else if (Material == MAT_CERAMIC)
|
||||
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_CERAMIC);
|
||||
else if (IsSnowMat(Material))
|
||||
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_SNOW);
|
||||
else if (Material == MAT_GRASS)
|
||||
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_GRASS);
|
||||
else
|
||||
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_WALL);
|
||||
|
||||
|
|
|
@ -6,6 +6,49 @@
|
|||
--------------------Configuration: cgame - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF0.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF0.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF1.tmp" with contents
|
||||
[
|
||||
/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib"
|
||||
.\Release\bg_misc.obj
|
||||
.\Release\bg_pmove.obj
|
||||
.\Release\bg_slidemove.obj
|
||||
.\Release\cg_atmospheric.obj
|
||||
.\Release\cg_consolecmds.obj
|
||||
.\Release\cg_draw.obj
|
||||
.\Release\cg_drawtools.obj
|
||||
.\Release\cg_effects.obj
|
||||
.\Release\cg_ents.obj
|
||||
.\Release\cg_event.obj
|
||||
.\Release\cg_info.obj
|
||||
.\Release\cg_localents.obj
|
||||
.\Release\cg_main.obj
|
||||
.\Release\cg_marks.obj
|
||||
.\Release\cg_players.obj
|
||||
.\Release\cg_playerstate.obj
|
||||
.\Release\cg_predict.obj
|
||||
.\Release\cg_scoreboard.obj
|
||||
.\Release\cg_servercmds.obj
|
||||
.\Release\cg_snapshot.obj
|
||||
.\Release\cg_syscalls.obj
|
||||
.\Release\cg_unlagged.obj
|
||||
.\Release\cg_view.obj
|
||||
.\Release\cg_weapons.obj
|
||||
.\Release\q_math.obj
|
||||
.\Release\q_shared.obj
|
||||
.\Release\ui_shared.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF1.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
cg_event.c
|
||||
Linking...
|
||||
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
|
||||
|
||||
|
||||
|
||||
|
@ -15,13 +58,13 @@ cgamex86.dll - 0 error(s), 0 warning(s)
|
|||
--------------------Configuration: game - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP38.tmp" with contents
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF5.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_misc.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\game\g_weapon.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP38.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP39.tmp" with contents
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF5.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF6.tmp" with contents
|
||||
[
|
||||
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
|
||||
\reactionoutput\ai_chat.obj
|
||||
|
@ -56,6 +99,7 @@ kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows
|
|||
\reactionoutput\g_team.obj
|
||||
\reactionoutput\g_teamplay.obj
|
||||
\reactionoutput\g_trigger.obj
|
||||
\reactionoutput\g_unlagged.obj
|
||||
\reactionoutput\g_utils.obj
|
||||
\reactionoutput\g_weapon.obj
|
||||
\reactionoutput\q_math.obj
|
||||
|
@ -63,19 +107,65 @@ kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows
|
|||
\reactionoutput\rxn_game.obj
|
||||
\reactionoutput\zcam.obj
|
||||
\reactionoutput\zcam_target.obj
|
||||
\reactionoutput\g_unlagged.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP39.tmp"
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF6.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
g_misc.c
|
||||
g_weapon.c
|
||||
C:\Games\Quake3\rq3source\reaction\game\g_weapon.c(1939) : warning C4701: local variable 'tr' may be used without having been initialized
|
||||
Linking...
|
||||
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFA.tmp" with contents
|
||||
[
|
||||
/nologo /o"c:\reactionoutput/game.bsc"
|
||||
\reactionoutput\ai_chat.sbr
|
||||
\reactionoutput\ai_cmd.sbr
|
||||
\reactionoutput\ai_dmnet.sbr
|
||||
\reactionoutput\ai_dmq3.sbr
|
||||
\reactionoutput\ai_main.sbr
|
||||
\reactionoutput\ai_team.sbr
|
||||
\reactionoutput\ai_vcmd.sbr
|
||||
\reactionoutput\bg_misc.sbr
|
||||
\reactionoutput\bg_pmove.sbr
|
||||
\reactionoutput\bg_slidemove.sbr
|
||||
\reactionoutput\g_active.sbr
|
||||
\reactionoutput\g_arenas.sbr
|
||||
\reactionoutput\g_bot.sbr
|
||||
\reactionoutput\g_client.sbr
|
||||
\reactionoutput\g_cmds.sbr
|
||||
\reactionoutput\g_combat.sbr
|
||||
\reactionoutput\g_fileio.sbr
|
||||
\reactionoutput\g_items.sbr
|
||||
\reactionoutput\g_main.sbr
|
||||
\reactionoutput\g_matchmode.sbr
|
||||
\reactionoutput\g_mem.sbr
|
||||
\reactionoutput\g_misc.sbr
|
||||
\reactionoutput\g_missile.sbr
|
||||
\reactionoutput\g_mover.sbr
|
||||
\reactionoutput\g_session.sbr
|
||||
\reactionoutput\g_spawn.sbr
|
||||
\reactionoutput\g_svcmds.sbr
|
||||
\reactionoutput\g_syscalls.sbr
|
||||
\reactionoutput\g_target.sbr
|
||||
\reactionoutput\g_team.sbr
|
||||
\reactionoutput\g_teamplay.sbr
|
||||
\reactionoutput\g_trigger.sbr
|
||||
\reactionoutput\g_unlagged.sbr
|
||||
\reactionoutput\g_utils.sbr
|
||||
\reactionoutput\g_weapon.sbr
|
||||
\reactionoutput\q_math.sbr
|
||||
\reactionoutput\q_shared.sbr
|
||||
\reactionoutput\rxn_game.sbr
|
||||
\reactionoutput\zcam.sbr
|
||||
\reactionoutput\zcam_target.sbr]
|
||||
Creating command line "bscmake.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFA.tmp"
|
||||
Creating browse info file...
|
||||
<h3>Output Window</h3>
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
qagamex86.dll - 0 error(s), 0 warning(s)
|
||||
qagamex86.dll - 0 error(s), 1 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: ui - Win32 Release TA--------------------
|
||||
</h3>
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
visible 0
|
||||
fullscreen 0
|
||||
outOfBoundsClick // this closes the window if it gets a click out of the rectangle
|
||||
rect 184 64 140 140
|
||||
rect 176 64 180 140
|
||||
disableColor .5 .5 .5 1
|
||||
focusColor 1 .75 0 1 // Menu focus color for text and items
|
||||
style 1
|
||||
|
@ -17,7 +17,7 @@
|
|||
//Window
|
||||
|
||||
itemdef {
|
||||
rect 0 0 140 140
|
||||
rect 0 0 180 140
|
||||
style WINDOW_STYLE_FILLED
|
||||
backcolor Ig_Window_Color
|
||||
visible 1
|
||||
|
@ -28,7 +28,7 @@
|
|||
}
|
||||
|
||||
itemdef {
|
||||
rect 21 1 120 24
|
||||
rect 61 1 120 24
|
||||
style WINDOW_STYLE_SHADER
|
||||
background "ui/assets/rq3-ingame-title"
|
||||
visible 1
|
||||
|
@ -36,7 +36,7 @@
|
|||
}
|
||||
|
||||
itemdef {
|
||||
rect 21 1 120 24
|
||||
rect 61 1 120 24
|
||||
style WINDOW_STYLE_EMPTY
|
||||
forecolor Ig_Window_TitleColor
|
||||
textstyle ITEM_TEXTSTYLE_NORMAL
|
||||
|
@ -61,7 +61,7 @@
|
|||
//type ITEM_TYPE_BUTTON
|
||||
style WINDOW_STYLE_EMPTY
|
||||
textstyle ITEM_TEXTSTYLE_NORMAL
|
||||
rect 8 36 128 20
|
||||
rect 8 36 132 20
|
||||
textalign ITEM_ALIGN_LEFT
|
||||
textalignx 16
|
||||
textaligny 18
|
||||
|
@ -78,7 +78,7 @@
|
|||
type ITEM_TYPE_NUMERICFIELD
|
||||
style WINDOW_STYLE_EMPTY
|
||||
textstyle ITEM_TEXTSTYLE_NORMAL
|
||||
rect 100 36 32 20
|
||||
rect 140 36 32 20
|
||||
textalign ITEM_ALIGN_LEFT
|
||||
textalignx 16
|
||||
textaligny 18
|
||||
|
@ -98,7 +98,7 @@
|
|||
//type ITEM_TYPE_BUTTON
|
||||
style WINDOW_STYLE_EMPTY
|
||||
textstyle ITEM_TEXTSTYLE_NORMAL
|
||||
rect 8 56 128 20
|
||||
rect 8 56 132 20
|
||||
textalign ITEM_ALIGN_LEFT
|
||||
textalignx 16
|
||||
textaligny 18
|
||||
|
@ -115,7 +115,7 @@
|
|||
type ITEM_TYPE_NUMERICFIELD
|
||||
style WINDOW_STYLE_EMPTY
|
||||
textstyle ITEM_TEXTSTYLE_NORMAL
|
||||
rect 100 56 32 20
|
||||
rect 140 56 32 20
|
||||
textalign ITEM_ALIGN_LEFT
|
||||
textalignx 16
|
||||
textaligny 18
|
||||
|
@ -134,7 +134,7 @@
|
|||
type ITEM_TYPE_BUTTON
|
||||
style WINDOW_STYLE_EMPTY
|
||||
textstyle ITEM_TEXTSTYLE_NORMAL
|
||||
rect 8 76 128 20
|
||||
rect 8 76 132 20
|
||||
textalign ITEM_ALIGN_LEFT
|
||||
textalignx 16
|
||||
textaligny 18
|
||||
|
@ -153,7 +153,7 @@
|
|||
type ITEM_TYPE_BUTTON
|
||||
style WINDOW_STYLE_EMPTY
|
||||
textstyle ITEM_TEXTSTYLE_NORMAL
|
||||
rect 8 96 128 20
|
||||
rect 8 96 132 20
|
||||
textalign ITEM_ALIGN_LEFT
|
||||
textalignx 16
|
||||
textaligny 18
|
||||
|
@ -170,7 +170,7 @@
|
|||
type ITEM_TYPE_NUMERICFIELD
|
||||
style WINDOW_STYLE_EMPTY
|
||||
textstyle ITEM_TEXTSTYLE_NORMAL
|
||||
rect 100 96 32 20
|
||||
rect 140 96 32 20
|
||||
textalign ITEM_ALIGN_LEFT
|
||||
textalignx 16
|
||||
textaligny 18
|
||||
|
|
Loading…
Reference in a new issue