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https://github.com/ReactionQuake3/reaction.git
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Fixed shots fired stats for non TP modes and some cleanups
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parent
a98b607da2
commit
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4 changed files with 21 additions and 8 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.50 2002/06/23 21:44:07 jbravo
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// Fixed shots fired stats for non TP modes and some cleanups
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//
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// Revision 1.49 2002/06/21 23:20:34 blaze
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// cg_rq3_overlaycrosshair when set to 1 will draw your non zoomed crosshair overtop of your ssg crosshair
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//
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@ -1610,7 +1613,7 @@ static void CG_DrawCrosshair(void)
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// return;
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//}
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//Slicer: Adding Crosshair to FOLLOW SPECS
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drawSSG = 0;
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drawSSG = 0;
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if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR && !(cg.snap->ps.pm_flags & PMF_FOLLOW)) {
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return;
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}
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@ -1684,15 +1687,14 @@ static void CG_DrawCrosshair(void)
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CG_DrawPic(x - 128, y - 128, 256, 256, cgs.media.ssgCrosshair[zoomMag]);
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trap_R_SetColor(NULL);
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drawSSG = 1;
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drawSSG = 1;
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}
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}
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//Slicer if no crosshair, and not using SSG, dont draw crosshair
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if(!cg_drawCrosshair.integer)
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return;
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if (drawSSG == 0 || drawSSG == 1 && cg_RQ3_overlaycrosshair.integer == 1)
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{
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if (drawSSG == 0 || (drawSSG == 1 && cg_RQ3_overlaycrosshair.integer == 1)) {
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x = cg_crosshairX.integer;
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y = cg_crosshairY.integer;
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CG_AdjustFrom640(&x, &y, &w, &h);
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@ -1702,7 +1704,7 @@ static void CG_DrawCrosshair(void)
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ca = 0;
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}
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hShader = cgs.media.crosshairShader[ca % NUM_CROSSHAIRS];
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//}
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crosshairColor[0] = cg_RQ3_crosshairColorR.value;
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crosshairColor[1] = cg_RQ3_crosshairColorG.value;
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crosshairColor[2] = cg_RQ3_crosshairColorB.value;
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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 1.143 2002/06/23 21:44:08 jbravo
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// Fixed shots fired stats for non TP modes and some cleanups
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//
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// Revision 1.142 2002/06/23 19:27:18 niceass
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// bandage bug fix
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//
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@ -1902,7 +1905,7 @@ void Cmd_CallVote_f(gentity_t * ent)
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} else if (!Q_stricmp(arg1, "map")) {
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// special case for map changes, we want to reset the nextmap setting
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// this allows a player to change maps, but not upset the map rotation
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char s[MAX_STRING_CHARS];
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// char s[MAX_STRING_CHARS];
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if ( !G_FileExists(va("maps/%s.bsp", arg2)) ) {
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trap_SendServerCommand(ent - g_entities, va("print \"The map %s does not exist.\n\"", arg2));
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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 1.67 2002/06/23 21:44:08 jbravo
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// Fixed shots fired stats for non TP modes and some cleanups
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//
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// Revision 1.66 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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@ -441,7 +444,9 @@ void Bullet_Fire(gentity_t * ent, float spread, int damage, int MOD)
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int Material;
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// Elder: Statistics tracking
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if (ent->client && level.team_round_going) {
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// JBravo: Take NON TP modes into account
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if (ent->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) ||
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g_gametype.integer != GT_TEAMPLAY)) {
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switch (MOD) {
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case MOD_PISTOL:
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ent->client->pers.records[REC_MK23SHOTS]++;
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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 1.16 2002/06/23 21:44:08 jbravo
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// Fixed shots fired stats for non TP modes and some cleanups
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//
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// Revision 1.15 2002/06/23 19:24:19 niceass
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// bandage bug fix
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//
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@ -83,4 +86,4 @@ void CheckBleeding(gentity_t * targ)
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void StartBandage(gentity_t * ent)
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{
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ent->client->bleeding = 0;
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}
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}
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