diff --git a/reaction/cgame/cg_draw.c b/reaction/cgame/cg_draw.c index 6a0f4e88..7d96bb2c 100644 --- a/reaction/cgame/cg_draw.c +++ b/reaction/cgame/cg_draw.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.50 2002/06/23 21:44:07 jbravo +// Fixed shots fired stats for non TP modes and some cleanups +// // Revision 1.49 2002/06/21 23:20:34 blaze // cg_rq3_overlaycrosshair when set to 1 will draw your non zoomed crosshair overtop of your ssg crosshair // @@ -1610,7 +1613,7 @@ static void CG_DrawCrosshair(void) // return; //} //Slicer: Adding Crosshair to FOLLOW SPECS - drawSSG = 0; + drawSSG = 0; if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR && !(cg.snap->ps.pm_flags & PMF_FOLLOW)) { return; } @@ -1684,15 +1687,14 @@ static void CG_DrawCrosshair(void) CG_DrawPic(x - 128, y - 128, 256, 256, cgs.media.ssgCrosshair[zoomMag]); trap_R_SetColor(NULL); - drawSSG = 1; + drawSSG = 1; } } //Slicer if no crosshair, and not using SSG, dont draw crosshair if(!cg_drawCrosshair.integer) return; - if (drawSSG == 0 || drawSSG == 1 && cg_RQ3_overlaycrosshair.integer == 1) - { + if (drawSSG == 0 || (drawSSG == 1 && cg_RQ3_overlaycrosshair.integer == 1)) { x = cg_crosshairX.integer; y = cg_crosshairY.integer; CG_AdjustFrom640(&x, &y, &w, &h); @@ -1702,7 +1704,7 @@ static void CG_DrawCrosshair(void) ca = 0; } hShader = cgs.media.crosshairShader[ca % NUM_CROSSHAIRS]; - //} + crosshairColor[0] = cg_RQ3_crosshairColorR.value; crosshairColor[1] = cg_RQ3_crosshairColorG.value; crosshairColor[2] = cg_RQ3_crosshairColorB.value; diff --git a/reaction/game/g_cmds.c b/reaction/game/g_cmds.c index a9261c9e..6eeddc28 100644 --- a/reaction/game/g_cmds.c +++ b/reaction/game/g_cmds.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.143 2002/06/23 21:44:08 jbravo +// Fixed shots fired stats for non TP modes and some cleanups +// // Revision 1.142 2002/06/23 19:27:18 niceass // bandage bug fix // @@ -1902,7 +1905,7 @@ void Cmd_CallVote_f(gentity_t * ent) } else if (!Q_stricmp(arg1, "map")) { // special case for map changes, we want to reset the nextmap setting // this allows a player to change maps, but not upset the map rotation - char s[MAX_STRING_CHARS]; +// char s[MAX_STRING_CHARS]; if ( !G_FileExists(va("maps/%s.bsp", arg2)) ) { trap_SendServerCommand(ent - g_entities, va("print \"The map %s does not exist.\n\"", arg2)); diff --git a/reaction/game/g_weapon.c b/reaction/game/g_weapon.c index d8578754..743b4e97 100644 --- a/reaction/game/g_weapon.c +++ b/reaction/game/g_weapon.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.67 2002/06/23 21:44:08 jbravo +// Fixed shots fired stats for non TP modes and some cleanups +// // Revision 1.66 2002/06/16 20:06:14 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // @@ -441,7 +444,9 @@ void Bullet_Fire(gentity_t * ent, float spread, int damage, int MOD) int Material; // Elder: Statistics tracking - if (ent->client && level.team_round_going) { + // JBravo: Take NON TP modes into account + if (ent->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || + g_gametype.integer != GT_TEAMPLAY)) { switch (MOD) { case MOD_PISTOL: ent->client->pers.records[REC_MK23SHOTS]++; diff --git a/reaction/game/rxn_game.c b/reaction/game/rxn_game.c index d95de856..d5cb4721 100644 --- a/reaction/game/rxn_game.c +++ b/reaction/game/rxn_game.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.16 2002/06/23 21:44:08 jbravo +// Fixed shots fired stats for non TP modes and some cleanups +// // Revision 1.15 2002/06/23 19:24:19 niceass // bandage bug fix // @@ -83,4 +86,4 @@ void CheckBleeding(gentity_t * targ) void StartBandage(gentity_t * ent) { ent->client->bleeding = 0; -} \ No newline at end of file +}