Last batch of updated for the 0-06-00 VMs
This commit is contained in:
Victor Chow 2001-07-28 18:27:50 +00:00
parent 058281a050
commit d360e123de
3 changed files with 8 additions and 12 deletions

View file

@ -1471,6 +1471,7 @@ void CG_ImpactMark( qhandle_t markShader,
void CG_InitLocalEntities( void );
localEntity_t *CG_AllocLocalEntity( void );
void CG_AddLocalEntities( void );
void CG_FreeLocalEntity( localEntity_t *le );
//
// cg_effects.c

View file

@ -319,14 +319,9 @@ cvarTable_t cvarTable[] = {
{ &cg_RQ3_ssgColorG, "cg_RQ3_ssgColorG", "1.0", CVAR_ARCHIVE },
{ &cg_RQ3_ssgColorB, "cg_RQ3_ssgColorB", "0.0", CVAR_ARCHIVE },
{ &cg_RQ3_ssgColorA, "cg_RQ3_ssgColorA", "0.75", CVAR_ARCHIVE },
<<<<<<< cg_main.c
{ &cg_RQ3_impactEffects, "cg_RQ3_impactEffects", "1", CVAR_ARCHIVE },
//Elder: toggle client-side laser drawing
{ &cg_RQ3_laserAssist, "cg_RQ3_laserAssist", "0", CVAR_ARCHIVE }
=======
{ &cg_RQ3_impactEffects, "cg_RQ3_impactEffects", "1", CVAR_ARCHIVE },
{ &cg_RQ3_anouncer, "cg_RQ3_anouncer", "1", CVAR_ARCHIVE },
>>>>>>> 1.9
{ &cg_RQ3_laserAssist, "cg_RQ3_laserAssist", "0", CVAR_ARCHIVE },
{ &cg_RQ3_anouncer, "cg_RQ3_announcer", "1", CVAR_ARCHIVE }
// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
};
@ -647,7 +642,7 @@ static void CG_RegisterSounds( void ) {
cgs.media.lensSound = trap_S_RegisterSound( "sound/misc/lens.wav", qfalse);
cgs.media.headshotSound = trap_S_RegisterSound( "sound/misc/headshot.wav", qfalse);
cgs.media.lcaSound = trap_S_RegisterSound( "sound/misc/lca.wav", qfalse);
cgs.media.silencerSound = trap_S_RegisterSound( "sound/misc/silencer.wav", qfalse);
cgs.media.silencerSound = trap_S_RegisterSound( "sound/misc/silencershot.wav", qfalse);
cgs.media.kevlarHitSound = trap_S_RegisterSound( "sound/misc/vest.wav", qfalse);

View file

@ -1556,7 +1556,7 @@ void CG_NextWeapon_f( void ) {
//Elder: in the middle of firing, reloading or weapon-switching
//cg.snap->ps.weaponstate == WEAPON_RELOADING when it's in
if (cg.snap->ps.weaponstate == WEAPON_DROPPING && cg.snap->ps.weaponTime > 0) {
if (cg.snap->ps.weaponstate == WEAPON_RELOADING && cg.snap->ps.weaponTime > 0) {
//if (cg.snap->ps.weaponTime > 0) {
return;
}
@ -1623,7 +1623,7 @@ void CG_PrevWeapon_f( void ) {
//Elder: in the middle of firing, reloading or weapon-switching
//cg.snap->ps.weaponstate == WEAPON_RELOADING when it's in
if (cg.snap->ps.weaponstate == WEAPON_DROPPING && cg.snap->ps.weaponTime > 0) {
if (cg.snap->ps.weaponstate == WEAPON_RELOADING && cg.snap->ps.weaponTime > 0) {
return;
}
@ -1694,7 +1694,7 @@ void CG_SpecialWeapon_f( void ) {
//Elder: in the middle of firing, reloading or weapon-switching
//cg.snap->ps.weaponstate == WEAPON_RELOADING when it's in
if (cg.snap->ps.weaponstate == WEAPON_DROPPING && cg.snap->ps.weaponTime > 0) {
if (cg.snap->ps.weaponstate == WEAPON_RELOADING && cg.snap->ps.weaponTime > 0) {
return;
}
@ -1970,7 +1970,7 @@ The current weapon has just run out of ammo
===================
*/
void CG_OutOfAmmoChange( void ) {
int i;
//int i;
if (!cg.snap)