diff --git a/reaction/cgame/cg_local.h b/reaction/cgame/cg_local.h index 06376037..db186062 100644 --- a/reaction/cgame/cg_local.h +++ b/reaction/cgame/cg_local.h @@ -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 diff --git a/reaction/cgame/cg_main.c b/reaction/cgame/cg_main.c index 61d314b5..8c94d050 100644 --- a/reaction/cgame/cg_main.c +++ b/reaction/cgame/cg_main.c @@ -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); diff --git a/reaction/cgame/cg_weapons.c b/reaction/cgame/cg_weapons.c index 55972ed6..34de5042 100644 --- a/reaction/cgame/cg_weapons.c +++ b/reaction/cgame/cg_weapons.c @@ -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)