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https://github.com/ReactionQuake3/reaction.git
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This commit is contained in:
parent
0e4d767837
commit
d62337d313
26 changed files with 915 additions and 272 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 1.57 2004/01/26 21:26:08 makro
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// no message
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//
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// Revision 1.56 2003/09/20 19:38:16 makro
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// Lens flares, what else ?
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//
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@ -604,6 +607,18 @@ static void CG_IRVision_f(void)
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trap_S_StartLocalSound(cgs.media.weapToggleSound, CHAN_ITEM);
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}
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//Makro - added
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static void CG_ReloadModel_f(void)
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{
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int i = atoi(CG_Argv(1)), j = atoi(CG_Argv(2));
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if (i == 0)
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{
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CG_ReplaceModels();
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CG_RegisterWeapon(j);
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}
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}
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typedef struct {
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char *cmd;
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void (*function) (void);
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@ -643,7 +658,8 @@ static consoleCommand_t commands[] = {
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{"startOrbit", CG_StartOrbit_f},
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//{ "camera", CG_Camera_f },
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{"loaddeferred", CG_LoadDeferredPlayers},
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{"irvision", CG_IRVision_f}
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{"irvision", CG_IRVision_f},
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{"reloadmodel", CG_ReloadModel_f}
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};
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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 1.77 2004/01/26 21:26:08 makro
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// no message
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//
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// Revision 1.76 2003/09/20 19:38:16 makro
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// Lens flares, what else ?
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//
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@ -482,14 +485,31 @@ static void CG_DrawStatusBar(void)
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vec4_t hcolor;
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qhandle_t hicon;
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qhandle_t icon;
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int i;
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//Makro - added x and y for weapon drawing
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int i, x = 640 - SMICON_SIZE, y = 400;
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//Makro - old values
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/*
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static float colors[4][4] = {
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{0.0f, 1.0f, 0.0f, 1.0f}, // full green
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{0.6f, 0.6f, 0.6f, 1.0f}, // firing
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{0.8f, 0.8f, 0.0f, 1.0f}, // not maximum
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{0.8f, 0.0f, 0.0f, 1.0f}
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}; // out of ammo
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*/
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static float colors[5][4] = {
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{1.0f, 1.0f, 1.0f, 1.0f}, // full green
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{1.0f, 1.0f, 0.0f, 1.0f}, // firing
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{0.7f, 0.7f, 0.7f, 1.0f}, // not maximum
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{0.8f, 0.0f, 0.0f, 1.0f}, // out of ammo
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{0.0f, 1.0f, 0.0f, 1.0f} //Makro - reloading
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};
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//Makro - health colors
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static float hcolors[3][4] = {
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{1.0f, 1.0f, 1.0f, 1.0f},
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{1.0f, 1.0f, 0.0f, 1.0f},
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{1.0f, 0.0f, 0.0f, 1.0f}
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};
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cent = &cg_entities[cg.snap->ps.clientNum];
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ps = &cg.snap->ps;
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@ -507,14 +527,30 @@ static void CG_DrawStatusBar(void)
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else
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hicon = cgs.media.rq3_healthicon;
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//Makro - old code
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//Elder: dynamic health color ramps
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//Blends from green to yellow to red algebraically
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//100 - Green, 50 - Yellow, 25 - Red, 0 - Faded Red
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//Note: These formulas are clamped from 0.0 to 1.0 algebraically
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/*
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hcolor[0] = (value > 50) * (-0.02 * value + 2.0) + (value <= 50) * 1;
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hcolor[1] = (value > 25 && value <= 50) * (0.04 * value - 1.0) + (value > 50) * 1;
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hcolor[2] = 0;
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hcolor[3] = (value <= 25) * (0.01 * value + 0.75) + (value > 25) * 1;
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*/
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if (value > 50) {
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float frac = (value - 50) / 50.0f, ifrac = (1.0f - frac);
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hcolor[0] = frac * hcolors[0][0] + ifrac * hcolors[1][0];
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hcolor[1] = frac * hcolors[0][1] + ifrac * hcolors[1][1];
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hcolor[2] = frac * hcolors[0][2] + ifrac * hcolors[1][2];
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hcolor[3] = frac * hcolors[0][3] + ifrac * hcolors[1][3];
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} else {
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float frac = value / 50.0f, ifrac = (1.0f - frac);
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hcolor[0] = frac * hcolors[1][0] + ifrac * hcolors[2][0];
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hcolor[1] = frac * hcolors[1][1] + ifrac * hcolors[2][1];
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hcolor[2] = frac * hcolors[1][2] + ifrac * hcolors[2][2];
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hcolor[3] = frac * hcolors[1][3] + ifrac * hcolors[2][3];
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}
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/* Elder: Old clamp routine for reference -- more efficient since less stack usage?
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for (i = 0; i < 4; i++) {
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@ -557,6 +593,9 @@ static void CG_DrawStatusBar(void)
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// Select colour
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if (cg.predictedPlayerState.weaponstate == WEAPON_FIRING && cg.predictedPlayerState.weaponTime > 100)
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color = 1;
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//Makro - added reloading check
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else if (cg.predictedPlayerState.weaponstate == WEAPON_RELOADING)
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color = 4;
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else if (ps->ammo[cent->currentState.weapon] == 0)
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color = 3;
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else if (ps->ammo[cent->currentState.weapon] < ClipAmountForAmmo(cent->currentState.weapon))
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@ -578,27 +617,43 @@ static void CG_DrawStatusBar(void)
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//if (cg.snap->ps.stats[STAT_RELOADTIME] > 0)
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//UI_DrawProportionalString( 10, 400, va("%i", cg.snap->ps.stats[STAT_RELOADTIME]), style, colors[2]);
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//Elder: draw grenades, if any, on the side
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if (cg.snap->ps.ammo[WP_GRENADE] > 0) {
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icon = cg_weapons[WP_GRENADE].weaponIcon;
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if (icon)
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CG_DrawPic(640 - SMICON_SIZE, 360, SMICON_SIZE, SMICON_SIZE, icon);
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UI_DrawProportionalString(580, 364, va("%d", cg.snap->ps.ammo[WP_GRENADE]), style, colors[0]);
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}
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//Elder: draw a special weapon, if any, on the side
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for (i = 1; i < MAX_WEAPONS; i++) {
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int flag = (1 << i);
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if (i == WP_KNIFE || i == WP_PISTOL || i == WP_GRENADE || i == WP_AKIMBO)
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continue;
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if ((1 << i) == ((1 << i) & cg.snap->ps.stats[STAT_WEAPONS]))
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break;
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if (flag == (flag & cg.snap->ps.stats[STAT_WEAPONS]))
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{
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//Makro - old code
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//break;
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icon = cg_weapons[i].weaponIcon;
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if (icon)
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{
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CG_DrawPic(x, y, SMICON_SIZE, SMICON_SIZE, icon);
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y -= SMICON_SIZE;
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}
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}
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}
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//Elder: draw grenades, if any, on the side
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//Makro - changed the code a bit; now it's drawn above the special weapons
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if (cg.snap->ps.ammo[WP_GRENADE] > 0) {
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icon = cg_weapons[WP_GRENADE].weaponIcon;
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if (icon)
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CG_DrawPic(x, y, SMICON_SIZE, SMICON_SIZE, icon);
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UI_DrawProportionalString(x - 8, y, va("%d", cg.snap->ps.ammo[WP_GRENADE]), UI_RIGHT | UI_DROPSHADOW, colors[0]);
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y -= SMICON_SIZE;
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}
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//Makro - old code
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/*
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if (i < MAX_WEAPONS) {
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icon = cg_weapons[i].weaponIcon;
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if (icon)
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CG_DrawPic(640 - SMICON_SIZE, 400, SMICON_SIZE, SMICON_SIZE, icon);
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}
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*/
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}
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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 1.12 2004/01/26 21:26:08 makro
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// no message
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//
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// Revision 1.11 2002/08/07 04:45:46 niceass
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// ctb changes
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//
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@ -512,7 +515,9 @@ static int propMap[128][3] = {
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{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
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{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
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//Elder: new map
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//Makro - new map
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/*
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//Elder: new map
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{0, 0, PROP_SPACE_WIDTH}, // SPACE
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{3, 120, 8}, // !
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@ -619,6 +624,106 @@ static int propMap[128][3] = {
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{85, 96, 14}, // ~
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{0, 0, -1} // DEL
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};
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*/
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{0, 0, PROP_SPACE_WIDTH}, // SPACE
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{3, 0, 9}, // !
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{15, 0, 13}, // "
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{31, 0, 18}, // #
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{52, 0, 13}, // $
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{68, 0, 20}, // %
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{91, 0, 13}, // &
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{107, 0, 9}, // '
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{119, 0, 13}, // (
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{135, 0, 14}, // )
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{152, 0, 18}, // *
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{173, 0, 21}, // +
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{197, 0, 6}, // ,
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{206, 0, 10}, // -
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{219, 0, 6}, // .
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{228, 0, 18}, // /
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{249, 0, 17}, // 0
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{269, 0, 6}, // 1
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{278, 0, 13}, // 2
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{294, 0, 13}, // 3
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{310, 0, 13}, // 4
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{326, 0, 14}, // 5
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{343, 0, 14}, // 6
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{360, 0, 13}, // 7
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{376, 0, 14}, // 8
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{393, 0, 13}, // 9
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{409, 0, 7}, // :
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{419, 0, 8}, // ;
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{430, 0, 12}, // <
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{445, 0, 16}, // =
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{464, 0, 13}, // >
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{480, 0, 14}, // ?
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{0, 32, 16}, // @
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{19, 32, 12}, // A
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{34, 32, 12}, // B
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{49, 32, 12}, // C
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{64, 32, 13}, // D
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{80, 32, 11}, // E
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{94, 32, 11}, // F
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{108, 32, 13}, // G
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{124, 32, 11}, // H
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{138, 32, 5}, // I
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{146, 32, 11}, // J
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{160, 32, 10}, // K
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{173, 32, 11}, // L
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{187, 32, 16}, // M
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{206, 32, 13}, // N
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{222, 32, 15}, // O
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{240, 32, 11}, // P
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{254, 32, 15}, // Q
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{272, 32, 11}, // R
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{286, 32, 11}, // S
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{300, 32, 10}, // T
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{313, 32, 11}, // U
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{327, 32, 13}, // V
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{343, 32, 17}, // W
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{363, 32, 11}, // X
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{377, 32, 10}, // Y
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{390, 32, 12}, // Z
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{405, 32, 13}, // [
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{421, 32, 17}, // '\'
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{441, 32, 11}, // ]
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{455, 32, 13}, // ^
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{471, 32, 16}, // _
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{490, 32, 7}, // `
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{500, 32, 10}, // a
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{0, 64, 10}, // b
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{13, 64, 9}, // c
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{25, 64, 11}, // d
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{39, 64, 10}, // e
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{52, 64, 8}, // f
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{63, 64, 10}, // g
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{76, 64, 9}, // h
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{88, 64, 5}, // i
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{96, 64, 5}, // j
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{104, 64, 9}, // k
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{116, 64, 4}, // l
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{123, 64, 12}, // m
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{138, 64, 8}, // n
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{149, 64, 9}, // o
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{161, 64, 10}, // p
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{174, 64, 11}, // q
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{188, 64, 8}, // r
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{199, 64, 9}, // s
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{211, 64, 8}, // t
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{222, 64, 8}, // u
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{233, 64, 8}, // v
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{244, 64, 12}, // w
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{259, 64, 8}, // x
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{270, 64, 9}, // y
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{282, 64, 9}, // z
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{294, 64, 9}, // {
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{306, 64, 12}, // |
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{321, 64, 9}, // }
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{333, 64, 17}, // ~
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{0, 0, -1} // DEL
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};
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/*Elder: old one
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{0, 0, PROP_SPACE_WIDTH}, // SPACE
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@ -902,9 +1007,9 @@ static void UI_DrawProportionalString2(int x, int y, const char *str, vec4_t col
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if (ch == ' ') {
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aw = (float) PROP_SPACE_WIDTH *cgs.screenXScale * sizeScale;
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} else if (propMap[ch][2] != -1) {
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fcol = (float) propMap[ch][0] / 256.0f;
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fcol = (float) propMap[ch][0] / 512.0f;
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frow = (float) propMap[ch][1] / 256.0f;
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fwidth = (float) propMap[ch][2] / 256.0f;
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fwidth = (float) propMap[ch][2] / 512.0f;
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fheight = (float) PROP_HEIGHT / 256.0f;
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aw = (float) propMap[ch][2] * cgs.screenXScale * sizeScale;
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ah = (float) PROP_HEIGHT *cgs.screenXScale * sizeScale;
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|
|
@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
|
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// $Log$
|
||||
// Revision 1.43 2004/01/26 21:26:08 makro
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// no message
|
||||
//
|
||||
// Revision 1.42 2003/08/02 22:29:07 makro
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// Made underwater bubbles 3 times smaller
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//
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|
@ -106,6 +109,9 @@ Modified tracer code
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I really don't know what's going on half the time here :)
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===============
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*/
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void CG_CreateTracer(int entity, vec3_t start, vec3_t end);
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void CG_ShrapnelSpark(vec3_t source, vec3_t dest, float width, float length)
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{
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vec3_t forward, right;
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@ -172,7 +178,8 @@ void CG_ShrapnelSpark(vec3_t source, vec3_t dest, float width, float length)
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verts[3].modulate[2] = 255;
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verts[3].modulate[3] = 255;
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trap_R_AddPolyToScene(cgs.media.tracerShader, 4, verts);
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//trap_R_AddPolyToScene(cgs.media.tracerShader, 4, verts);
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CG_CreateTracer(ENTITYNUM_WORLD, source, dest);
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//midpoint[0] = ( start[0] + finish[0] ) * 0.5;
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//midpoint[1] = ( start[1] + finish[1] ) * 0.5;
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|
|
|
@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
|
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//
|
||||
// $Log$
|
||||
// Revision 1.48 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.47 2003/09/10 21:40:35 makro
|
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// Cooler breath puffs. Locked r_fastSky on maps with global fog.
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// Some other things I can't remember.
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|
@ -114,6 +117,7 @@
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static void CG_LaserSight(centity_t * cent);
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static void CG_Dlight(centity_t * cent);
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static void CG_FakeShadow(centity_t * cent);
|
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static void CG_Corona(centity_t * cent);
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|
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extern char rq3_breakables[RQ3_MAX_BREAKABLES][80];
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@ -1081,6 +1085,9 @@ static void CG_AddCEntity(centity_t * cent)
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case ET_DLIGHT:
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CG_Dlight(cent);
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break;
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case ET_CORONA:
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CG_Corona(cent);
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break;
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case ET_SHADOW:
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CG_FakeShadow(cent);
|
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break;
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|
@ -1267,3 +1274,21 @@ static void CG_FakeShadow(centity_t * cent)
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{
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return;
|
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}
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static void CG_Corona(centity_t * cent)
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{
|
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refEntity_t ent;
|
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memset(&ent, 0, sizeof(ent));
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VectorCopy(cent->currentState.origin, ent.origin);
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ent.reType = RT_SPRITE;
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ent.customShader = cgs.media.coronaShader;
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ent.radius = 32;
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if (0)
|
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ent.renderfx = RF_DEPTHHACK;
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ent.shaderRGBA[0] = 255;
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ent.shaderRGBA[1] = ent.shaderRGBA[0];
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ent.shaderRGBA[2] = ent.shaderRGBA[0];
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ent.shaderRGBA[3] = ent.shaderRGBA[0];
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trap_R_AddRefEntityToScene(&ent);
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}
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|
|
|
@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.157 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.156 2003/09/20 19:38:16 makro
|
||||
// Lens flares, what else ?
|
||||
//
|
||||
|
@ -1623,7 +1626,11 @@ typedef struct {
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sfxHandle_t female_click;
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||||
//Makro - lens flare shaders
|
||||
qhandle_t flareShader[NUM_FLARE_SHADERS], sunFlareShader;
|
||||
qhandle_t flareShader[NUM_FLARE_SHADERS], sunFlareShader, coronaShader;
|
||||
//Makro - snow impact effects
|
||||
qhandle_t snowImpactShader;
|
||||
//Makro - generic particle impact shader
|
||||
qhandle_t particleImpactShader;
|
||||
} cgMedia_t;
|
||||
|
||||
// The client game static (cgs) structure hold everything
|
||||
|
@ -1722,7 +1729,7 @@ typedef struct {
|
|||
qboolean clearColorSet;
|
||||
//Makro - sun flares
|
||||
int lastSunTime, lastSunX, lastSunY, numFlares, sunFlareSize;
|
||||
float sunAlpha, flareFovFactor, flareFadeFactor;
|
||||
float sunAlpha, flareFovFactor, flareFadeFactor, flareForwardFactor;
|
||||
vec3_t sunDir;
|
||||
} cgs_t;
|
||||
|
||||
|
@ -2018,6 +2025,8 @@ void CG_SetScoreSelection(void *menu);
|
|||
score_t *CG_GetSelectedScore();
|
||||
void CG_BuildSpectatorString();
|
||||
|
||||
void CG_ReplaceModels(void);
|
||||
|
||||
//
|
||||
// cg_atmospheric.c
|
||||
//
|
||||
|
@ -2521,4 +2530,5 @@ int CG_NewParticleArea(int num);
|
|||
void CG_DrawBigPolygon(void);
|
||||
void CG_ParticleHitSnow(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
|
||||
void CG_ParticleHitGrass(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
|
||||
void CG_ParticleHitWall(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
|
||||
void CG_AddLensFlare(qboolean sun);
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.144 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.143 2003/09/19 00:54:23 makro
|
||||
// Flares again
|
||||
//
|
||||
|
@ -2277,6 +2280,10 @@ static void CG_RegisterGraphics(void)
|
|||
for (i=0; i<NUM_FLARE_SHADERS; i++)
|
||||
cgs.media.flareShader[i] = trap_R_RegisterShaderNoMip(va("gfx/2d/flare%02d", i+1));
|
||||
cgs.media.sunFlareShader = trap_R_RegisterShaderNoMip("gfx/2d/sunflare");
|
||||
cgs.media.coronaShader = trap_R_RegisterShaderNoMip("gfx/2d/corona");
|
||||
//Makro - snow impact shader
|
||||
cgs.media.snowImpactShader = trap_R_RegisterShader("snowimpact");
|
||||
cgs.media.particleImpactShader = trap_R_RegisterShader("impactparticle");
|
||||
|
||||
// register all the server specified models
|
||||
for (i = 1; i < MAX_MODELS; i++) {
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.20 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.19 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
|
@ -2153,18 +2156,19 @@ void CG_ParticleHitSnow(vec3_t org, vec3_t vel, int duration, float x, float y,
|
|||
p->time = cg.time;
|
||||
|
||||
p->endtime = cg.time + duration;
|
||||
//p->startfade = cg.time + duration * 0.75;
|
||||
p->startfade = cg.time + duration * 0.75;
|
||||
|
||||
p->color = GREY75;
|
||||
p->alpha = 0.4f;
|
||||
p->alphavel = 0;
|
||||
//p->color = GREY75;
|
||||
p->color = 0;
|
||||
p->alpha = 0.8f;
|
||||
p->alphavel = p->alpha / ((p->endtime - p->startfade) * .001f);
|
||||
|
||||
p->height = 4;
|
||||
p->width = 4;
|
||||
p->endheight = 8;
|
||||
p->endwidth = 8;
|
||||
p->endheight = 16;
|
||||
p->endwidth = 16;
|
||||
|
||||
p->pshader = cgs.media.smokePuffAnimShader;
|
||||
p->pshader = cgs.media.snowImpactShader;
|
||||
|
||||
p->type = P_SMOKE;
|
||||
|
||||
|
@ -2177,12 +2181,12 @@ void CG_ParticleHitSnow(vec3_t org, vec3_t vel, int duration, float x, float y,
|
|||
p->vel[1] = vel[1];
|
||||
p->vel[2] = vel[2];
|
||||
|
||||
p->accel[0] = crandom() * 6;
|
||||
p->accel[1] = crandom() * 6;
|
||||
p->accel[0] = crandom() * 4;
|
||||
p->accel[1] = crandom() * 4;
|
||||
p->accel[2] = -PARTICLE_GRAVITY * 4;
|
||||
|
||||
p->vel[0] += (crandom() * 12);
|
||||
p->vel[1] += (crandom() * 12);
|
||||
p->vel[0] += (crandom() * 8);
|
||||
p->vel[1] += (crandom() * 8);
|
||||
//p->vel[2] += (20 + (crandom() * 10)) * speed;
|
||||
|
||||
}
|
||||
|
@ -2235,6 +2239,55 @@ void CG_ParticleHitGrass(vec3_t org, vec3_t vel, int duration, float x, float y,
|
|||
|
||||
}
|
||||
|
||||
//Makro - wall
|
||||
void CG_ParticleHitWall(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale)
|
||||
{
|
||||
cparticle_t *p;
|
||||
|
||||
if (!free_particles)
|
||||
return;
|
||||
p = free_particles;
|
||||
free_particles = p->next;
|
||||
p->next = active_particles;
|
||||
active_particles = p;
|
||||
p->time = cg.time;
|
||||
|
||||
p->endtime = cg.time + duration;
|
||||
p->startfade = cg.time + duration * 0.85;
|
||||
|
||||
p->color = 0;
|
||||
p->alpha = 1.0f;
|
||||
p->alphavel = 0;
|
||||
p->roll = rand() % 179;
|
||||
|
||||
p->height = 3;
|
||||
p->width = 3;
|
||||
p->endheight = 2;
|
||||
p->endwidth = 2;
|
||||
|
||||
p->pshader = cgs.media.particleImpactShader;
|
||||
|
||||
p->type = P_SMOKE;
|
||||
|
||||
VectorCopy(org, p->org);
|
||||
|
||||
p->org[0] += (crandom() * x);
|
||||
p->org[1] += (crandom() * y);
|
||||
|
||||
p->vel[0] = vel[0];
|
||||
p->vel[1] = vel[1];
|
||||
p->vel[2] = vel[2];
|
||||
|
||||
p->accel[0] = crandom() * 6;
|
||||
p->accel[1] = crandom() * 6;
|
||||
p->accel[2] = -PARTICLE_GRAVITY * 4;
|
||||
|
||||
p->vel[0] += (crandom() * 24);
|
||||
p->vel[1] += (crandom() * 24);
|
||||
p->vel[2] += (crandom() * 24);
|
||||
|
||||
}
|
||||
|
||||
void CG_ParticleDust(centity_t * cent, vec3_t origin, vec3_t dir)
|
||||
{
|
||||
float length;
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.43 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.42 2003/09/20 19:38:16 makro
|
||||
// Lens flares, what else ?
|
||||
//
|
||||
|
@ -1019,7 +1022,8 @@ static void CG_PlayBufferedSounds(void)
|
|||
//=========================================================================
|
||||
|
||||
|
||||
#define FLARE_FADEOUT_TIME 600
|
||||
#define FLARE_FADEOUT_TIME 200
|
||||
#define FLARE_BLIND_ALPHA 0.2f
|
||||
|
||||
void CG_AddLensFlare(qboolean sun)
|
||||
{
|
||||
|
@ -1032,28 +1036,29 @@ void CG_AddLensFlare(qboolean sun)
|
|||
{
|
||||
float PI180 = M_PI/180, pitch, yaw, cx, cy,
|
||||
hfovx = cg.refdef.fov_x/2, hfovy = cg.refdef.fov_y/2;
|
||||
qboolean visible = qfalse;
|
||||
vec3_t end;
|
||||
trace_t tr;
|
||||
int timeDelta = 0;
|
||||
int timeDelta = 0, visible = 0;
|
||||
|
||||
cgs.flareFadeFactor = 0.0f;
|
||||
|
||||
//do a trace in the direction of the sun
|
||||
VectorCopy(cgs.sunDir, dir);
|
||||
dp[0] = DotProduct(dir, cg.refdef.viewaxis[0]);
|
||||
dp[1] = DotProduct(dir, cg.refdef.viewaxis[1]);
|
||||
dp[2] = DotProduct(dir, cg.refdef.viewaxis[2]);
|
||||
|
||||
//do a trace in the direction of the sun
|
||||
VectorMA(cg.refdef.vieworg, 16384, dir, end);
|
||||
CG_Trace(&tr, cg.refdef.vieworg, NULL, NULL, end, 0, CONTENTS_SOLID);
|
||||
//if we hit the sky
|
||||
if (tr.surfaceFlags & SURF_SKY)
|
||||
{
|
||||
dp[0] = DotProduct(dir, cg.refdef.viewaxis[0]);
|
||||
dp[1] = DotProduct(dir, cg.refdef.viewaxis[1]);
|
||||
dp[2] = DotProduct(dir, cg.refdef.viewaxis[2]);
|
||||
yaw = 90.0f - acos(dp[1])/PI180;
|
||||
pitch = 90.0f - acos(dp[2])/PI180;
|
||||
|
||||
cgs.flareForwardFactor = dp[0];
|
||||
//if the sun is in fov
|
||||
if (dp[0] > 0 && abs(yaw) <= hfovx && abs(pitch) <= hfovy) {
|
||||
if (cgs.flareForwardFactor > 0 && abs(yaw) <= hfovx && abs(pitch) <= hfovy) {
|
||||
//get the screen co-ordinates of the sun
|
||||
#if 0
|
||||
cx = 320 * (1.0f - dp[1] / (cos(yaw * PI180) * tan(hfovx * PI180)));
|
||||
|
@ -1128,6 +1133,11 @@ void CG_AddLensFlare(qboolean sun)
|
|||
CG_DrawPic(dp[0] - hsize, dp[1] - hsize, size, size,
|
||||
cgs.media.flareShader[cg.flareShaderNum[i]]);
|
||||
}
|
||||
color[0] = color[1] = color[2] = 1.0f;
|
||||
//Makro - too expensive ?
|
||||
color[3] = cgs.flareFadeFactor * FLARE_BLIND_ALPHA * (1.0f - abs(320 - cgs.lastSunX) / 320.0f) * (1.0f - abs(240 - cgs.lastSunY) / 240.0f);
|
||||
//color[3] = FLARE_BLIND_ALPHA * cgs.flareFadeFactor * (2.0f * cgs.flareForwardFactor - 1.0f);
|
||||
CG_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.119 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.118 2003/07/30 16:05:46 makro
|
||||
// no message
|
||||
//
|
||||
|
@ -1491,7 +1494,7 @@ void CG_AddPlayerWeapon( refEntity_t * parent, playerState_t * ps, centity_t * c
|
|||
for (i=0; i<NUM_SILENCER_PUFFS; i++)
|
||||
{
|
||||
VectorScale(silencer.axis[1], -(20+random()*50), up);
|
||||
smoke[i] = CG_SmokePuff(silencerEnd, up, 0.2f, 1, 1, 1, 0.2f, 200+random()*200, cg.time, 0, 0,
|
||||
smoke[i] = CG_SmokePuff(silencerEnd, up, 0.2f, 1, 1, 1, 0.25f+crandom()*0.1f, 200+random()*200, cg.time, 0, 0,
|
||||
cgs.media.shotgunSmokePuffShader);
|
||||
smoke[i]->leType = LE_MOVE_SCALE_FADE;
|
||||
smoke[i]->lifeRate = 0.75 / (smoke[i]->endTime - smoke[i]->startTime);
|
||||
|
@ -2408,7 +2411,7 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
|
|||
qhandle_t mod, mark, shader;
|
||||
sfxHandle_t sfx;
|
||||
float radius, light;
|
||||
vec3_t lightColor, puffOrigin, puffOffset, puffDir, velocity;
|
||||
vec3_t lightColor, puffDir, velocity;
|
||||
localEntity_t *le, *smokePuff;
|
||||
int r, duration, angle, contentType, sparkCount, i;
|
||||
qboolean alphaFade, isSprite;
|
||||
|
@ -2680,18 +2683,40 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
|
|||
//
|
||||
|
||||
//Elder: 75% of the time render a smoke puff
|
||||
i = rand() % 4;
|
||||
//Makro - I say we do it all the time
|
||||
//i = rand() % 4;
|
||||
//Makro - not for snow or grass surfaces
|
||||
if (cg_RQ3_impactEffects.integer && i < 3 && soundType != IMPACTSOUND_SNOW && soundType != IMPACTSOUND_GRASS) {
|
||||
//if (cg_RQ3_impactEffects.integer && i < 3 && soundType != IMPACTSOUND_SNOW && soundType != IMPACTSOUND_GRASS) {
|
||||
if (cg_RQ3_impactEffects.integer && soundType != IMPACTSOUND_SNOW && soundType != IMPACTSOUND_GRASS) {
|
||||
contentType = trap_CM_PointContents(origin, 0);
|
||||
// no puff in water
|
||||
if (!(contentType & CONTENTS_WATER)) {
|
||||
int count = 0, speed = 0;
|
||||
float size = 0;
|
||||
switch (weapon) {
|
||||
case WP_MP5:
|
||||
count = 3;
|
||||
size = 2.0f;
|
||||
speed = 36;
|
||||
break;
|
||||
case WP_M4:
|
||||
count = 5;
|
||||
size = 4.5f;
|
||||
speed = 64;
|
||||
break;
|
||||
case WP_PISTOL:
|
||||
case WP_AKIMBO:
|
||||
count = 4;
|
||||
size = 3.0f;
|
||||
speed = 48;
|
||||
break;
|
||||
case WP_SSG3000:
|
||||
count = 5;
|
||||
size = 6.0f;
|
||||
speed = 80;
|
||||
break;
|
||||
/*
|
||||
//Makro - old code
|
||||
puffDir[0] = 0;
|
||||
puffDir[1] = 0;
|
||||
puffDir[2] = 16;
|
||||
|
@ -2707,8 +2732,29 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
|
|||
650,
|
||||
cg.time, 0,
|
||||
LEF_PUFF_DONT_SCALE, cgs.media.smokePuffAnimShader);
|
||||
*/
|
||||
default:
|
||||
break;
|
||||
}
|
||||
for (i=0; i<count; i++)
|
||||
{
|
||||
VectorScale(dir, speed + crandom() * 8, puffDir);
|
||||
//VectorScale(silencer.axis[1], -(20+random()*50), up);
|
||||
smokePuff = CG_SmokePuff(origin, puffDir, size+random()*size, .8f, .8f, .8f, 0.3f+crandom()*0.1f, 300+random()*150, cg.time-random()*100, cg.time+random()*200, 0,
|
||||
cgs.media.shotgunSmokePuffShader);
|
||||
smokePuff->leType = LE_MOVE_SCALE_FADE;
|
||||
smokePuff->lifeRate = 1.0f / (smokePuff->endTime - smokePuff->startTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
//Makro - particles for default, grass, wood, brick and ceramic materials
|
||||
if (cg_RQ3_impactEffects.integer && (soundType == IMPACTSOUND_WOOD || soundType == IMPACTSOUND_DEFAULT || soundType == IMPACTSOUND_BRICK || soundType == IMPACTSOUND_CERAMIC || soundType == IMPACTSOUND_GRASS))
|
||||
{
|
||||
int count = rand() % 5;
|
||||
for (i=0; i<count; i++)
|
||||
{
|
||||
VectorScale(dir, 96 + crandom() * 16, puffDir);
|
||||
CG_ParticleHitWall(origin, puffDir, 300 + rand() % 250, 4, 4, -1, 1);
|
||||
}
|
||||
}
|
||||
// Elder: Spark effect for metal surfaces
|
||||
|
|
|
@ -6,13 +6,13 @@
|
|||
--------------------Configuration: cgame - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9D9.tmp" with contents
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"Release/" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_consolecmds.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_view.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9D9.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9DA.tmp" with contents
|
||||
Creating command line "cl.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPE.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
|
||||
|
@ -43,13 +43,13 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9DA.tmp" with conte
|
|||
.\Release\q_shared.obj
|
||||
.\Release\ui_shared.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9DA.tmp"
|
||||
Creating command line "link.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPE.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
cg_consolecmds.c
|
||||
cg_view.c
|
||||
Linking...
|
||||
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9DE.tmp" with contents
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP12.tmp" with contents
|
||||
[
|
||||
/nologo /o"Release/cgame.bsc"
|
||||
.\Release\bg_misc.sbr
|
||||
|
@ -79,7 +79,7 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9DE.tmp" with conte
|
|||
.\Release\q_math.sbr
|
||||
.\Release\q_shared.sbr
|
||||
.\Release\ui_shared.sbr]
|
||||
Creating command line "bscmake.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9DE.tmp"
|
||||
Creating command line "bscmake.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP12.tmp"
|
||||
Creating browse info file...
|
||||
<h3>Output Window</h3>
|
||||
|
||||
|
@ -87,6 +87,24 @@ Creating browse info file...
|
|||
|
||||
<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 1.109 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.108 2003/09/10 22:46:05 makro
|
||||
// Cooler breath puffs. Locked r_fastSky on maps with global fog.
|
||||
// Some other things I can't remember.
|
||||
|
@ -1471,8 +1474,9 @@ typedef enum {
|
|||
ET_TEAM,
|
||||
ET_LASER, // lasersight entity type
|
||||
ET_DLIGHT, // Elder: dynamic light entity
|
||||
ET_SHADOW, //Makro - fake shadow
|
||||
ET_DECAL, // Stick a decal on the ground
|
||||
ET_SHADOW, //Makro - fake shadow
|
||||
ET_CORONA, //Makro - coronas
|
||||
|
||||
ET_EVENTS // any of the EV_* events can be added freestanding
|
||||
// by setting eType to ET_EVENTS + eventNum
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.135 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.134 2003/04/26 22:33:06 jbravo
|
||||
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
|
||||
//
|
||||
|
@ -1933,23 +1936,6 @@ void ClientSpawn(gentity_t * ent)
|
|||
ClientEndFrame(ent);
|
||||
ent->client->noHead = qfalse;
|
||||
|
||||
// JBravo: adding allweapons.
|
||||
if (g_RQ3_allWeapons.integer) {
|
||||
ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - (1 << WP_NONE);
|
||||
ent->client->weaponCount[WP_SSG3000] = 1;
|
||||
ent->client->weaponCount[WP_MP5] = 1;
|
||||
ent->client->weaponCount[WP_M3] = 1;
|
||||
ent->client->weaponCount[WP_M4] = 1;
|
||||
ent->client->weaponCount[WP_AKIMBO] = 1;
|
||||
ent->client->weaponCount[WP_HANDCANNON] = 1;
|
||||
ent->client->uniqueWeapons = 5;
|
||||
for (i = 0; i < MAX_WEAPONS; i++) {
|
||||
ent->client->ps.ammo[i] = ClipAmountForAmmo(i);
|
||||
Add_Ammo(ent, i, 100, 1);
|
||||
}
|
||||
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_GRENADE) | (1 << WP_KNIFE);
|
||||
}
|
||||
|
||||
// JBravo: adding allitems.
|
||||
if (g_RQ3_allItems.integer) {
|
||||
ent->client->ps.stats[STAT_HOLDABLE_ITEM] = (1 << HI_KEVLAR);
|
||||
|
@ -1965,6 +1951,29 @@ void ClientSpawn(gentity_t * ent)
|
|||
}
|
||||
}
|
||||
|
||||
// JBravo: adding allweapons.
|
||||
if (g_RQ3_allWeapons.integer) {
|
||||
ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - (1 << WP_NONE);
|
||||
ent->client->weaponCount[WP_SSG3000] = 1;
|
||||
ent->client->weaponCount[WP_MP5] = 1;
|
||||
ent->client->weaponCount[WP_M3] = 1;
|
||||
ent->client->weaponCount[WP_M4] = 1;
|
||||
ent->client->weaponCount[WP_AKIMBO] = 1;
|
||||
ent->client->weaponCount[WP_HANDCANNON] = 1;
|
||||
ent->client->uniqueWeapons = 5;
|
||||
//Makro - added knives
|
||||
ent->client->weaponCount[WP_KNIFE] = 1;
|
||||
if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_BANDOLIER))
|
||||
ent->client->ps.ammo[WP_KNIFE] = 20;
|
||||
else
|
||||
ent->client->ps.ammo[WP_KNIFE] = 10;
|
||||
for (i = 0; i < MAX_WEAPONS; i++) {
|
||||
ent->client->ps.ammo[i] = ClipAmountForAmmo(i);
|
||||
Add_Ammo(ent, i, 100, 1);
|
||||
}
|
||||
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_GRENADE) | (1 << WP_KNIFE);
|
||||
}
|
||||
|
||||
// JBravo: lock the player down
|
||||
if (g_gametype.integer == GT_CTF && ent->client->sess.sessionTeam == TEAM_SPECTATOR &&
|
||||
(ent->client->sess.savedTeam == TEAM_RED || ent->client->sess.savedTeam == TEAM_BLUE) &&
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.190 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.189 2003/09/16 23:25:32 makro
|
||||
// trigger_multiple - new spawnflag, 3 new keys
|
||||
//
|
||||
|
@ -776,6 +779,8 @@ void Cmd_Give_f(gentity_t * ent)
|
|||
ent->client->weaponCount[WP_M4] = 1;
|
||||
ent->client->weaponCount[WP_AKIMBO] = 1;
|
||||
ent->client->weaponCount[WP_HANDCANNON] = 1;
|
||||
//Makro - added knives
|
||||
ent->client->weaponCount[WP_KNIFE] = 1;
|
||||
if (!give_all)
|
||||
return;
|
||||
}
|
||||
|
@ -798,7 +803,10 @@ void Cmd_Give_f(gentity_t * ent)
|
|||
if (give_all || Q_stricmp(name, "ammo") == 0) {
|
||||
for (i = 0; i < MAX_WEAPONS; i++) {
|
||||
//Blaze: Give right amount of shots to each gun
|
||||
ent->client->ps.ammo[i] = ClipAmountForAmmo(i);
|
||||
if (i == WP_KNIFE)
|
||||
ent->client->ps.ammo[i] = 10;
|
||||
else
|
||||
ent->client->ps.ammo[i] = ClipAmountForAmmo(i);
|
||||
//Makro - I want clips, dammit !
|
||||
Add_Ammo(ent, i, 100, 1);
|
||||
}
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.150 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.149 2003/09/19 21:25:10 makro
|
||||
// Flares (again!). Doors that open away from players.
|
||||
//
|
||||
|
@ -445,7 +448,9 @@ typedef enum {
|
|||
#define RQ3_CTF_RESPAWNTIME_DEFAULT 10000 // JBravo: time for weapons to respawn - up to 10s
|
||||
#define SP_AUTOOPEN 4 // Elder: revert to Q3 behaviour
|
||||
#define SP_DOORTOGGLE 8 // Elder: added to enable mover toggling
|
||||
#define SP_OPENAWAY 64 //Makro - door will always open away from the player
|
||||
#define SP_LOOKATME 64 //Makro - door will only open if you look at it when
|
||||
#define SP_OPENAWAY 128 //Makro - door will always open away from the player
|
||||
//pressing opendoor
|
||||
#define MAXDOORTIME 100 // Elder: max time the opendoor key can stay open
|
||||
|
||||
//Makro - moved weapon/item banning flags to bg_public.h so that the UI
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.82 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.81 2003/09/19 21:25:10 makro
|
||||
// Flares (again!). Doors that open away from players.
|
||||
//
|
||||
|
@ -472,8 +475,8 @@ void SP_misc_lens_flare(gentity_t *ent)
|
|||
G_Printf(S_COLOR_YELLOW"Warning: misc_lens_flare with count <0 at %s\n", vtos(ent->s.origin));
|
||||
ent->count = 4;
|
||||
}
|
||||
G_SpawnInt("minsize", "16", &ent->damage);
|
||||
G_SpawnInt("maxsize", "128", &ent->damage_radius);
|
||||
G_SpawnInt("sizemin", "16", &ent->damage);
|
||||
G_SpawnInt("sizemax", "128", &ent->damage_radius);
|
||||
|
||||
G_SpawnFloat("alphamin", "0.5", &f);
|
||||
if (f > 1)
|
||||
|
@ -533,6 +536,14 @@ void SP_func_shadow(gentity_t *ent)
|
|||
}
|
||||
|
||||
|
||||
void SP_misc_corona(gentity_t *ent)
|
||||
{
|
||||
ent->s.eType = ET_CORONA;
|
||||
//ent->r.svFlags = SVF_NOCLIENT;
|
||||
trap_RQ3LinkEntity(ent, __LINE__, __FILE__);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================================================================================
|
||||
|
||||
|
@ -942,7 +953,7 @@ void Use_Breakable(gentity_t * self, gentity_t * other, gentity_t * activator)
|
|||
}
|
||||
|
||||
//Elder: Breakable anything!* -- we define, that is
|
||||
/*QUAKED func_breakable (0 .5 .8) ? CHIPPABLE UNBREAKABLE EXPLOSIVE
|
||||
/*QUAKED func_breakable (0 .5 .8) CHIPPABLE UNBREAKABLE EXPLOSIVE UNKICKABLE TOUCHY
|
||||
Breakable object entity that breaks, chips or explodes when damaged.
|
||||
-------- KEYS --------
|
||||
health : determines the strength of the glass (default 5).
|
||||
|
@ -954,7 +965,8 @@ damage_radius : sets the maximum distance from the explosion players will take d
|
|||
-------- SPAWNFLAGS --------
|
||||
CHIPPABLE : little pieces will spawn when the entity is shot.
|
||||
UNBREAKABLE : entity will never break. To make the entity chip, but never break, check the first two spawnflags. To make the entity chip and eventually break, only set the first spawnflag.
|
||||
EXPLOSIVE : entity will explode.
|
||||
EXPLOSIVE : entity will explode.
|
||||
TOUCHY : entity will break when touched. If damage is set to a non-zero value, it specifies the damage to be inflicted to the touching entity
|
||||
-------- NOTES --------
|
||||
Breakables are defined in sets by the 'type' key (e.g. type : glass, type : wood). Each type used in a map must be given a unique id number. Each entity of a particular type must have the same id number (i.e. if your first glass breakable has id : 1, then every glass breakable must have id : 1). To add custom breakables, use this format:
|
||||
|
||||
|
@ -999,6 +1011,13 @@ static void InitBreakable_Finish(gentity_t * ent)
|
|||
ent->s.weapon = 0;
|
||||
}
|
||||
|
||||
void Touch_Breakable(gentity_t * self, gentity_t * other, trace_t * trace)
|
||||
{
|
||||
if (self->damage)
|
||||
G_Damage(other, self, self, NULL, NULL, self->damage, 0, MOD_TRIGGER_HURT);
|
||||
Use_Breakable(self, other, other);
|
||||
}
|
||||
|
||||
void SP_func_breakable(gentity_t * ent)
|
||||
{
|
||||
int health;
|
||||
|
@ -1076,6 +1095,13 @@ void SP_func_breakable(gentity_t * ent)
|
|||
} else {
|
||||
ent->unkickable = qfalse;
|
||||
}
|
||||
|
||||
//Makro - added
|
||||
if (ent->spawnflags & 16) {
|
||||
ent->touch = Touch_Breakable;
|
||||
} else {
|
||||
ent->touch = NULL;
|
||||
}
|
||||
|
||||
if (!ent->damage_radius) {
|
||||
ent->damage_radius = GRENADE_SPLASH_RADIUS;
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.71 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.70 2003/09/19 21:25:10 makro
|
||||
// Flares (again!). Doors that open away from players.
|
||||
//
|
||||
|
@ -947,6 +950,33 @@ void Use_BinaryMover(gentity_t * ent, gentity_t * other, gentity_t * activator)
|
|||
int total;
|
||||
int partial;
|
||||
|
||||
//Makro - 'LookAtMe' flag set ?
|
||||
if ((ent->spawnflags & SP_LOOKATME) && activator && activator->client) {
|
||||
trace_t tr;
|
||||
vec3_t forward, right, up, muzzle, end;
|
||||
gentity_t *hit;
|
||||
|
||||
// set aiming directions
|
||||
AngleVectors(activator->client->ps.viewangles, forward, right, up);
|
||||
CalcMuzzlePoint(activator, forward, right, up, muzzle);
|
||||
// Elder: AQ2 offset
|
||||
muzzle[2] -= (activator->client->ps.viewheight - 20);
|
||||
VectorMA(muzzle, 8192, forward, end);
|
||||
|
||||
trap_Trace(&tr, muzzle, NULL, NULL, end, activator->s.number, MASK_SHOT);
|
||||
|
||||
hit = g_entities + tr.entityNum;
|
||||
|
||||
if (!hit->teammaster) {
|
||||
if (hit != ent)
|
||||
return;
|
||||
} else {
|
||||
if (hit->teammaster != ent->teammaster)
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// only the master should be used
|
||||
if (ent->flags & FL_TEAMSLAVE) {
|
||||
Use_BinaryMover(ent->teammaster, other, activator);
|
||||
|
@ -1493,7 +1523,7 @@ NOMONSTER monsters will not trigger this door
|
|||
|
||||
//Elder: new one from GTKRadiant's entity.def plus Reaction stuff
|
||||
|
||||
/*QUAKED func_door (0 .5 .8) ? START_OPEN CRUSHER AUTO_OPEN TOGGLE
|
||||
/*QUAKED func_door (0 .5 .8) ? START_OPEN CRUSHER AUTO_OPEN TOGGLE FOV
|
||||
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
|
||||
-------- KEYS --------
|
||||
angle : determines the opening direction of door (up = -1, down = -2).
|
||||
|
@ -1643,7 +1673,7 @@ void SP_func_door(gentity_t * ent)
|
|||
|
||||
// REACTION
|
||||
|
||||
/*QUAKED func_door_rotating (0 .5 .8) START_OPEN CRUSHER AUTO_OPEN TOGGLE X_AXIS Y_AXIS
|
||||
/*QUAKED func_door_rotating (0 .5 .8) START_OPEN CRUSHER AUTO_OPEN TOGGLE X_AXIS Y_AXIS AWAY FOV
|
||||
This is the rotating door... just as the name suggests it's a door that rotates
|
||||
START_OPEN the door to moves to its destination when spawned, and operate in reverse.
|
||||
REVERSE if you want the door to open in the other direction, use this switch.
|
||||
|
@ -2387,7 +2417,7 @@ void Reset_Func_Train(gentity_t *ent)
|
|||
Think_BeginMoving(ent);
|
||||
}
|
||||
|
||||
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
|
||||
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS NOINTERRUPT
|
||||
A train is a mover that moves between path_corner target points.
|
||||
Trains MUST HAVE AN ORIGIN BRUSH.
|
||||
The train spawns at the first target it is pointing at.
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.50 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.49 2003/09/18 00:05:05 makro
|
||||
// Lens flares. Opendoor trigger_multiple fixes
|
||||
//
|
||||
|
@ -306,6 +309,7 @@ void SP_light(gentity_t * self);
|
|||
void SP_dlight(gentity_t * self); // Elder: dlight entity
|
||||
void SP_misc_lens_flare(gentity_t *ent); //Makro - lens flare
|
||||
void SP_func_shadow(gentity_t *ent); //Makro - fake shadow
|
||||
void SP_misc_corona(gentity_t *ent); //Makro - fake shadow
|
||||
void SP_info_null(gentity_t * self);
|
||||
void SP_info_notnull(gentity_t * self);
|
||||
void SP_info_camp(gentity_t * self);
|
||||
|
@ -396,6 +400,7 @@ spawn_t spawns[] = {
|
|||
{"func_dlite", SP_dlight}, // Elder: dlight entity
|
||||
{"light_d", SP_dlight}, //Makro - for compatibility with older maps
|
||||
{"func_shadow", SP_func_shadow}, //Makro - fake shadow
|
||||
{"misc_corona", SP_misc_corona}, //Makro - coronas
|
||||
{"misc_lens_flare", SP_misc_lens_flare}, //Makro - lens flare
|
||||
{"path_corner", SP_path_corner},
|
||||
|
||||
|
@ -699,8 +704,14 @@ void G_SpawnGEntityFromSpawnVars(void)
|
|||
return;
|
||||
}
|
||||
}
|
||||
//Makro - check for "notgametype" key
|
||||
if (G_SpawnInt("notgametype", "0", &i)) {
|
||||
if ((i & (1 << g_gametype.integer)) != 0) {
|
||||
G_FreeEntity(ent, __LINE__, __FILE__);
|
||||
return;
|
||||
}
|
||||
// check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER)
|
||||
if (g_gametype.integer >= GT_TEAM) {
|
||||
} else if (g_gametype.integer >= GT_TEAM) {
|
||||
G_SpawnInt("notteam", "0", &i);
|
||||
if (i) {
|
||||
G_FreeEntity(ent, __LINE__, __FILE__);
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.19 2004/01/26 21:26:08 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.18 2003/04/26 22:33:06 jbravo
|
||||
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
|
||||
//
|
||||
|
@ -835,6 +838,13 @@ int Pickup_Team(gentity_t * ent, gentity_t * other)
|
|||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//Makro - adding "target" field
|
||||
if (ent->target)
|
||||
{
|
||||
G_UseEntities(ent, ent->target, other);
|
||||
}
|
||||
|
||||
// JBravo: no picking up [the enemy case-NiceAss] case if you have a two handed weapon.
|
||||
if (other->client->ps.weapon != WP_PISTOL && other->client->ps.weapon != WP_KNIFE &&
|
||||
team != cl->sess.sessionTeam && level.time - cl->flagMessageTime > 10000 ) {
|
||||
|
|
|
@ -6,13 +6,39 @@
|
|||
--------------------Configuration: cgame - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6EE.tmp" with contents
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF7.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"Release/" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\bg_pmove.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\bg_slidemove.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_consolecmds.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_draw.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_drawtools.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_effects.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_info.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_localents.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_main.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_marks.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_players.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_playerstate.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_snapshot.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_syscalls.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_unlagged.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_view.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\cgame\cg_weapons.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\q_math.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\q_shared.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\ui\ui_shared.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6EE.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6EF.tmp" with contents
|
||||
Creating command line "cl.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF7.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF8.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
|
||||
|
@ -43,13 +69,45 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6EF.tmp" with conte
|
|||
.\Release\q_shared.obj
|
||||
.\Release\ui_shared.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6EF.tmp"
|
||||
Creating command line "link.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF8.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
bg_misc.c
|
||||
bg_pmove.c
|
||||
bg_slidemove.c
|
||||
cg_atmospheric.c
|
||||
cg_consolecmds.c
|
||||
D:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(626) : warning C4706: assignment within conditional expression
|
||||
D:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(638) : warning C4706: assignment within conditional expression
|
||||
D:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(184) : warning C4701: local variable 'tr' may be used without having been initialized
|
||||
D:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(334) : warning C4701: local variable 'tr' may be used without having been initialized
|
||||
cg_draw.c
|
||||
cg_drawtools.c
|
||||
cg_effects.c
|
||||
cg_ents.c
|
||||
cg_event.c
|
||||
cg_info.c
|
||||
cg_localents.c
|
||||
cg_main.c
|
||||
cg_marks.c
|
||||
cg_players.c
|
||||
cg_playerstate.c
|
||||
cg_predict.c
|
||||
cg_scoreboard.c
|
||||
D:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c(805) : warning C4701: local variable 'predictCmd' may be used without having been initialized
|
||||
D:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c(809) : warning C4701: local variable 'stateIndex' may be used without having been initialized
|
||||
cg_servercmds.c
|
||||
cg_snapshot.c
|
||||
cg_syscalls.c
|
||||
cg_unlagged.c
|
||||
cg_view.c
|
||||
cg_weapons.c
|
||||
q_math.c
|
||||
q_shared.c
|
||||
ui_shared.c
|
||||
Linking...
|
||||
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6F3.tmp" with contents
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFC.tmp" with contents
|
||||
[
|
||||
/nologo /o"Release/cgame.bsc"
|
||||
.\Release\bg_misc.sbr
|
||||
|
@ -79,27 +137,271 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6F3.tmp" with conte
|
|||
.\Release\q_math.sbr
|
||||
.\Release\q_shared.sbr
|
||||
.\Release\ui_shared.sbr]
|
||||
Creating command line "bscmake.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6F3.tmp"
|
||||
Creating command line "bscmake.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFC.tmp"
|
||||
Creating browse info file...
|
||||
<h3>Output Window</h3>
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
cgamex86.dll - 0 error(s), 0 warning(s)
|
||||
cgamex86.dll - 0 error(s), 6 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: game - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFD.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
|
||||
"D:\Games\Quake3\rq3source\reaction\game\ai_chat.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\ai_cmd.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\ai_dmnet.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\ai_dmq3.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\ai_main.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\ai_team.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\ai_vcmd.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\bg_pmove.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\bg_slidemove.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_active.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_arenas.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_bot.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_client.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_cmds.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_combat.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_fileio.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_items.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_main.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_matchmode.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_mem.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_misc.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_missile.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_mover.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_session.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_spawn.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_svcmds.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_syscalls.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_target.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_team.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_teamplay.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_trigger.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_unlagged.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_utils.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\g_weapon.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\q_math.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\q_shared.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\rxn_game.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\zcam.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\zcam_target.c"
|
||||
]
|
||||
Creating command line "cl.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFD.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFE.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"
|
||||
c:\reactionoutput\ai_chat.obj
|
||||
c:\reactionoutput\ai_cmd.obj
|
||||
c:\reactionoutput\ai_dmnet.obj
|
||||
c:\reactionoutput\ai_dmq3.obj
|
||||
c:\reactionoutput\ai_main.obj
|
||||
c:\reactionoutput\ai_team.obj
|
||||
c:\reactionoutput\ai_vcmd.obj
|
||||
c:\reactionoutput\bg_misc.obj
|
||||
c:\reactionoutput\bg_pmove.obj
|
||||
c:\reactionoutput\bg_slidemove.obj
|
||||
c:\reactionoutput\g_active.obj
|
||||
c:\reactionoutput\g_arenas.obj
|
||||
c:\reactionoutput\g_bot.obj
|
||||
c:\reactionoutput\g_client.obj
|
||||
c:\reactionoutput\g_cmds.obj
|
||||
c:\reactionoutput\g_combat.obj
|
||||
c:\reactionoutput\g_fileio.obj
|
||||
c:\reactionoutput\g_items.obj
|
||||
c:\reactionoutput\g_main.obj
|
||||
c:\reactionoutput\g_matchmode.obj
|
||||
c:\reactionoutput\g_mem.obj
|
||||
c:\reactionoutput\g_misc.obj
|
||||
c:\reactionoutput\g_missile.obj
|
||||
c:\reactionoutput\g_mover.obj
|
||||
c:\reactionoutput\g_session.obj
|
||||
c:\reactionoutput\g_spawn.obj
|
||||
c:\reactionoutput\g_svcmds.obj
|
||||
c:\reactionoutput\g_syscalls.obj
|
||||
c:\reactionoutput\g_target.obj
|
||||
c:\reactionoutput\g_team.obj
|
||||
c:\reactionoutput\g_teamplay.obj
|
||||
c:\reactionoutput\g_trigger.obj
|
||||
c:\reactionoutput\g_unlagged.obj
|
||||
c:\reactionoutput\g_utils.obj
|
||||
c:\reactionoutput\g_weapon.obj
|
||||
c:\reactionoutput\q_math.obj
|
||||
c:\reactionoutput\q_shared.obj
|
||||
c:\reactionoutput\rxn_game.obj
|
||||
c:\reactionoutput\zcam.obj
|
||||
c:\reactionoutput\zcam_target.obj
|
||||
]
|
||||
Creating command line "link.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPFE.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
ai_chat.c
|
||||
ai_cmd.c
|
||||
ai_dmnet.c
|
||||
ai_dmq3.c
|
||||
ai_main.c
|
||||
ai_team.c
|
||||
ai_vcmd.c
|
||||
bg_misc.c
|
||||
bg_pmove.c
|
||||
bg_slidemove.c
|
||||
g_active.c
|
||||
g_arenas.c
|
||||
g_bot.c
|
||||
g_client.c
|
||||
g_cmds.c
|
||||
D:\Games\Quake3\rq3source\reaction\game\g_client.c(1637) : warning C4701: local variable 'classname' may be used without having been initialized
|
||||
D:\Games\Quake3\rq3source\reaction\game\g_cmds.c(2476) : warning C4189: 'door' : local variable is initialized but not referenced
|
||||
g_combat.c
|
||||
g_fileio.c
|
||||
D:\Games\Quake3\rq3source\reaction\game\g_combat.c(2014) : warning C4700: local variable 'asave' used without having been initialized
|
||||
g_items.c
|
||||
g_main.c
|
||||
g_matchmode.c
|
||||
g_mem.c
|
||||
g_misc.c
|
||||
g_missile.c
|
||||
g_mover.c
|
||||
g_session.c
|
||||
g_spawn.c
|
||||
g_svcmds.c
|
||||
g_syscalls.c
|
||||
g_target.c
|
||||
g_team.c
|
||||
g_teamplay.c
|
||||
g_trigger.c
|
||||
g_unlagged.c
|
||||
g_utils.c
|
||||
g_weapon.c
|
||||
q_math.c
|
||||
D:\Games\Quake3\rq3source\reaction\game\g_weapon.c(1954) : warning C4701: local variable 'tr' may be used without having been initialized
|
||||
q_shared.c
|
||||
rxn_game.c
|
||||
zcam.c
|
||||
zcam_target.c
|
||||
Linking...
|
||||
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP102.tmp" with contents
|
||||
[
|
||||
/nologo /o"c:\reactionoutput/game.bsc"
|
||||
c:\reactionoutput\ai_chat.sbr
|
||||
c:\reactionoutput\ai_cmd.sbr
|
||||
c:\reactionoutput\ai_dmnet.sbr
|
||||
c:\reactionoutput\ai_dmq3.sbr
|
||||
c:\reactionoutput\ai_main.sbr
|
||||
c:\reactionoutput\ai_team.sbr
|
||||
c:\reactionoutput\ai_vcmd.sbr
|
||||
c:\reactionoutput\bg_misc.sbr
|
||||
c:\reactionoutput\bg_pmove.sbr
|
||||
c:\reactionoutput\bg_slidemove.sbr
|
||||
c:\reactionoutput\g_active.sbr
|
||||
c:\reactionoutput\g_arenas.sbr
|
||||
c:\reactionoutput\g_bot.sbr
|
||||
c:\reactionoutput\g_client.sbr
|
||||
c:\reactionoutput\g_cmds.sbr
|
||||
c:\reactionoutput\g_combat.sbr
|
||||
c:\reactionoutput\g_fileio.sbr
|
||||
c:\reactionoutput\g_items.sbr
|
||||
c:\reactionoutput\g_main.sbr
|
||||
c:\reactionoutput\g_matchmode.sbr
|
||||
c:\reactionoutput\g_mem.sbr
|
||||
c:\reactionoutput\g_misc.sbr
|
||||
c:\reactionoutput\g_missile.sbr
|
||||
c:\reactionoutput\g_mover.sbr
|
||||
c:\reactionoutput\g_session.sbr
|
||||
c:\reactionoutput\g_spawn.sbr
|
||||
c:\reactionoutput\g_svcmds.sbr
|
||||
c:\reactionoutput\g_syscalls.sbr
|
||||
c:\reactionoutput\g_target.sbr
|
||||
c:\reactionoutput\g_team.sbr
|
||||
c:\reactionoutput\g_teamplay.sbr
|
||||
c:\reactionoutput\g_trigger.sbr
|
||||
c:\reactionoutput\g_unlagged.sbr
|
||||
c:\reactionoutput\g_utils.sbr
|
||||
c:\reactionoutput\g_weapon.sbr
|
||||
c:\reactionoutput\q_math.sbr
|
||||
c:\reactionoutput\q_shared.sbr
|
||||
c:\reactionoutput\rxn_game.sbr
|
||||
c:\reactionoutput\zcam.sbr
|
||||
c:\reactionoutput\zcam_target.sbr]
|
||||
Creating command line "bscmake.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP102.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), 4 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: ui - Win32 Release TA--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP103.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "UI_EXPORTS" /FR"Release_TA/" /Fp"Release_TA/ta_ui.pch" /YX /Fo"Release_TA/" /Fd"Release_TA/" /FD /c
|
||||
"D:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\q_math.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\game\q_shared.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\ta_ui\ui_atoms.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\ta_ui\ui_gameinfo.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\ta_ui\ui_main.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\ta_ui\ui_players.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\ta_ui\ui_shared.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
|
||||
"D:\Games\Quake3\rq3source\reaction\ta_ui\ui_util.c"
|
||||
]
|
||||
Creating command line "cl.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP103.tmp"
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP104.tmp" with contents
|
||||
[
|
||||
/nologo /base:"0x40000000" /dll /incremental:no /pdb:"Release_TA/uix86.pdb" /map:"Release_TA/uix86.map" /machine:I386 /def:".\ui.def" /out:"../Release/uix86.dll" /implib:"Release_TA/uix86.lib"
|
||||
.\Release_TA\bg_misc.obj
|
||||
.\Release_TA\q_math.obj
|
||||
.\Release_TA\q_shared.obj
|
||||
.\Release_TA\ui_atoms.obj
|
||||
.\Release_TA\ui_gameinfo.obj
|
||||
.\Release_TA\ui_main.obj
|
||||
.\Release_TA\ui_players.obj
|
||||
.\Release_TA\ui_shared.obj
|
||||
.\Release_TA\ui_syscalls.obj
|
||||
.\Release_TA\ui_util.obj
|
||||
]
|
||||
Creating command line "link.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP104.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
bg_misc.c
|
||||
q_math.c
|
||||
q_shared.c
|
||||
ui_atoms.c
|
||||
ui_gameinfo.c
|
||||
ui_main.c
|
||||
ui_players.c
|
||||
ui_shared.c
|
||||
ui_syscalls.c
|
||||
ui_util.c
|
||||
Linking...
|
||||
Creating library Release_TA/uix86.lib and object Release_TA/uix86.exp
|
||||
Creating temporary file "C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP108.tmp" with contents
|
||||
[
|
||||
/nologo /o"Release_TA/ta_ui.bsc"
|
||||
.\Release_TA\bg_misc.sbr
|
||||
.\Release_TA\q_math.sbr
|
||||
.\Release_TA\q_shared.sbr
|
||||
.\Release_TA\ui_atoms.sbr
|
||||
.\Release_TA\ui_gameinfo.sbr
|
||||
.\Release_TA\ui_main.sbr
|
||||
.\Release_TA\ui_players.sbr
|
||||
.\Release_TA\ui_shared.sbr
|
||||
.\Release_TA\ui_syscalls.sbr
|
||||
.\Release_TA\ui_util.sbr]
|
||||
Creating command line "bscmake.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP108.tmp"
|
||||
Creating browse info file...
|
||||
<h3>Output Window</h3>
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.14 2004/01/26 21:26:09 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.13 2003/04/19 17:41:26 jbravo
|
||||
// Applied changes that where in 1.29h -> 1.32b gamecode.
|
||||
//
|
||||
|
@ -479,7 +482,8 @@ typedef enum {
|
|||
#define PROP_GAP_WIDTH 3
|
||||
#define PROP_SPACE_WIDTH 8
|
||||
//Elder: changed to fit new font from 27
|
||||
#define PROP_HEIGHT 24
|
||||
//Makro - changed back
|
||||
#define PROP_HEIGHT 27
|
||||
#define PROP_SMALL_SIZE_SCALE 0.75
|
||||
|
||||
#define BLINK_DIVISOR 200
|
||||
|
|
|
@ -66,8 +66,8 @@ LINK32=link.exe
|
|||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug_TA"
|
||||
# PROP Intermediate_Dir "Debug_TA"
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "UI_EXPORTS" /FR /YX /FD /GZ /c
|
||||
|
|
|
@ -3,187 +3,16 @@
|
|||
<pre>
|
||||
<h1>Build Log</h1>
|
||||
<h3>
|
||||
--------------------Configuration: cgame - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPE.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_atmospheric.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_consolecmds.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_draw.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_drawtools.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_effects.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_info.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_localents.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_main.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_marks.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_players.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_playerstate.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_snapshot.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_syscalls.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_unlagged.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_view.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\cgame\cg_weapons.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPE.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF.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\RSPF.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
cg_atmospheric.c
|
||||
cg_consolecmds.c
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(626) : warning C4706: assignment within conditional expression
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(638) : warning C4706: assignment within conditional expression
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(184) : warning C4701: local variable 'tr' may be used without having been initialized
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_atmospheric.c(334) : warning C4701: local variable 'tr' may be used without having been initialized
|
||||
cg_draw.c
|
||||
cg_drawtools.c
|
||||
cg_effects.c
|
||||
cg_ents.c
|
||||
cg_event.c
|
||||
cg_info.c
|
||||
cg_localents.c
|
||||
cg_main.c
|
||||
cg_marks.c
|
||||
cg_players.c
|
||||
cg_playerstate.c
|
||||
cg_predict.c
|
||||
cg_scoreboard.c
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c(805) : warning C4701: local variable 'predictCmd' may be used without having been initialized
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c(809) : warning C4701: local variable 'stateIndex' may be used without having been initialized
|
||||
cg_servercmds.c
|
||||
cg_snapshot.c
|
||||
cg_syscalls.c
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_snapshot.c(279) : warning C4706: assignment within conditional expression
|
||||
cg_unlagged.c
|
||||
cg_view.c
|
||||
C:\Games\Quake3\rq3source\reaction\cgame\cg_unlagged.c(222) : warning C4701: local variable 'fleshEntityNum' may be used without having been initialized
|
||||
cg_weapons.c
|
||||
Linking...
|
||||
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
cgamex86.dll - 0 error(s), 8 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: game - Win32 Release--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP13.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_combat.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP13.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP14.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
|
||||
\reactionoutput\ai_cmd.obj
|
||||
\reactionoutput\ai_dmnet.obj
|
||||
\reactionoutput\ai_dmq3.obj
|
||||
\reactionoutput\ai_main.obj
|
||||
\reactionoutput\ai_team.obj
|
||||
\reactionoutput\ai_vcmd.obj
|
||||
\reactionoutput\bg_misc.obj
|
||||
\reactionoutput\bg_pmove.obj
|
||||
\reactionoutput\bg_slidemove.obj
|
||||
\reactionoutput\g_active.obj
|
||||
\reactionoutput\g_arenas.obj
|
||||
\reactionoutput\g_bot.obj
|
||||
\reactionoutput\g_client.obj
|
||||
\reactionoutput\g_cmds.obj
|
||||
\reactionoutput\g_combat.obj
|
||||
\reactionoutput\g_fileio.obj
|
||||
\reactionoutput\g_items.obj
|
||||
\reactionoutput\g_main.obj
|
||||
\reactionoutput\g_matchmode.obj
|
||||
\reactionoutput\g_mem.obj
|
||||
\reactionoutput\g_misc.obj
|
||||
\reactionoutput\g_missile.obj
|
||||
\reactionoutput\g_mover.obj
|
||||
\reactionoutput\g_session.obj
|
||||
\reactionoutput\g_spawn.obj
|
||||
\reactionoutput\g_svcmds.obj
|
||||
\reactionoutput\g_syscalls.obj
|
||||
\reactionoutput\g_target.obj
|
||||
\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
|
||||
\reactionoutput\q_shared.obj
|
||||
\reactionoutput\rxn_game.obj
|
||||
\reactionoutput\zcam.obj
|
||||
\reactionoutput\zcam_target.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP14.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
g_combat.c
|
||||
C:\Games\Quake3\rq3source\reaction\game\g_combat.c(1996) : warning C4700: local variable 'asave' used without having been initialized
|
||||
Linking...
|
||||
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
qagamex86.dll - 0 error(s), 1 warning(s)
|
||||
<h3>
|
||||
--------------------Configuration: ui - Win32 Release TA--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP18.tmp" with contents
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP978.tmp" with contents
|
||||
[
|
||||
/nologo /G6 /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "UI_EXPORTS" /FR"Release_TA/" /Fp"Release_TA/ta_ui.pch" /YX /Fo"Release_TA/" /Fd"Release_TA/" /FD /c
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_atoms.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_gameinfo.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_main.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_players.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_shared.c"
|
||||
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
|
||||
]
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP18.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP19.tmp" with contents
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP978.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP979.tmp" with contents
|
||||
[
|
||||
/nologo /base:"0x40000000" /dll /incremental:no /pdb:"Release_TA/uix86.pdb" /map:"Release_TA/uix86.map" /machine:I386 /def:".\ui.def" /out:"../Release/uix86.dll" /implib:"Release_TA/uix86.lib"
|
||||
.\Release_TA\bg_misc.obj
|
||||
|
@ -197,18 +26,13 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP19.tmp" with conten
|
|||
.\Release_TA\ui_syscalls.obj
|
||||
.\Release_TA\ui_util.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP19.tmp"
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP979.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
ui_atoms.c
|
||||
ui_gameinfo.c
|
||||
ui_main.c
|
||||
ui_players.c
|
||||
ui_shared.c
|
||||
ui_syscalls.c
|
||||
Linking...
|
||||
Creating library Release_TA/uix86.lib and object Release_TA/uix86.exp
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1D.tmp" with contents
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP97D.tmp" with contents
|
||||
[
|
||||
/nologo /o"Release_TA/ta_ui.bsc"
|
||||
.\Release_TA\bg_misc.sbr
|
||||
|
@ -221,7 +45,7 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1D.tmp" with conten
|
|||
.\Release_TA\ui_shared.sbr
|
||||
.\Release_TA\ui_syscalls.sbr
|
||||
.\Release_TA\ui_util.sbr]
|
||||
Creating command line "bscmake.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1D.tmp"
|
||||
Creating command line "bscmake.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP97D.tmp"
|
||||
Creating browse info file...
|
||||
<h3>Output Window</h3>
|
||||
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.79 2004/01/26 21:26:09 makro
|
||||
// no message
|
||||
//
|
||||
// Revision 1.78 2003/09/01 15:09:49 jbravo
|
||||
// Cleanups, crashbug fix and version bumped to 3.2
|
||||
//
|
||||
|
@ -306,7 +309,7 @@ static replacementSubtype_t replacementWeapons[] =
|
|||
{"Mk23", "mk23"},
|
||||
{"M3", "m3"},
|
||||
{"MP5", "mp5"},
|
||||
{"Handcannon", "handcannon"},
|
||||
{"Handcannon", "handcannon"},
|
||||
{"SSG3000", "ssg3000"},
|
||||
{"M4", "m4"},
|
||||
{"Grenade", "grenade"},
|
||||
|
@ -2659,6 +2662,60 @@ void UI_SelectReplacement(void)
|
|||
{
|
||||
trap_Cvar_Set(va("cg_RQ3_%s", uiInfo.replacements.Type), uiInfo.replacements.Cvars[uiInfo.replacements.Index]);
|
||||
//Q_strcat(uiInfo.replacements.Name, sizeof(uiInfo.replacements.Name), " (*)");
|
||||
//if we have enough free memory
|
||||
if (trap_MemoryRemaining() > 8000000)
|
||||
{
|
||||
gitem_t *item = NULL;
|
||||
int type = -1;
|
||||
switch (uiInfo.replacements.TypeIndex)
|
||||
{
|
||||
case 0:
|
||||
switch (uiInfo.replacements.SubtypeIndex)
|
||||
{
|
||||
case 0:
|
||||
type = WP_PISTOL;
|
||||
break;
|
||||
case 1:
|
||||
type = WP_M3;
|
||||
break;
|
||||
case 2:
|
||||
type = WP_MP5;
|
||||
break;
|
||||
case 3:
|
||||
type = WP_HANDCANNON;
|
||||
break;
|
||||
case 4:
|
||||
type = WP_SSG3000;
|
||||
break;
|
||||
case 5:
|
||||
type = WP_M4;
|
||||
break;
|
||||
case 6:
|
||||
type = WP_GRENADE;
|
||||
break;
|
||||
case 7:
|
||||
type = WP_AKIMBO;
|
||||
break;
|
||||
case 8:
|
||||
type = WP_KNIFE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (type != -1)
|
||||
item = BG_FindItemForWeapon(type);
|
||||
break;
|
||||
case 1:
|
||||
case 2:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (item)
|
||||
{
|
||||
trap_Cmd_ExecuteText(EXEC_APPEND, va("reloadmodel 0 %i\n", type));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
visible 0 // Visible on open
|
||||
focusColor RQ3_MAIN_FOCUSCOLOR // Menu focus color for text and items
|
||||
timedItems 39
|
||||
timerInterval 5500
|
||||
timerInterval 3500
|
||||
|
||||
fadeCycle 500 // how often fade happens in milliseconds
|
||||
fadeAmount 0.01 // amount to adjust alpha per cycle
|
||||
|
|
|
@ -163,6 +163,7 @@
|
|||
decoration
|
||||
}
|
||||
|
||||
|
||||
//================
|
||||
// Buttons
|
||||
//================
|
||||
|
|
Loading…
Reference in a new issue