no message

This commit is contained in:
Andrei Drexler 2004-01-26 21:26:09 +00:00
parent 0e4d767837
commit d62337d313
26 changed files with 915 additions and 272 deletions

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@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.57 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.56 2003/09/20 19:38:16 makro // Revision 1.56 2003/09/20 19:38:16 makro
// Lens flares, what else ? // Lens flares, what else ?
// //
@ -604,6 +607,18 @@ static void CG_IRVision_f(void)
trap_S_StartLocalSound(cgs.media.weapToggleSound, CHAN_ITEM); trap_S_StartLocalSound(cgs.media.weapToggleSound, CHAN_ITEM);
} }
//Makro - added
static void CG_ReloadModel_f(void)
{
int i = atoi(CG_Argv(1)), j = atoi(CG_Argv(2));
if (i == 0)
{
CG_ReplaceModels();
CG_RegisterWeapon(j);
}
}
typedef struct { typedef struct {
char *cmd; char *cmd;
void (*function) (void); void (*function) (void);
@ -643,7 +658,8 @@ static consoleCommand_t commands[] = {
{"startOrbit", CG_StartOrbit_f}, {"startOrbit", CG_StartOrbit_f},
//{ "camera", CG_Camera_f }, //{ "camera", CG_Camera_f },
{"loaddeferred", CG_LoadDeferredPlayers}, {"loaddeferred", CG_LoadDeferredPlayers},
{"irvision", CG_IRVision_f} {"irvision", CG_IRVision_f},
{"reloadmodel", CG_ReloadModel_f}
}; };
/* /*

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@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.77 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.76 2003/09/20 19:38:16 makro // Revision 1.76 2003/09/20 19:38:16 makro
// Lens flares, what else ? // Lens flares, what else ?
// //
@ -482,14 +485,31 @@ static void CG_DrawStatusBar(void)
vec4_t hcolor; vec4_t hcolor;
qhandle_t hicon; qhandle_t hicon;
qhandle_t icon; qhandle_t icon;
int i; //Makro - added x and y for weapon drawing
int i, x = 640 - SMICON_SIZE, y = 400;
//Makro - old values
/*
static float colors[4][4] = { static float colors[4][4] = {
{0.0f, 1.0f, 0.0f, 1.0f}, // full green {0.0f, 1.0f, 0.0f, 1.0f}, // full green
{0.6f, 0.6f, 0.6f, 1.0f}, // firing {0.6f, 0.6f, 0.6f, 1.0f}, // firing
{0.8f, 0.8f, 0.0f, 1.0f}, // not maximum {0.8f, 0.8f, 0.0f, 1.0f}, // not maximum
{0.8f, 0.0f, 0.0f, 1.0f} {0.8f, 0.0f, 0.0f, 1.0f}
}; // out of ammo }; // out of ammo
*/
static float colors[5][4] = {
{1.0f, 1.0f, 1.0f, 1.0f}, // full green
{1.0f, 1.0f, 0.0f, 1.0f}, // firing
{0.7f, 0.7f, 0.7f, 1.0f}, // not maximum
{0.8f, 0.0f, 0.0f, 1.0f}, // out of ammo
{0.0f, 1.0f, 0.0f, 1.0f} //Makro - reloading
};
//Makro - health colors
static float hcolors[3][4] = {
{1.0f, 1.0f, 1.0f, 1.0f},
{1.0f, 1.0f, 0.0f, 1.0f},
{1.0f, 0.0f, 0.0f, 1.0f}
};
cent = &cg_entities[cg.snap->ps.clientNum]; cent = &cg_entities[cg.snap->ps.clientNum];
ps = &cg.snap->ps; ps = &cg.snap->ps;
@ -507,14 +527,30 @@ static void CG_DrawStatusBar(void)
else else
hicon = cgs.media.rq3_healthicon; hicon = cgs.media.rq3_healthicon;
//Makro - old code
//Elder: dynamic health color ramps //Elder: dynamic health color ramps
//Blends from green to yellow to red algebraically //Blends from green to yellow to red algebraically
//100 - Green, 50 - Yellow, 25 - Red, 0 - Faded Red //100 - Green, 50 - Yellow, 25 - Red, 0 - Faded Red
//Note: These formulas are clamped from 0.0 to 1.0 algebraically //Note: These formulas are clamped from 0.0 to 1.0 algebraically
/*
hcolor[0] = (value > 50) * (-0.02 * value + 2.0) + (value <= 50) * 1; hcolor[0] = (value > 50) * (-0.02 * value + 2.0) + (value <= 50) * 1;
hcolor[1] = (value > 25 && value <= 50) * (0.04 * value - 1.0) + (value > 50) * 1; hcolor[1] = (value > 25 && value <= 50) * (0.04 * value - 1.0) + (value > 50) * 1;
hcolor[2] = 0; hcolor[2] = 0;
hcolor[3] = (value <= 25) * (0.01 * value + 0.75) + (value > 25) * 1; hcolor[3] = (value <= 25) * (0.01 * value + 0.75) + (value > 25) * 1;
*/
if (value > 50) {
float frac = (value - 50) / 50.0f, ifrac = (1.0f - frac);
hcolor[0] = frac * hcolors[0][0] + ifrac * hcolors[1][0];
hcolor[1] = frac * hcolors[0][1] + ifrac * hcolors[1][1];
hcolor[2] = frac * hcolors[0][2] + ifrac * hcolors[1][2];
hcolor[3] = frac * hcolors[0][3] + ifrac * hcolors[1][3];
} else {
float frac = value / 50.0f, ifrac = (1.0f - frac);
hcolor[0] = frac * hcolors[1][0] + ifrac * hcolors[2][0];
hcolor[1] = frac * hcolors[1][1] + ifrac * hcolors[2][1];
hcolor[2] = frac * hcolors[1][2] + ifrac * hcolors[2][2];
hcolor[3] = frac * hcolors[1][3] + ifrac * hcolors[2][3];
}
/* Elder: Old clamp routine for reference -- more efficient since less stack usage? /* Elder: Old clamp routine for reference -- more efficient since less stack usage?
for (i = 0; i < 4; i++) { for (i = 0; i < 4; i++) {
@ -557,6 +593,9 @@ static void CG_DrawStatusBar(void)
// Select colour // Select colour
if (cg.predictedPlayerState.weaponstate == WEAPON_FIRING && cg.predictedPlayerState.weaponTime > 100) if (cg.predictedPlayerState.weaponstate == WEAPON_FIRING && cg.predictedPlayerState.weaponTime > 100)
color = 1; color = 1;
//Makro - added reloading check
else if (cg.predictedPlayerState.weaponstate == WEAPON_RELOADING)
color = 4;
else if (ps->ammo[cent->currentState.weapon] == 0) else if (ps->ammo[cent->currentState.weapon] == 0)
color = 3; color = 3;
else if (ps->ammo[cent->currentState.weapon] < ClipAmountForAmmo(cent->currentState.weapon)) else if (ps->ammo[cent->currentState.weapon] < ClipAmountForAmmo(cent->currentState.weapon))
@ -578,27 +617,43 @@ static void CG_DrawStatusBar(void)
//if (cg.snap->ps.stats[STAT_RELOADTIME] > 0) //if (cg.snap->ps.stats[STAT_RELOADTIME] > 0)
//UI_DrawProportionalString( 10, 400, va("%i", cg.snap->ps.stats[STAT_RELOADTIME]), style, colors[2]); //UI_DrawProportionalString( 10, 400, va("%i", cg.snap->ps.stats[STAT_RELOADTIME]), style, colors[2]);
//Elder: draw grenades, if any, on the side
if (cg.snap->ps.ammo[WP_GRENADE] > 0) {
icon = cg_weapons[WP_GRENADE].weaponIcon;
if (icon)
CG_DrawPic(640 - SMICON_SIZE, 360, SMICON_SIZE, SMICON_SIZE, icon);
UI_DrawProportionalString(580, 364, va("%d", cg.snap->ps.ammo[WP_GRENADE]), style, colors[0]);
}
//Elder: draw a special weapon, if any, on the side //Elder: draw a special weapon, if any, on the side
for (i = 1; i < MAX_WEAPONS; i++) { for (i = 1; i < MAX_WEAPONS; i++) {
int flag = (1 << i);
if (i == WP_KNIFE || i == WP_PISTOL || i == WP_GRENADE || i == WP_AKIMBO) if (i == WP_KNIFE || i == WP_PISTOL || i == WP_GRENADE || i == WP_AKIMBO)
continue; continue;
if ((1 << i) == ((1 << i) & cg.snap->ps.stats[STAT_WEAPONS])) if (flag == (flag & cg.snap->ps.stats[STAT_WEAPONS]))
break; {
//Makro - old code
//break;
icon = cg_weapons[i].weaponIcon;
if (icon)
{
CG_DrawPic(x, y, SMICON_SIZE, SMICON_SIZE, icon);
y -= SMICON_SIZE;
}
}
} }
//Elder: draw grenades, if any, on the side
//Makro - changed the code a bit; now it's drawn above the special weapons
if (cg.snap->ps.ammo[WP_GRENADE] > 0) {
icon = cg_weapons[WP_GRENADE].weaponIcon;
if (icon)
CG_DrawPic(x, y, SMICON_SIZE, SMICON_SIZE, icon);
UI_DrawProportionalString(x - 8, y, va("%d", cg.snap->ps.ammo[WP_GRENADE]), UI_RIGHT | UI_DROPSHADOW, colors[0]);
y -= SMICON_SIZE;
}
//Makro - old code
/*
if (i < MAX_WEAPONS) { if (i < MAX_WEAPONS) {
icon = cg_weapons[i].weaponIcon; icon = cg_weapons[i].weaponIcon;
if (icon) if (icon)
CG_DrawPic(640 - SMICON_SIZE, 400, SMICON_SIZE, SMICON_SIZE, icon); CG_DrawPic(640 - SMICON_SIZE, 400, SMICON_SIZE, SMICON_SIZE, icon);
} }
*/
} }
/* /*

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@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.12 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.11 2002/08/07 04:45:46 niceass // Revision 1.11 2002/08/07 04:45:46 niceass
// ctb changes // ctb changes
// //
@ -512,7 +515,9 @@ static int propMap[128][3] = {
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
//Elder: new map //Makro - new map
/*
//Elder: new map
{0, 0, PROP_SPACE_WIDTH}, // SPACE {0, 0, PROP_SPACE_WIDTH}, // SPACE
{3, 120, 8}, // ! {3, 120, 8}, // !
@ -619,6 +624,106 @@ static int propMap[128][3] = {
{85, 96, 14}, // ~ {85, 96, 14}, // ~
{0, 0, -1} // DEL {0, 0, -1} // DEL
}; };
*/
{0, 0, PROP_SPACE_WIDTH}, // SPACE
{3, 0, 9}, // !
{15, 0, 13}, // "
{31, 0, 18}, // #
{52, 0, 13}, // $
{68, 0, 20}, // %
{91, 0, 13}, // &
{107, 0, 9}, // '
{119, 0, 13}, // (
{135, 0, 14}, // )
{152, 0, 18}, // *
{173, 0, 21}, // +
{197, 0, 6}, // ,
{206, 0, 10}, // -
{219, 0, 6}, // .
{228, 0, 18}, // /
{249, 0, 17}, // 0
{269, 0, 6}, // 1
{278, 0, 13}, // 2
{294, 0, 13}, // 3
{310, 0, 13}, // 4
{326, 0, 14}, // 5
{343, 0, 14}, // 6
{360, 0, 13}, // 7
{376, 0, 14}, // 8
{393, 0, 13}, // 9
{409, 0, 7}, // :
{419, 0, 8}, // ;
{430, 0, 12}, // <
{445, 0, 16}, // =
{464, 0, 13}, // >
{480, 0, 14}, // ?
{0, 32, 16}, // @
{19, 32, 12}, // A
{34, 32, 12}, // B
{49, 32, 12}, // C
{64, 32, 13}, // D
{80, 32, 11}, // E
{94, 32, 11}, // F
{108, 32, 13}, // G
{124, 32, 11}, // H
{138, 32, 5}, // I
{146, 32, 11}, // J
{160, 32, 10}, // K
{173, 32, 11}, // L
{187, 32, 16}, // M
{206, 32, 13}, // N
{222, 32, 15}, // O
{240, 32, 11}, // P
{254, 32, 15}, // Q
{272, 32, 11}, // R
{286, 32, 11}, // S
{300, 32, 10}, // T
{313, 32, 11}, // U
{327, 32, 13}, // V
{343, 32, 17}, // W
{363, 32, 11}, // X
{377, 32, 10}, // Y
{390, 32, 12}, // Z
{405, 32, 13}, // [
{421, 32, 17}, // '\'
{441, 32, 11}, // ]
{455, 32, 13}, // ^
{471, 32, 16}, // _
{490, 32, 7}, // `
{500, 32, 10}, // a
{0, 64, 10}, // b
{13, 64, 9}, // c
{25, 64, 11}, // d
{39, 64, 10}, // e
{52, 64, 8}, // f
{63, 64, 10}, // g
{76, 64, 9}, // h
{88, 64, 5}, // i
{96, 64, 5}, // j
{104, 64, 9}, // k
{116, 64, 4}, // l
{123, 64, 12}, // m
{138, 64, 8}, // n
{149, 64, 9}, // o
{161, 64, 10}, // p
{174, 64, 11}, // q
{188, 64, 8}, // r
{199, 64, 9}, // s
{211, 64, 8}, // t
{222, 64, 8}, // u
{233, 64, 8}, // v
{244, 64, 12}, // w
{259, 64, 8}, // x
{270, 64, 9}, // y
{282, 64, 9}, // z
{294, 64, 9}, // {
{306, 64, 12}, // |
{321, 64, 9}, // }
{333, 64, 17}, // ~
{0, 0, -1} // DEL
};
/*Elder: old one /*Elder: old one
{0, 0, PROP_SPACE_WIDTH}, // SPACE {0, 0, PROP_SPACE_WIDTH}, // SPACE
@ -902,9 +1007,9 @@ static void UI_DrawProportionalString2(int x, int y, const char *str, vec4_t col
if (ch == ' ') { if (ch == ' ') {
aw = (float) PROP_SPACE_WIDTH *cgs.screenXScale * sizeScale; aw = (float) PROP_SPACE_WIDTH *cgs.screenXScale * sizeScale;
} else if (propMap[ch][2] != -1) { } else if (propMap[ch][2] != -1) {
fcol = (float) propMap[ch][0] / 256.0f; fcol = (float) propMap[ch][0] / 512.0f;
frow = (float) propMap[ch][1] / 256.0f; frow = (float) propMap[ch][1] / 256.0f;
fwidth = (float) propMap[ch][2] / 256.0f; fwidth = (float) propMap[ch][2] / 512.0f;
fheight = (float) PROP_HEIGHT / 256.0f; fheight = (float) PROP_HEIGHT / 256.0f;
aw = (float) propMap[ch][2] * cgs.screenXScale * sizeScale; aw = (float) propMap[ch][2] * cgs.screenXScale * sizeScale;
ah = (float) PROP_HEIGHT *cgs.screenXScale * sizeScale; ah = (float) PROP_HEIGHT *cgs.screenXScale * sizeScale;

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@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.43 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.42 2003/08/02 22:29:07 makro // Revision 1.42 2003/08/02 22:29:07 makro
// Made underwater bubbles 3 times smaller // Made underwater bubbles 3 times smaller
// //
@ -106,6 +109,9 @@ Modified tracer code
I really don't know what's going on half the time here :) I really don't know what's going on half the time here :)
=============== ===============
*/ */
void CG_CreateTracer(int entity, vec3_t start, vec3_t end);
void CG_ShrapnelSpark(vec3_t source, vec3_t dest, float width, float length) void CG_ShrapnelSpark(vec3_t source, vec3_t dest, float width, float length)
{ {
vec3_t forward, right; vec3_t forward, right;
@ -172,7 +178,8 @@ void CG_ShrapnelSpark(vec3_t source, vec3_t dest, float width, float length)
verts[3].modulate[2] = 255; verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255; verts[3].modulate[3] = 255;
trap_R_AddPolyToScene(cgs.media.tracerShader, 4, verts); //trap_R_AddPolyToScene(cgs.media.tracerShader, 4, verts);
CG_CreateTracer(ENTITYNUM_WORLD, source, dest);
//midpoint[0] = ( start[0] + finish[0] ) * 0.5; //midpoint[0] = ( start[0] + finish[0] ) * 0.5;
//midpoint[1] = ( start[1] + finish[1] ) * 0.5; //midpoint[1] = ( start[1] + finish[1] ) * 0.5;

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@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.48 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.47 2003/09/10 21:40:35 makro // Revision 1.47 2003/09/10 21:40:35 makro
// Cooler breath puffs. Locked r_fastSky on maps with global fog. // Cooler breath puffs. Locked r_fastSky on maps with global fog.
// Some other things I can't remember. // Some other things I can't remember.
@ -114,6 +117,7 @@
static void CG_LaserSight(centity_t * cent); static void CG_LaserSight(centity_t * cent);
static void CG_Dlight(centity_t * cent); static void CG_Dlight(centity_t * cent);
static void CG_FakeShadow(centity_t * cent); static void CG_FakeShadow(centity_t * cent);
static void CG_Corona(centity_t * cent);
extern char rq3_breakables[RQ3_MAX_BREAKABLES][80]; extern char rq3_breakables[RQ3_MAX_BREAKABLES][80];
@ -1081,6 +1085,9 @@ static void CG_AddCEntity(centity_t * cent)
case ET_DLIGHT: case ET_DLIGHT:
CG_Dlight(cent); CG_Dlight(cent);
break; break;
case ET_CORONA:
CG_Corona(cent);
break;
case ET_SHADOW: case ET_SHADOW:
CG_FakeShadow(cent); CG_FakeShadow(cent);
break; break;
@ -1267,3 +1274,21 @@ static void CG_FakeShadow(centity_t * cent)
{ {
return; return;
} }
static void CG_Corona(centity_t * cent)
{
refEntity_t ent;
memset(&ent, 0, sizeof(ent));
VectorCopy(cent->currentState.origin, ent.origin);
ent.reType = RT_SPRITE;
ent.customShader = cgs.media.coronaShader;
ent.radius = 32;
if (0)
ent.renderfx = RF_DEPTHHACK;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = ent.shaderRGBA[0];
ent.shaderRGBA[2] = ent.shaderRGBA[0];
ent.shaderRGBA[3] = ent.shaderRGBA[0];
trap_R_AddRefEntityToScene(&ent);
}

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@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.157 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.156 2003/09/20 19:38:16 makro // Revision 1.156 2003/09/20 19:38:16 makro
// Lens flares, what else ? // Lens flares, what else ?
// //
@ -1623,7 +1626,11 @@ typedef struct {
sfxHandle_t female_click; sfxHandle_t female_click;
//Makro - lens flare shaders //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; } cgMedia_t;
// The client game static (cgs) structure hold everything // The client game static (cgs) structure hold everything
@ -1722,7 +1729,7 @@ typedef struct {
qboolean clearColorSet; qboolean clearColorSet;
//Makro - sun flares //Makro - sun flares
int lastSunTime, lastSunX, lastSunY, numFlares, sunFlareSize; int lastSunTime, lastSunX, lastSunY, numFlares, sunFlareSize;
float sunAlpha, flareFovFactor, flareFadeFactor; float sunAlpha, flareFovFactor, flareFadeFactor, flareForwardFactor;
vec3_t sunDir; vec3_t sunDir;
} cgs_t; } cgs_t;
@ -2018,6 +2025,8 @@ void CG_SetScoreSelection(void *menu);
score_t *CG_GetSelectedScore(); score_t *CG_GetSelectedScore();
void CG_BuildSpectatorString(); void CG_BuildSpectatorString();
void CG_ReplaceModels(void);
// //
// cg_atmospheric.c // cg_atmospheric.c
// //
@ -2521,4 +2530,5 @@ int CG_NewParticleArea(int num);
void CG_DrawBigPolygon(void); 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_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_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); void CG_AddLensFlare(qboolean sun);

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@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.144 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.143 2003/09/19 00:54:23 makro // Revision 1.143 2003/09/19 00:54:23 makro
// Flares again // Flares again
// //
@ -2277,6 +2280,10 @@ static void CG_RegisterGraphics(void)
for (i=0; i<NUM_FLARE_SHADERS; i++) for (i=0; i<NUM_FLARE_SHADERS; i++)
cgs.media.flareShader[i] = trap_R_RegisterShaderNoMip(va("gfx/2d/flare%02d", i+1)); 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.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 // register all the server specified models
for (i = 1; i < MAX_MODELS; i++) { for (i = 1; i < MAX_MODELS; i++) {

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@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.20 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.19 2003/07/30 16:05:46 makro // Revision 1.19 2003/07/30 16:05:46 makro
// no message // 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->time = cg.time;
p->endtime = cg.time + duration; p->endtime = cg.time + duration;
//p->startfade = cg.time + duration * 0.75; p->startfade = cg.time + duration * 0.75;
p->color = GREY75; //p->color = GREY75;
p->alpha = 0.4f; p->color = 0;
p->alphavel = 0; p->alpha = 0.8f;
p->alphavel = p->alpha / ((p->endtime - p->startfade) * .001f);
p->height = 4; p->height = 4;
p->width = 4; p->width = 4;
p->endheight = 8; p->endheight = 16;
p->endwidth = 8; p->endwidth = 16;
p->pshader = cgs.media.smokePuffAnimShader; p->pshader = cgs.media.snowImpactShader;
p->type = P_SMOKE; 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[1] = vel[1];
p->vel[2] = vel[2]; p->vel[2] = vel[2];
p->accel[0] = crandom() * 6; p->accel[0] = crandom() * 4;
p->accel[1] = crandom() * 6; p->accel[1] = crandom() * 4;
p->accel[2] = -PARTICLE_GRAVITY * 4; p->accel[2] = -PARTICLE_GRAVITY * 4;
p->vel[0] += (crandom() * 12); p->vel[0] += (crandom() * 8);
p->vel[1] += (crandom() * 12); p->vel[1] += (crandom() * 8);
//p->vel[2] += (20 + (crandom() * 10)) * speed; //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) void CG_ParticleDust(centity_t * cent, vec3_t origin, vec3_t dir)
{ {
float length; float length;

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.43 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.42 2003/09/20 19:38:16 makro // Revision 1.42 2003/09/20 19:38:16 makro
// Lens flares, what else ? // 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) void CG_AddLensFlare(qboolean sun)
{ {
@ -1032,28 +1036,29 @@ void CG_AddLensFlare(qboolean sun)
{ {
float PI180 = M_PI/180, pitch, yaw, cx, cy, float PI180 = M_PI/180, pitch, yaw, cx, cy,
hfovx = cg.refdef.fov_x/2, hfovy = cg.refdef.fov_y/2; hfovx = cg.refdef.fov_x/2, hfovy = cg.refdef.fov_y/2;
qboolean visible = qfalse;
vec3_t end; vec3_t end;
trace_t tr; trace_t tr;
int timeDelta = 0; int timeDelta = 0, visible = 0;
cgs.flareFadeFactor = 0.0f; cgs.flareFadeFactor = 0.0f;
//do a trace in the direction of the sun
VectorCopy(cgs.sunDir, dir); 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); VectorMA(cg.refdef.vieworg, 16384, dir, end);
CG_Trace(&tr, cg.refdef.vieworg, NULL, NULL, end, 0, CONTENTS_SOLID); CG_Trace(&tr, cg.refdef.vieworg, NULL, NULL, end, 0, CONTENTS_SOLID);
//if we hit the sky //if we hit the sky
if (tr.surfaceFlags & SURF_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; yaw = 90.0f - acos(dp[1])/PI180;
pitch = 90.0f - acos(dp[2])/PI180; pitch = 90.0f - acos(dp[2])/PI180;
cgs.flareForwardFactor = dp[0];
//if the sun is in fov //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 //get the screen co-ordinates of the sun
#if 0 #if 0
cx = 320 * (1.0f - dp[1] / (cos(yaw * PI180) * tan(hfovx * PI180))); 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, CG_DrawPic(dp[0] - hsize, dp[1] - hsize, size, size,
cgs.media.flareShader[cg.flareShaderNum[i]]); 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);
} }
} }
} }

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.119 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.118 2003/07/30 16:05:46 makro // Revision 1.118 2003/07/30 16:05:46 makro
// no message // 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++) for (i=0; i<NUM_SILENCER_PUFFS; i++)
{ {
VectorScale(silencer.axis[1], -(20+random()*50), up); 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); cgs.media.shotgunSmokePuffShader);
smoke[i]->leType = LE_MOVE_SCALE_FADE; smoke[i]->leType = LE_MOVE_SCALE_FADE;
smoke[i]->lifeRate = 0.75 / (smoke[i]->endTime - smoke[i]->startTime); 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; qhandle_t mod, mark, shader;
sfxHandle_t sfx; sfxHandle_t sfx;
float radius, light; float radius, light;
vec3_t lightColor, puffOrigin, puffOffset, puffDir, velocity; vec3_t lightColor, puffDir, velocity;
localEntity_t *le, *smokePuff; localEntity_t *le, *smokePuff;
int r, duration, angle, contentType, sparkCount, i; int r, duration, angle, contentType, sparkCount, i;
qboolean alphaFade, isSprite; 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 //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 //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); contentType = trap_CM_PointContents(origin, 0);
// no puff in water // no puff in water
if (!(contentType & CONTENTS_WATER)) { if (!(contentType & CONTENTS_WATER)) {
int count = 0, speed = 0;
float size = 0;
switch (weapon) { switch (weapon) {
case WP_MP5: case WP_MP5:
count = 3;
size = 2.0f;
speed = 36;
break;
case WP_M4: case WP_M4:
count = 5;
size = 4.5f;
speed = 64;
break;
case WP_PISTOL: case WP_PISTOL:
case WP_AKIMBO: case WP_AKIMBO:
count = 4;
size = 3.0f;
speed = 48;
break;
case WP_SSG3000: case WP_SSG3000:
count = 5;
size = 6.0f;
speed = 80;
break;
/*
//Makro - old code
puffDir[0] = 0; puffDir[0] = 0;
puffDir[1] = 0; puffDir[1] = 0;
puffDir[2] = 16; puffDir[2] = 16;
@ -2707,8 +2732,29 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
650, 650,
cg.time, 0, cg.time, 0,
LEF_PUFF_DONT_SCALE, cgs.media.smokePuffAnimShader); LEF_PUFF_DONT_SCALE, cgs.media.smokePuffAnimShader);
*/
default:
break; 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 // Elder: Spark effect for metal surfaces

View file

@ -6,13 +6,13 @@
--------------------Configuration: cgame - Win32 Release-------------------- --------------------Configuration: cgame - Win32 Release--------------------
</h3> </h3>
<h3>Command Lines</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 /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 command line "cl.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP9DA.tmp" with contents 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" /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_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\q_shared.obj
.\Release\ui_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> <h3>Output Window</h3>
Compiling... Compiling...
cg_consolecmds.c cg_view.c
Linking... Linking...
Creating library Release/cgamex86.lib and object Release/cgamex86.exp 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" /nologo /o"Release/cgame.bsc"
.\Release\bg_misc.sbr .\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_math.sbr
.\Release\q_shared.sbr .\Release\q_shared.sbr
.\Release\ui_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... Creating browse info file...
<h3>Output Window</h3> <h3>Output Window</h3>
@ -87,6 +87,24 @@ Creating browse info file...
<h3>Results</h3> <h3>Results</h3>
cgamex86.dll - 0 error(s), 0 warning(s) 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> </pre>
</body> </body>
</html> </html>

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.109 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.108 2003/09/10 22:46:05 makro // Revision 1.108 2003/09/10 22:46:05 makro
// Cooler breath puffs. Locked r_fastSky on maps with global fog. // Cooler breath puffs. Locked r_fastSky on maps with global fog.
// Some other things I can't remember. // Some other things I can't remember.
@ -1471,8 +1474,9 @@ typedef enum {
ET_TEAM, ET_TEAM,
ET_LASER, // lasersight entity type ET_LASER, // lasersight entity type
ET_DLIGHT, // Elder: dynamic light entity ET_DLIGHT, // Elder: dynamic light entity
ET_SHADOW, //Makro - fake shadow
ET_DECAL, // Stick a decal on the ground 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 ET_EVENTS // any of the EV_* events can be added freestanding
// by setting eType to ET_EVENTS + eventNum // by setting eType to ET_EVENTS + eventNum

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.135 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.134 2003/04/26 22:33:06 jbravo // Revision 1.134 2003/04/26 22:33:06 jbravo
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging // Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
// //
@ -1933,23 +1936,6 @@ void ClientSpawn(gentity_t * ent)
ClientEndFrame(ent); ClientEndFrame(ent);
ent->client->noHead = qfalse; 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. // JBravo: adding allitems.
if (g_RQ3_allItems.integer) { if (g_RQ3_allItems.integer) {
ent->client->ps.stats[STAT_HOLDABLE_ITEM] = (1 << HI_KEVLAR); 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 // JBravo: lock the player down
if (g_gametype.integer == GT_CTF && ent->client->sess.sessionTeam == TEAM_SPECTATOR && if (g_gametype.integer == GT_CTF && ent->client->sess.sessionTeam == TEAM_SPECTATOR &&
(ent->client->sess.savedTeam == TEAM_RED || ent->client->sess.savedTeam == TEAM_BLUE) && (ent->client->sess.savedTeam == TEAM_RED || ent->client->sess.savedTeam == TEAM_BLUE) &&

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.190 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.189 2003/09/16 23:25:32 makro // Revision 1.189 2003/09/16 23:25:32 makro
// trigger_multiple - new spawnflag, 3 new keys // 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_M4] = 1;
ent->client->weaponCount[WP_AKIMBO] = 1; ent->client->weaponCount[WP_AKIMBO] = 1;
ent->client->weaponCount[WP_HANDCANNON] = 1; ent->client->weaponCount[WP_HANDCANNON] = 1;
//Makro - added knives
ent->client->weaponCount[WP_KNIFE] = 1;
if (!give_all) if (!give_all)
return; return;
} }
@ -798,6 +803,9 @@ void Cmd_Give_f(gentity_t * ent)
if (give_all || Q_stricmp(name, "ammo") == 0) { if (give_all || Q_stricmp(name, "ammo") == 0) {
for (i = 0; i < MAX_WEAPONS; i++) { for (i = 0; i < MAX_WEAPONS; i++) {
//Blaze: Give right amount of shots to each gun //Blaze: Give right amount of shots to each gun
if (i == WP_KNIFE)
ent->client->ps.ammo[i] = 10;
else
ent->client->ps.ammo[i] = ClipAmountForAmmo(i); ent->client->ps.ammo[i] = ClipAmountForAmmo(i);
//Makro - I want clips, dammit ! //Makro - I want clips, dammit !
Add_Ammo(ent, i, 100, 1); Add_Ammo(ent, i, 100, 1);

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.150 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.149 2003/09/19 21:25:10 makro // Revision 1.149 2003/09/19 21:25:10 makro
// Flares (again!). Doors that open away from players. // 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 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_AUTOOPEN 4 // Elder: revert to Q3 behaviour
#define SP_DOORTOGGLE 8 // Elder: added to enable mover toggling #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 #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 //Makro - moved weapon/item banning flags to bg_public.h so that the UI

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.82 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.81 2003/09/19 21:25:10 makro // Revision 1.81 2003/09/19 21:25:10 makro
// Flares (again!). Doors that open away from players. // 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)); G_Printf(S_COLOR_YELLOW"Warning: misc_lens_flare with count <0 at %s\n", vtos(ent->s.origin));
ent->count = 4; ent->count = 4;
} }
G_SpawnInt("minsize", "16", &ent->damage); G_SpawnInt("sizemin", "16", &ent->damage);
G_SpawnInt("maxsize", "128", &ent->damage_radius); G_SpawnInt("sizemax", "128", &ent->damage_radius);
G_SpawnFloat("alphamin", "0.5", &f); G_SpawnFloat("alphamin", "0.5", &f);
if (f > 1) 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 //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. Breakable object entity that breaks, chips or explodes when damaged.
-------- KEYS -------- -------- KEYS --------
health : determines the strength of the glass (default 5). health : determines the strength of the glass (default 5).
@ -955,6 +966,7 @@ damage_radius : sets the maximum distance from the explosion players will take d
CHIPPABLE : little pieces will spawn when the entity is shot. 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. 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 -------- -------- 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: 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; 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) void SP_func_breakable(gentity_t * ent)
{ {
int health; int health;
@ -1077,6 +1096,13 @@ void SP_func_breakable(gentity_t * ent)
ent->unkickable = qfalse; ent->unkickable = qfalse;
} }
//Makro - added
if (ent->spawnflags & 16) {
ent->touch = Touch_Breakable;
} else {
ent->touch = NULL;
}
if (!ent->damage_radius) { if (!ent->damage_radius) {
ent->damage_radius = GRENADE_SPLASH_RADIUS; ent->damage_radius = GRENADE_SPLASH_RADIUS;
} }

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.71 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.70 2003/09/19 21:25:10 makro // Revision 1.70 2003/09/19 21:25:10 makro
// Flares (again!). Doors that open away from players. // 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 total;
int partial; 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 // only the master should be used
if (ent->flags & FL_TEAMSLAVE) { if (ent->flags & FL_TEAMSLAVE) {
Use_BinaryMover(ent->teammaster, other, activator); 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 //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. Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
-------- KEYS -------- -------- KEYS --------
angle : determines the opening direction of door (up = -1, down = -2). angle : determines the opening direction of door (up = -1, down = -2).
@ -1643,7 +1673,7 @@ void SP_func_door(gentity_t * ent)
// REACTION // 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 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. 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. 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); 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. A train is a mover that moves between path_corner target points.
Trains MUST HAVE AN ORIGIN BRUSH. Trains MUST HAVE AN ORIGIN BRUSH.
The train spawns at the first target it is pointing at. The train spawns at the first target it is pointing at.

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.50 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.49 2003/09/18 00:05:05 makro // Revision 1.49 2003/09/18 00:05:05 makro
// Lens flares. Opendoor trigger_multiple fixes // 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_dlight(gentity_t * self); // Elder: dlight entity
void SP_misc_lens_flare(gentity_t *ent); //Makro - lens flare void SP_misc_lens_flare(gentity_t *ent); //Makro - lens flare
void SP_func_shadow(gentity_t *ent); //Makro - fake shadow 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_null(gentity_t * self);
void SP_info_notnull(gentity_t * self); void SP_info_notnull(gentity_t * self);
void SP_info_camp(gentity_t * self); void SP_info_camp(gentity_t * self);
@ -396,6 +400,7 @@ spawn_t spawns[] = {
{"func_dlite", SP_dlight}, // Elder: dlight entity {"func_dlite", SP_dlight}, // Elder: dlight entity
{"light_d", SP_dlight}, //Makro - for compatibility with older maps {"light_d", SP_dlight}, //Makro - for compatibility with older maps
{"func_shadow", SP_func_shadow}, //Makro - fake shadow {"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 {"misc_lens_flare", SP_misc_lens_flare}, //Makro - lens flare
{"path_corner", SP_path_corner}, {"path_corner", SP_path_corner},
@ -699,8 +704,14 @@ void G_SpawnGEntityFromSpawnVars(void)
return; 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) // 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); G_SpawnInt("notteam", "0", &i);
if (i) { if (i) {
G_FreeEntity(ent, __LINE__, __FILE__); G_FreeEntity(ent, __LINE__, __FILE__);

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.19 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.18 2003/04/26 22:33:06 jbravo // Revision 1.18 2003/04/26 22:33:06 jbravo
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging // 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; 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. // 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 && if (other->client->ps.weapon != WP_PISTOL && other->client->ps.weapon != WP_KNIFE &&
team != cl->sess.sessionTeam && level.time - cl->flagMessageTime > 10000 ) { team != cl->sess.sessionTeam && level.time - cl->flagMessageTime > 10000 ) {

View file

@ -6,13 +6,39 @@
--------------------Configuration: cgame - Win32 Release-------------------- --------------------Configuration: cgame - Win32 Release--------------------
</h3> </h3>
<h3>Command Lines</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 /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 command line "cl.exe @C:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPF7.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP6EF.tmp" with contents 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" /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_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\q_shared.obj
.\Release\ui_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> <h3>Output Window</h3>
Compiling... 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_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... Linking...
Creating library Release/cgamex86.lib and object Release/cgamex86.exp 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" /nologo /o"Release/cgame.bsc"
.\Release\bg_misc.sbr .\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_math.sbr
.\Release\q_shared.sbr .\Release\q_shared.sbr
.\Release\ui_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... Creating browse info file...
<h3>Output Window</h3> <h3>Output Window</h3>
<h3>Results</h3> <h3>Results</h3>
cgamex86.dll - 0 error(s), 0 warning(s) cgamex86.dll - 0 error(s), 6 warning(s)
<h3> <h3>
--------------------Configuration: game - Win32 Release-------------------- --------------------Configuration: game - Win32 Release--------------------
</h3> </h3>
<h3>Command Lines</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> <h3>Results</h3>
qagamex86.dll - 0 error(s), 0 warning(s) qagamex86.dll - 0 error(s), 4 warning(s)
<h3> <h3>
--------------------Configuration: ui - Win32 Release TA-------------------- --------------------Configuration: ui - Win32 Release TA--------------------
</h3> </h3>
<h3>Command Lines</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>

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.14 2004/01/26 21:26:09 makro
// no message
//
// Revision 1.13 2003/04/19 17:41:26 jbravo // Revision 1.13 2003/04/19 17:41:26 jbravo
// Applied changes that where in 1.29h -> 1.32b gamecode. // Applied changes that where in 1.29h -> 1.32b gamecode.
// //
@ -479,7 +482,8 @@ typedef enum {
#define PROP_GAP_WIDTH 3 #define PROP_GAP_WIDTH 3
#define PROP_SPACE_WIDTH 8 #define PROP_SPACE_WIDTH 8
//Elder: changed to fit new font from 27 //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 PROP_SMALL_SIZE_SCALE 0.75
#define BLINK_DIVISOR 200 #define BLINK_DIVISOR 200

View file

@ -66,8 +66,8 @@ LINK32=link.exe
# PROP BASE Target_Dir "" # PROP BASE Target_Dir ""
# PROP Use_MFC 0 # PROP Use_MFC 0
# PROP Use_Debug_Libraries 1 # PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug_TA" # PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug_TA" # PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0 # PROP Ignore_Export_Lib 0
# PROP Target_Dir "" # 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 # 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

View file

@ -3,187 +3,16 @@
<pre> <pre>
<h1>Build Log</h1> <h1>Build Log</h1>
<h3> <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-------------------- --------------------Configuration: ui - Win32 Release TA--------------------
</h3> </h3>
<h3>Command Lines</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 /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_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 command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP978.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP19.tmp" with contents 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" /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\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_syscalls.obj
.\Release_TA\ui_util.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> <h3>Output Window</h3>
Compiling... Compiling...
ui_atoms.c
ui_gameinfo.c
ui_main.c ui_main.c
ui_players.c
ui_shared.c
ui_syscalls.c
Linking... Linking...
Creating library Release_TA/uix86.lib and object Release_TA/uix86.exp 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" /nologo /o"Release_TA/ta_ui.bsc"
.\Release_TA\bg_misc.sbr .\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_shared.sbr
.\Release_TA\ui_syscalls.sbr .\Release_TA\ui_syscalls.sbr
.\Release_TA\ui_util.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... Creating browse info file...
<h3>Output Window</h3> <h3>Output Window</h3>

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.79 2004/01/26 21:26:09 makro
// no message
//
// Revision 1.78 2003/09/01 15:09:49 jbravo // Revision 1.78 2003/09/01 15:09:49 jbravo
// Cleanups, crashbug fix and version bumped to 3.2 // Cleanups, crashbug fix and version bumped to 3.2
// //
@ -2659,6 +2662,60 @@ void UI_SelectReplacement(void)
{ {
trap_Cvar_Set(va("cg_RQ3_%s", uiInfo.replacements.Type), uiInfo.replacements.Cvars[uiInfo.replacements.Index]); 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), " (*)"); //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));
}
}
} }
} }

View file

@ -10,7 +10,7 @@
visible 0 // Visible on open visible 0 // Visible on open
focusColor RQ3_MAIN_FOCUSCOLOR // Menu focus color for text and items focusColor RQ3_MAIN_FOCUSCOLOR // Menu focus color for text and items
timedItems 39 timedItems 39
timerInterval 5500 timerInterval 3500
fadeCycle 500 // how often fade happens in milliseconds fadeCycle 500 // how often fade happens in milliseconds
fadeAmount 0.01 // amount to adjust alpha per cycle fadeAmount 0.01 // amount to adjust alpha per cycle

View file

@ -163,6 +163,7 @@
decoration decoration
} }
//================ //================
// Buttons // Buttons
//================ //================