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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-24 13:21:20 +00:00
Made the game compile again
I don't know if networking still works.
This commit is contained in:
parent
20585bea28
commit
11f62025da
3 changed files with 6 additions and 8 deletions
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@ -414,7 +414,6 @@ OBJS:=$(i_main_o) \
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$(OBJDIR)/string.o \
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$(OBJDIR)/string.o \
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$(OBJDIR)/d_main.o \
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$(OBJDIR)/d_main.o \
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$(OBJDIR)/d_clisrv.o \
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$(OBJDIR)/d_clisrv.o \
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$(OBJDIR)/d_net.o \
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$(OBJDIR)/d_netfil.o \
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$(OBJDIR)/d_netfil.o \
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$(OBJDIR)/d_netcmd.o \
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$(OBJDIR)/d_netcmd.o \
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$(OBJDIR)/dehacked.o \
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$(OBJDIR)/dehacked.o \
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@ -473,13 +472,12 @@ OBJS:=$(i_main_o) \
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$(OBJDIR)/sounds.o \
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$(OBJDIR)/sounds.o \
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$(OBJDIR)/w_wad.o \
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$(OBJDIR)/w_wad.o \
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$(OBJDIR)/filesrch.o \
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$(OBJDIR)/filesrch.o \
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$(OBJDIR)/mserv.o \
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$(OBJDIR)/i_tcp.o \
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$(OBJDIR)/lzf.o \
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$(OBJDIR)/lzf.o \
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$(OBJDIR)/vid_copy.o \
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$(OBJDIR)/vid_copy.o \
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$(OBJDIR)/d_enet.o \
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$(OBJDIR)/d_datawrap.o \
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$(OBJDIR)/b_bot.o \
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$(OBJDIR)/b_bot.o \
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$(i_cdmus_o) \
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$(i_cdmus_o) \
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$(i_net_o) \
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$(i_system_o) \
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$(i_system_o) \
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$(i_sound_o) \
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$(i_sound_o) \
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$(OBJS)
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$(OBJS)
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@ -79,14 +79,14 @@ deny:
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//must be hacked/buggy client
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//must be hacked/buggy client
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lua_settop(gL, 0); // clear stack
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lua_settop(gL, 0); // clear stack
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CONS_Alert(CONS_WARNING, M_GetText("Illegal lua command received from %s\n"), player_names[playernum]);
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CONS_Alert(CONS_WARNING, M_GetText("Illegal lua command received from %s\n"), player_names[playernum]);
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if (server)
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/*if (server)
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{
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{
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XBOXSTATIC UINT8 bufn[2];
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XBOXSTATIC UINT8 bufn[2];
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bufn[0] = (UINT8)playernum;
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bufn[0] = (UINT8)playernum;
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bufn[1] = KICK_MSG_CON_FAIL;
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bufn[1] = KICK_MSG_CON_FAIL;
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SendNetXCmd(XD_KICK, &bufn, 2);
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SendNetXCmd(XD_KICK, &bufn, 2);
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}
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}*/ ///@NET TODO
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}
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}
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// Wrapper for COM_AddCommand commands
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// Wrapper for COM_AddCommand commands
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@ -3141,7 +3141,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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// Killing dead. Just for kicks.
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// Killing dead. Just for kicks.
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// Require source and inflictor be player. Don't hurt for firing rings.
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// Require source and inflictor be player. Don't hurt for firing rings.
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if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_RandomChance(5*FRACUNIT/16))
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if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_RandomChance(5*FRACUNIT/16))
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P_DamageMobj(source, target, target, 1);
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P_DamageMobj(source, target, target, 1, 0);
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// do the damage
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// do the damage
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if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player))
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if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player))
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