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https://git.do.srb2.org/STJr/SRB2.git
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Kill SEENAMES
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commit
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16 changed files with 5 additions and 48 deletions
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@ -214,11 +214,9 @@ consvar_t cv_respawntime = CVAR_INIT ("respawndelay", "3", CV_SAVE|CV_NETVAR|CV_
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consvar_t cv_competitionboxes = CVAR_INIT ("competitionboxes", "Mystery", CV_SAVE|CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL);
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#ifdef SEENAMES
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static CV_PossibleValue_t seenames_cons_t[] = {{0, "Off"}, {1, "Colorless"}, {2, "Team"}, {3, "Ally/Foe"}, {0, NULL}};
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consvar_t cv_seenames = CVAR_INIT ("seenames", "Ally/Foe", CV_SAVE, seenames_cons_t, 0);
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consvar_t cv_allowseenames = CVAR_INIT ("allowseenames", "Yes", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
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#endif
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// names
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consvar_t cv_playername = CVAR_INIT ("name", "Sonic", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Name_OnChange);
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@ -597,9 +595,7 @@ void D_RegisterServerCommands(void)
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CV_RegisterVar(&cv_pingtimeout);
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CV_RegisterVar(&cv_showping);
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#ifdef SEENAMES
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CV_RegisterVar(&cv_allowseenames);
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#endif
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CV_RegisterVar(&cv_allowseenames);
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CV_RegisterVar(&cv_dummyconsvar);
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}
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@ -690,9 +686,7 @@ void D_RegisterClientCommands(void)
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CV_RegisterVar(&cv_defaultplayercolor2);
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CV_RegisterVar(&cv_defaultskin2);
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#ifdef SEENAMES
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CV_RegisterVar(&cv_seenames);
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#endif
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CV_RegisterVar(&cv_rollingdemos);
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CV_RegisterVar(&cv_netstat);
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CV_RegisterVar(&cv_netticbuffer);
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@ -31,9 +31,7 @@ extern consvar_t cv_defaultskin;
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extern consvar_t cv_defaultplayercolor2;
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extern consvar_t cv_defaultskin2;
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#ifdef SEENAMES
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extern consvar_t cv_seenames, cv_allowseenames;
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#endif
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extern consvar_t cv_usemouse;
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extern consvar_t cv_usejoystick;
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extern consvar_t cv_usejoystick2;
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@ -3478,9 +3478,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_BLUEBRICKDEBRIS",
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"S_YELLOWBRICKDEBRIS",
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#ifdef SEENAMES
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"S_NAMECHECK",
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#endif
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};
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// RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1",
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@ -4260,9 +4258,7 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_BLUEBRICKDEBRIS",
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"MT_YELLOWBRICKDEBRIS",
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#ifdef SEENAMES
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"MT_NAMECHECK",
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#endif
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};
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const char *const MOBJFLAG_LIST[] = {
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@ -582,9 +582,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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/// Dumps the contents of a network save game upon consistency failure for debugging.
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//#define DUMPCONSISTENCY
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/// See name of player in your crosshair
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#define SEENAMES
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/// Who put weights on my recycler? ... Inuyasha did.
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/// \note XMOD port.
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//#define WEIGHTEDRECYCLER
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@ -444,9 +444,7 @@ consvar_t cv_firenaxis2 = CVAR_INIT ("joyaxis2_firenormal", "Z-Axis", CV_SAVE, j
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consvar_t cv_deadzone2 = CVAR_INIT ("joy_deadzone2", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
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consvar_t cv_digitaldeadzone2 = CVAR_INIT ("joy_digdeadzone2", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
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#ifdef SEENAMES
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player_t *seenplayer; // player we're aiming at right now
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#endif
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// now automatically allocated in D_RegisterClientCommands
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// so that it doesn't have to be updated depending on the value of MAXPLAYERS
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@ -25,9 +25,7 @@ extern char timeattackfolder[64];
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extern char customversionstring[32];
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#define GAMEDATASIZE (4*8192)
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#ifdef SEENAMES
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extern player_t *seenplayer;
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#endif
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extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
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extern INT32 player_name_changes[MAXPLAYERS];
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@ -3924,9 +3924,7 @@ state_t states[NUMSTATES] =
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{SPR_BRIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 31, 1, S_NULL}, // S_BLUEBRICKDEBRIS
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{SPR_BRIY, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 31, 1, S_NULL}, // S_YELLOWBRICKDEBRIS
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#ifdef SEENAMES
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{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
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#endif
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};
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mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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@ -21653,7 +21651,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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#ifdef SEENAMES
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{ // MT_NAMECHECK
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-1, // doomednum
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S_NAMECHECK, // spawnstate
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@ -21680,7 +21677,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_NOSECTOR, // flags
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S_NULL // raisestate
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},
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#endif
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};
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skincolor_t skincolors[MAXSKINCOLORS] = {
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@ -4280,9 +4280,7 @@ typedef enum state
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S_BLUEBRICKDEBRIS, // for CEZ3
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S_YELLOWBRICKDEBRIS, // for CEZ3
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#ifdef SEENAMES
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S_NAMECHECK,
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#endif
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S_FIRSTFREESLOT,
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S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
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@ -5082,9 +5080,7 @@ typedef enum mobj_type
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MT_BLUEBRICKDEBRIS, // for CEZ3
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MT_YELLOWBRICKDEBRIS, // for CEZ3
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#ifdef SEENAMES
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MT_NAMECHECK,
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#endif
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MT_FIRSTFREESLOT,
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MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
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@ -112,9 +112,7 @@ void LUAh_PlayerQuit(player_t *plr, kickreason_t reason); // Hook for player qui
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void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
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boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble); // Hook for team switching in... uh....
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UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced); // Hook for spy mode
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#ifdef SEENAMES
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boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend); // Hook for MT_NAMECHECK
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#endif
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#define LUAh_PlayerThink(player) LUAh_PlayerHook(player, hook_PlayerThink) // Hook for P_PlayerThink
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boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hook for whether a jingle of the given music should continue playing
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void LUAh_GameQuit(void); // Hook for game quitting
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@ -1754,7 +1754,6 @@ UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean
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}
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// Hook for MT_NAMECHECK
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#ifdef SEENAMES
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boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend)
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{
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hook_p hookp;
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@ -1798,7 +1797,6 @@ boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend)
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return hasSeenPlayer;
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}
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#endif // SEENAMES
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boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname)
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{
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@ -1356,9 +1356,7 @@ static menuitem_t OP_VideoOptionsMenu[] =
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{IT_STRING | IT_CVAR, NULL, "Score/Time/Rings", &cv_timetic, 71},
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{IT_STRING | IT_CVAR, NULL, "Show Powerups", &cv_powerupdisplay, 76},
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{IT_STRING | IT_CVAR, NULL, "Local ping display", &cv_showping, 81}, // shows ping next to framerate if we want to.
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#ifdef SEENAMES
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{IT_STRING | IT_CVAR, NULL, "Show player names", &cv_seenames, 86},
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#endif
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{IT_HEADER, NULL, "Console", NULL, 95},
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{IT_STRING | IT_CVAR, NULL, "Background color", &cons_backcolor, 101},
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@ -1064,9 +1064,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
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case MT_HOOP:
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case MT_HOOPCOLLIDE:
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case MT_NIGHTSCORE:
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#ifdef SEENAMES
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case MT_NAMECHECK: // DEFINITELY not this, because it is client-side.
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#endif
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continue;
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default:
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break;
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@ -326,9 +326,7 @@ mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za,
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mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z, INT32 shiftingAngle);
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mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype, UINT32 flags2);
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#define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f)
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#ifdef SEENAMES
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#define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0)
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#endif
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void P_ColorTeamMissile(mobj_t *missile, player_t *source);
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SINT8 P_MobjFlip(mobj_t *mobj);
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fixed_t P_GetMobjGravity(mobj_t *mo);
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@ -727,9 +727,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
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|| (thing->player && thing->player->spectator))
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return true;
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#ifdef SEENAMES
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// Do name checks all the way up here
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// So that NOTHING ELSE can see MT_NAMECHECK because it is client-side.
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// Do name checks all the way up here
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// So that NOTHING ELSE can see MT_NAMECHECK because it is client-side.
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if (tmthing->type == MT_NAMECHECK)
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{
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// Ignore things that aren't players, ignore spectators, ignore yourself.
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@ -753,7 +752,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
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seenplayer = thing->player;
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return false;
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}
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#endif
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// Metal Sonic destroys tiny baby objects.
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if (tmthing->type == MT_METALSONIC_RACE
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@ -11482,7 +11482,6 @@ void P_PlayerThink(player_t *player)
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}
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}
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#ifdef SEENAMES
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if (netgame && player == &players[displayplayer] && !(leveltime % (TICRATE/5)))
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{
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seenplayer = NULL;
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@ -11507,7 +11506,6 @@ void P_PlayerThink(player_t *player)
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}
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}
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}
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#endif
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if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj))
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{
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@ -2751,7 +2751,6 @@ static void ST_overlayDrawer(void)
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void ST_Drawer(void)
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{
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#ifdef SEENAMES
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if (cv_seenames.value && cv_allowseenames.value && displayplayer == consoleplayer && seenplayer && seenplayer->mo)
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{
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INT32 c = 0;
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@ -2775,7 +2774,6 @@ void ST_Drawer(void)
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V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2 + 15, V_HUDTRANSHALF|c, player_names[seenplayer-players]);
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}
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#endif
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// Doom's status bar only updated if necessary.
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// However, ours updates every frame regardless, so the "refresh" param was removed
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