mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-12 13:12:07 +00:00
commit
d0d1883895
17 changed files with 21 additions and 20 deletions
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@ -640,7 +640,7 @@ void CG_GibPlayer( vec3_t playerOrigin ) {
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/*
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==================
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CG_LaunchGib
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CG_LaunchExplode
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==================
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*/
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void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
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@ -673,7 +673,7 @@ void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
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#define EXP_JUMP 150
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/*
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===================
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CG_GibPlayer
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CG_BigExplode
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Generated a bunch of gibs launching out from the bodies location
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===================
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@ -74,7 +74,7 @@ void CG_FreeLocalEntity( localEntity_t *le ) {
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===================
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CG_AllocLocalEntity
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Will allways succeed, even if it requires freeing an old active entity
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Will always succeed, even if it requires freeing an old active entity
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===================
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*/
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localEntity_t *CG_AllocLocalEntity( void ) {
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@ -83,7 +83,7 @@ CLIENT INFO
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======================
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CG_ParseAnimationFile
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Read a configuration file containing animation coutns and rates
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Read a configuration file containing animation counts and rates
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models/players/visor/animation.cfg, etc
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======================
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*/
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@ -385,7 +385,7 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
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#endif
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pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
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reward = qtrue;
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//Com_Printf("guantlet frag\n");
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//Com_Printf("gauntlet frag\n");
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}
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if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
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pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);
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@ -269,7 +269,7 @@ static void CG_OffsetThirdPersonView( void ) {
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VectorCopy( trace.endpos, view );
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view[2] += (1.0 - trace.fraction) * 32;
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// try another trace to this position, because a tunnel may have the ceiling
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// close enogh that this is poking out
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// close enough that this is poking out
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
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VectorCopy( trace.endpos, view );
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@ -460,7 +460,7 @@ static void CG_NailTrail( centity_t *ent, const weaponInfo_t *wi ) {
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/*
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==========================
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CG_NailTrail
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CG_PlasmaTrail
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==========================
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*/
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static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {
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@ -841,7 +841,7 @@ static void S_AL_SrcSetup(srcHandle_t src, sfxHandle_t sfx, alSrcPriority_t prio
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/*
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=================
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S_AL_NewLoopMaster
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S_AL_SaveLoopPos
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Remove given source as loop master if it is the master and hand off master status to another source in this case.
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=================
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*/
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@ -1280,7 +1280,7 @@ int BotAIShutdownClient(int client, qboolean restart) {
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}
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trap_BotFreeMoveState(bs->ms);
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//free the goal state`
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//free the goal state
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trap_BotFreeGoalState(bs->gs);
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//free the chat file
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trap_BotFreeChatState(bs->cs);
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@ -1790,7 +1790,7 @@ static void PM_DropTimers( void ) {
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PM_UpdateViewAngles
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This can be used as another entry point when only the viewangles
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are being updated isntead of a full move
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are being updated instead of a full move
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================
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*/
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void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
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@ -630,7 +630,7 @@ static void ForceClientSkin( gclient_t *client, char *model, const char *skin )
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/*
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===========
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ClientCheckName
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ClientCleanName
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============
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*/
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static void ClientCleanName(const char *in, char *out, int outSize)
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@ -476,7 +476,7 @@ void Cmd_Kill_f( gentity_t *ent ) {
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/*
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=================
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BroadCastTeamChange
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BroadcastTeamChange
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Let everyone know about a team change
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=================
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@ -1348,7 +1348,7 @@ void Cmd_CallVote_f( gentity_t *ent ) {
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trap_SendServerCommand( -1, va("print \"%s called a vote.\n\"", ent->client->pers.netname ) );
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// start the voting, the caller autoamtically votes yes
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// start the voting, the caller automatically votes yes
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level.voteTime = level.time;
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level.voteYes = 1;
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level.voteNo = 0;
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@ -1513,7 +1513,7 @@ void Cmd_CallTeamVote_f( gentity_t *ent ) {
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trap_SendServerCommand( i, va("print \"%s called a team vote.\n\"", ent->client->pers.netname ) );
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}
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// start the voting, the caller autoamtically votes yes
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// start the voting, the caller automatically votes yes
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level.teamVoteTime[cs_offset] = level.time;
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level.teamVoteYes[cs_offset] = 1;
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level.teamVoteNo[cs_offset] = 0;
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@ -778,7 +778,7 @@ int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t i
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#endif
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/*
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============
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T_Damage
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G_Damage
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targ entity that is being damaged
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inflictor entity that is causing the damage
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@ -660,7 +660,7 @@ void FinishSpawningItem( gentity_t *ent ) {
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ent->r.contents = CONTENTS_TRIGGER;
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ent->touch = Touch_Item;
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// useing an item causes it to respawn
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// using an item causes it to respawn
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ent->use = Use_Item;
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if ( ent->spawnflags & 1 ) {
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@ -1519,7 +1519,7 @@ void Hunk_SmallLog( void) {
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/*
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=================
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Com_InitZoneMemory
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Com_InitHunkZoneMemory
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=================
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*/
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void Com_InitHunkMemory( void ) {
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@ -3539,7 +3539,7 @@ void Field_AutoComplete( field_t *field )
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==================
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Com_RandomBytes
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fills string array with len radom bytes, peferably from the OS randomizer
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fills string array with len random bytes, preferably from the OS randomizer
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==================
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*/
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void Com_RandomBytes( byte *string, int len )
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@ -562,7 +562,7 @@ typedef struct {
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#define Byte4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
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#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
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// just in case you do't want to use the macros
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// just in case you don't want to use the macros
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vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
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void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
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void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );
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@ -53,6 +53,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
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#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
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// animation without needing to know the frame count
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// refdef flags
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#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen
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@ -1550,7 +1550,7 @@ static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) {
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}
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count = l->filelen / sizeof(*fogs);
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// create fog strucutres for them
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// create fog structures for them
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s_worldData.numfogs = count + 1;
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s_worldData.fogs = ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low);
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out = s_worldData.fogs + 1;
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