From 542fb5c8fedccdba4e544c949c3ac4028a50f462 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Wed, 17 Oct 2012 13:50:09 +0200 Subject: [PATCH] Cleanup - removed old/unused commented code - removed unused cvars in cgame --- cgame/cg_local.h | 244 +---------------------------------------------- cgame/cg_main.c | 4 - 2 files changed, 2 insertions(+), 246 deletions(-) diff --git a/cgame/cg_local.h b/cgame/cg_local.h index e45851c..46e961a 100644 --- a/cgame/cg_local.h +++ b/cgame/cg_local.h @@ -130,7 +130,6 @@ work. typedef struct animsList_s { char animFileRoute[MAX_QPATH]; - animation_t animations[MAX_ANIMATIONS]; } animsList_t; @@ -139,8 +138,8 @@ typedef struct animsList_s { //Useful for proper footstep sync and emote-based sound FX. #define MAX_ANIM_SOUNDS 64 #define MAX_RANDOM_ANIMSOUNDS 8 -typedef struct animsounds_s -{ + +typedef struct animsounds_s { int keyFrame; //Frame to play sound on int soundIndex[MAX_RANDOM_ANIMSOUNDS]; //sound file to play - FIXME: should be an index, handle random some other way? int numRandomAnimSounds; //string variable min for va("...%d.wav", Q_irand(lowestVa, highestVa)) @@ -149,7 +148,6 @@ typedef struct animsounds_s typedef struct animsSndList_s { char animSndFileRoute[MAX_QPATH]; - animsounds_t upperAnimSounds[MAX_ANIM_SOUNDS]; animsounds_t lowerAnimSounds[MAX_ANIM_SOUNDS]; } animsSndList_t; @@ -370,10 +368,7 @@ typedef struct centity_s { int decloakTime; qboolean wasCloaked; - // Unused int errorTime; // decay the error from this time -// vec3_t errorOrigin; -// vec3_t errorAngles; qboolean extrapolated; // false if origin / angles is an interpolation vec3_t rawOrigin; @@ -386,7 +381,6 @@ typedef struct centity_s { vec3_t lerpAngles; int turboTime; - //qboolean unclampAngles; //TiM - Unstor player clamp angles qboolean clampAngles; } centity_t; @@ -472,12 +466,6 @@ typedef struct localEntity_s { float frameRate; int numFrames; -// float radius; -// float dradius; - -// float length; -// float dlength; - float alpha; float dalpha; @@ -597,8 +585,6 @@ typedef struct { int ping; int time; int scoreFlags; -// int faveTarget; -// int faveTargetKills; // # of times you killed fave target int worstEnemy; int worstEnemyKills; // # of times worst Enemy Killed you int faveWeapon; // your favorite weapon @@ -689,7 +675,6 @@ typedef struct { qhandle_t headModel; qhandle_t headSkin; - //int numBoltOns; boltonTags_t boltonTags[MAX_BOLTONS]; //TiM - Additional Parameters @@ -715,13 +700,9 @@ typedef struct { qhandle_t holsterModel; //RPG-X : TiM //-- - //char race[256]; - qhandle_t modelIcon; //TiM - Whoa... this thing is pretty huge now thanks to the 50+ anims I added :/ - //animation_t animations[MAX_ANIMATIONS]; - //animation_t *animations; int animIndex; //index to the array cell with the anim data we want in it. :) int animSndIndex; //index to the array cell where the sound data for certain anims is kept. @@ -771,15 +752,12 @@ typedef struct weaponInfo_s { sfxHandle_t altStopSound; sfxHandle_t firingSound; sfxHandle_t altFiringSound; -// sfxHandle_t missileSound; sfxHandle_t alt_missileSound; sfxHandle_t mainHitSound; sfxHandle_t altHitSound; qhandle_t weaponIcon; -// qhandle_t ammoModel; - qhandle_t missileModel; void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); float missileDlight; @@ -1058,7 +1036,6 @@ typedef struct { qhandle_t charsetPropTiny; qhandle_t charsetProp; qhandle_t charsetPropBig; -// qhandle_t charsetPropGlow; qhandle_t charsetPropB; qhandle_t whiteShader; qhandle_t white2Shader; @@ -1071,7 +1048,6 @@ typedef struct { qhandle_t teamStatusBar; qhandle_t deferShader; - //qhandle_t eliminatedShader; // recently added Trek shaders @@ -1091,11 +1067,6 @@ typedef struct { qhandle_t detpackPlacedIcon; - //qhandle_t dnBoltShader; - - //qhandle_t stasisRingShader; - //qhandle_t stasisAltShader; - qhandle_t disruptorBolt; qhandle_t disruptorStreak; @@ -1104,14 +1075,6 @@ typedef struct { qhandle_t quantumExplosionShader; qhandle_t quantumFlashShader; - //qhandle_t scavengerAltShader; - - /*qhandle_t imodExplosionShader; - qhandle_t IMODShader; - qhandle_t IMOD2Shader; - qhandle_t altIMODShader; - qhandle_t altIMOD2Shader;*/ - qhandle_t prifleBeam; qhandle_t prifleImpactShader; qhandle_t compressionAltBeamShader; @@ -1120,18 +1083,9 @@ typedef struct { qhandle_t flashlightModel; qhandle_t disruptorBeam; - //qhandle_t greenBurstShader; - //qhandle_t greenTrailShader; - //qhandle_t tetrionTrail2Shader; - //qhandle_t tetrionFlareShader; qhandle_t borgFlareShader; - //qhandle_t bulletmarksShader; qhandle_t borgLightningShaders[4]; - //qhandle_t bigBoomShader; - //qhandle_t scavExplosionFastShader; - //qhandle_t scavExplosionSlowShader; - qhandle_t sunnyFlareShader; qhandle_t scavMarkShader; qhandle_t sparkShader; @@ -1141,7 +1095,6 @@ typedef struct { qhandle_t fire2Shader; //RPG-X | Marcin | 24/12/2008 qhandle_t fire3Shader; //RPG-X | Marcin | 24/12/2008 qhandle_t smokeShader; - //qhandle_t IMODMarkShader; qhandle_t waterDropShader; qhandle_t oilDropShader; qhandle_t greenDropShader; @@ -1155,10 +1108,8 @@ typedef struct { qhandle_t explosionModel; qhandle_t nukeModel; - //qhandle_t electricalExplosionFastShader;// These are used to have a bit of variation in the explosions qhandle_t electricalExplosionSlowShader; qhandle_t surfaceExplosionShader; - //qhandle_t purpleParticleShader; qhandle_t blueParticleShader; qhandle_t ltblueParticleShader; @@ -1176,12 +1127,8 @@ typedef struct { qhandle_t bolt2Shader; qhandle_t quantumRingShader; - //qhandle_t holoOuchShader; qhandle_t painBlobShader; qhandle_t painShieldBlobShader; - //qhandle_t shieldBlobShader; - //qhandle_t halfShieldShader; - //qhandle_t holoDecoyShader; qhandle_t trans1Shader; qhandle_t trans2Shader; @@ -1194,19 +1141,12 @@ typedef struct { qhandle_t rippleShader; // end recently added Trek shaders - //qhandle_t teamRedShader; - //qhandle_t teamBlueShader; - - //qhandle_t chatShader; qhandle_t connectionShader; - //qhandle_t selectShader; - //qhandle_t crosshairShader[NUM_CROSSHAIRS]; qhandle_t laserShader; // LASER qhandle_t lagometerShader; qhandle_t backTileShader; - //qhandle_t noammoShader; qhandle_t smokePuffRageProShader; qhandle_t waterBubbleShader; @@ -1216,41 +1156,16 @@ typedef struct { qhandle_t shadowMarkShader; - //qhandle_t botSkillShaders[5]; - - //TiM - //qhandle_t pClassShaders[NUM_PLAYER_CLASSES]; - //qhandle_t borgIconShader; - //qhandle_t borgQueenIconShader; - //qhandle_t heroSpriteShader; - //-TiM - - // Zoom qhandle_t zoomMaskShader; qhandle_t zoomMask116Shader; qhandle_t zoomGlow116Shader; - /*qhandle_t zoomBarShader; - qhandle_t zoomInsertShader; - qhandle_t zoomArrowShader; - qhandle_t ammoslider;*/ // wall mark shaders qhandle_t wakeMarkShader; qhandle_t holeMarkShader; qhandle_t energyMarkShader; - // powerup shaders - //qhandle_t quadShader; - //qhandle_t redQuadShader; - //qhandle_t quadWeaponShader; - //qhandle_t invisShader; - //qhandle_t regenShader; - //qhandle_t battleSuitShader; - //qhandle_t battleWeaponShader; - //qhandle_t hastePuffShader; - //qhandle_t flightPuffShader; - //qhandle_t seekerModel; qhandle_t disruptorShader; qhandle_t explodeShellShader; qhandle_t quantumDisruptorShader; @@ -1269,12 +1184,6 @@ typedef struct { qhandle_t whiteLaserShader; qhandle_t borgEyeFlareShader; - // weapon effect models - //qhandle_t ringFlashModel; - - // weapon effect shaders - //qhandle_t bloodExplosionShader; - // special effects models qhandle_t teleportEffectModel; qhandle_t teleportEffectShader; @@ -1283,7 +1192,6 @@ typedef struct { qhandle_t shieldActivateShaderBorg; qhandle_t shieldActivateShaderYellow; //RPG-Y END - //qhandle_t shieldDamageShaderBlue; qhandle_t shieldActivateShaderRed; qhandle_t shieldDamageShaderRed; @@ -1315,23 +1223,9 @@ typedef struct { qhandle_t weaponcap1; qhandle_t weaponcap2; - // medals shown during gameplay - /*qhandle_t medalImpressive; - qhandle_t medalExcellent; - qhandle_t medalFirstStrike; - qhandle_t medalAce; - qhandle_t medalExpert; - qhandle_t medalMaster; - qhandle_t medalChampion;*/ - - // Holodeck doors - //qhandle_t doorbox; - //RPG-X Mod - //qhandle_t rpgxlogo; qhandle_t greenParticleShader; qhandle_t greenParticleStreakShader; - //qhandle_t blueParticleStreakShader; qhandle_t liteRedParticleStreakShader; qhandle_t liteRedParticleShader; @@ -1366,20 +1260,14 @@ typedef struct { qhandle_t stasisDoorModel; // sounds - //sfxHandle_t quadSound; - //sfxHandle_t selectSound; sfxHandle_t useNothingSound; - //sfxHandle_t wearOffSound; sfxHandle_t footsteps[FOOTSTEP_TOTAL][4]; sfxHandle_t holoOpenSound; sfxHandle_t teleInSound; - //sfxHandle_t teleOutSound; //RPG-X sfxHandle_t transportSound; - //sfxHandle_t noAmmoSound; sfxHandle_t respawnSound; sfxHandle_t talkSound; - //sfxHandle_t landSound; sfxHandle_t landSound[LANDSOUND_TOTAL]; //RPG-X | GSIO01 | 20/05/2009 sfxHandle_t jumpPadSound; @@ -1387,44 +1275,16 @@ typedef struct { sfxHandle_t fiveMinuteSound; sfxHandle_t suddenDeathSound; - //sfxHandle_t threeFragSound; - //sfxHandle_t twoFragSound; - //sfxHandle_t oneFragSound; - - //sfxHandle_t hitSound; - //sfxHandle_t shieldHitSound; - //sfxHandle_t shieldPierceSound; - //sfxHandle_t hitTeamSound; - - //sfxHandle_t rewardImpressiveSound; - //sfxHandle_t rewardExcellentSound; - //sfxHandle_t rewardDeniedSound; - //sfxHandle_t rewardFirstStrikeSound; - //sfxHandle_t rewardAceSound; - //sfxHandle_t rewardExpertSound; - //sfxHandle_t rewardMasterSound; - //sfxHandle_t rewardChampionSound; - - //sfxHandle_t takenLeadSound; - //sfxHandle_t tiedLeadSound; - //sfxHandle_t lostLeadSound; - sfxHandle_t watrInSound; sfxHandle_t watrOutSound; sfxHandle_t watrUnSound; - //sfxHandle_t flightSound; sfxHandle_t medkitSound; sfxHandle_t borgBeamInSound; // Interface sounds sfxHandle_t interfaceSnd1; - // teamplay sounds - //sfxHandle_t redLeadsSound; - //sfxHandle_t blueLeadsSound; - //sfxHandle_t teamsTiedSound; - // tournament sounds sfxHandle_t count3Sound; sfxHandle_t count2Sound; @@ -1432,19 +1292,6 @@ typedef struct { sfxHandle_t countFightSound; sfxHandle_t countPrepareSound; - // CTF sounds - /*sfxHandle_t ctfStealSound; - sfxHandle_t ctfReturnSound; - sfxHandle_t ctfScoreSound; - sfxHandle_t ctfYouStealVoiceSound; - sfxHandle_t ctfYouDroppedVoiceSound; - sfxHandle_t ctfYouReturnVoiceSound; - sfxHandle_t ctfYouScoreVoiceSound; - sfxHandle_t ctfTheyStealVoiceSound; - sfxHandle_t ctfTheyDroppedVoiceSound; - sfxHandle_t ctfTheyReturnVoiceSound; - sfxHandle_t ctfTheyScoreVoiceSound; */ - // // trek sounds // @@ -1456,12 +1303,7 @@ typedef struct { sfxHandle_t grenadeBounceSound1; sfxHandle_t grenadeBounceSound2; sfxHandle_t grenadeExplodeSound; - //sfxHandle_t tetrionRicochetSound1; - //sfxHandle_t tetrionRicochetSound2; - //sfxHandle_t tetrionRicochetSound3; sfxHandle_t invulnoProtectSound; - //sfxHandle_t regenSound; - //sfxHandle_t poweruprespawnSound; sfxHandle_t disintegrateSound; sfxHandle_t disintegrate2Sound; sfxHandle_t playerExplodeSound; @@ -1533,53 +1375,12 @@ typedef struct { //Used 2 API functions to cut down the //shader usage on this thing significantly ^_^ qhandle_t radarShader; - /*qhandle_t rd_up; - qhandle_t rd_down; - qhandle_t rd_level; - qhandle_t rd_red_up; - qhandle_t rd_red_down; - qhandle_t rd_red_level; - qhandle_t rd_blue_up; - qhandle_t rd_blue_down; - qhandle_t rd_blue_level; - qhandle_t rd_white_up; - qhandle_t rd_white_down; - qhandle_t rd_white_level; - qhandle_t rd_teal_up; - qhandle_t rd_teal_down; - qhandle_t rd_teal_level; - qhandle_t rd_black_up; - qhandle_t rd_black_down; - qhandle_t rd_black_level; - qhandle_t rd_injured_up; - qhandle_t rd_injured_down;*/ qhandle_t rd_injured_level; qhandle_t radarMain; - //RPG-X (J2J) Rank Images for Score Board (Arrays for each class type) - //TiM: *shudder* There was a better way! - /*qhandle_t ri_Civ; - qhandle_t ri_Crewman[4]; - qhandle_t ri_Cadet1[4]; - qhandle_t ri_Cadet2[4]; - qhandle_t ri_Cadet3[4]; - qhandle_t ri_Cadet4[4]; - qhandle_t ri_Ensign[4]; - qhandle_t ri_Ltjg[4]; - qhandle_t ri_Lt[4]; - qhandle_t ri_Ltcmdr[4]; - qhandle_t ri_Cmdr[4]; - qhandle_t ri_Capt[4]; - qhandle_t ri_Cmmdr[4]; - qhandle_t ri_Admr2[4]; - qhandle_t ri_Admr3[4]; - qhandle_t ri_Admr4[4]; - qhandle_t ri_Admr5[4];*/ - //RPG-X: J2J - This is for sharky's crosshiar for each weapon. //TiM: hrmmmm..... O_o - //qhandle_t crosshair[15]; qhandle_t crosshairSheet; //TiM : LensFlare Parts @@ -1648,7 +1449,6 @@ typedef struct { // locally derived information from gamestate // qhandle_t gameModels[MAX_MODELS]; -// qhandle_t useableModels[HI_NUM_HOLDABLE]; sfxHandle_t gameSounds[MAX_SOUNDS]; int numInlineModels; @@ -1763,7 +1563,6 @@ extern vmCvar_t cg_thirdPersonPitchOffset; extern vmCvar_t cg_thirdPerson; extern vmCvar_t cg_stereoSeparation; extern vmCvar_t cg_lagometer; -extern vmCvar_t cg_drawAttacker; extern vmCvar_t cg_synchronousClients; extern vmCvar_t cg_teamChatTime; extern vmCvar_t cg_teamChatHeight; @@ -1772,7 +1571,6 @@ extern vmCvar_t cg_reportDamage; extern vmCvar_t cg_forceModel; extern vmCvar_t cg_buildScript; extern vmCvar_t cg_paused; -extern vmCvar_t cg_blood; extern vmCvar_t cg_predictItems; extern vmCvar_t cg_deferPlayers; extern vmCvar_t cg_disablekillmsgs; @@ -1810,8 +1608,6 @@ extern vmCvar_t sv_securityCode; extern vmCvar_t cg_handleWidescreen; extern vmCvar_t ui_handleWidescreen; -//extern vmCvar_t cg_chatBGColor; - extern vmCvar_t cg_chatColor; //RPG-X | GSIO01 | 11/05/2009 @@ -1826,10 +1622,6 @@ extern vmCvar_t cg_debugLua; extern vmCvar_t cg_logLua; #endif - - - - qboolean CG_Cvar_ClampInt( const char *name, vmCvar_t *vmCvar, int min, int max ); // @@ -1916,7 +1708,6 @@ typedef struct int max; int color; // Normal color int style; // Style of characters -// void *pointer; // To an address } interfacegraphics_s; typedef enum @@ -1985,8 +1776,6 @@ void CG_DrawObjectiveInformation( void ); void CG_PlayerShieldHit(int entitynum, vec3_t angles, int amount); void CG_Player( centity_t *cent ); void CG_ResetPlayerEntity( centity_t *cent ); -//void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, qboolean borg ); -//void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, beamData_t *beamData, qboolean borg ); void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, beamData_t *beamData, int cloakTime, int decloakTime, qboolean borg ); void CG_NewClientInfo( int clientNum ); sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); @@ -2088,7 +1877,6 @@ void CG_DrawWeaponIcon ( int x, int y, int weapon ); //RPG-X | Phenix | 08/06/20 void CG_OutOfAmmoChange( qboolean altfire ); // should this be in pmove? void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal ); -//void CG_BorgEyebeam( centity_t *cent, const refEntity_t *parent ); void CG_PlayShooterSound(centity_t *cent); @@ -2134,7 +1922,6 @@ void CG_Bleed( vec3_t origin, int entityNum ); void CG_Seeker( centity_t *cent ); //RPG-X: TiM : Smoke Ent -//void CG_Smoke( vec3_t origin, vec3_t dir, float radius, float speed, qhandle_t shader ); void CG_Smoke( vec3_t position, vec3_t dir, int killTime, int radius ); //RPG-X: Marcin: Fire void CG_Fire( vec3_t position, vec3_t dir, int killTime, int radius, int fxEnt ); @@ -2251,33 +2038,6 @@ void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ); // cg_players.c void updateSkin(int clientNum, char *new_model); -/* -RPG-X J2J: This struct is used to convientently store the data loaded from TiM's - data.cfg file. References what body to use, skins etc.. - - TiM: Haha thanks Jay -*/ - -//typedef struct -//{ -// char ID[80]; -// char Name[255]; -// char BodyModel[255]; -// char Gender; -// qboolean Alien; -// qboolean Humanoid; -// char DefaultRank[255]; -// char SoundSet[255]; -////Allowed Classes -// qboolean Engineer; -// qboolean Science; -// qboolean Command; -// qboolean Security; -// qboolean Medical; -// -//} -//X_ModelCfgData; - //=============================================== // diff --git a/cgame/cg_main.c b/cgame/cg_main.c index 966580a..5457c3e 100644 --- a/cgame/cg_main.c +++ b/cgame/cg_main.c @@ -127,7 +127,6 @@ vmCvar_t cg_thirdPersonTargetDamp; vmCvar_t cg_thirdPersonPitchOffset; vmCvar_t cg_stereoSeparation; vmCvar_t cg_lagometer; -vmCvar_t cg_drawAttacker; vmCvar_t cg_synchronousClients; vmCvar_t cg_teamChatTime; vmCvar_t cg_teamChatHeight; @@ -136,7 +135,6 @@ vmCvar_t cg_reportDamage; vmCvar_t cg_buildScript; vmCvar_t cg_forceModel; vmCvar_t cg_paused; -vmCvar_t cg_blood; vmCvar_t cg_predictItems; vmCvar_t cg_deferPlayers; @@ -238,7 +236,6 @@ static cvarTable_t cvarTable[] = { { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE }, { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE }, { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, - { &cg_drawAttacker, "cg_drawAttacker", "0", CVAR_ARCHIVE }, //RPG-X TiM { &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE }, { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE }, @@ -302,7 +299,6 @@ static cvarTable_t cvarTable[] = { { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures { &cg_paused, "cl_paused", "0", CVAR_ROM }, - { &cg_blood, "com_blood", "0", CVAR_ARCHIVE }, //no blood in trek //{ &cl_avgPacket, "cl_avgPacket", "0", CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART }, //RPG-X | Phenix | 05/02/2006 { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo { &ui_playerClass, "ui_playerClass", "noclass", CVAR_ARCHIVE /*| CVAR_ROM | CVAR_USERINFO*/ },