mirror of
https://github.com/UberGames/RPG-X2-rpgxEF.git
synced 2024-11-15 17:11:44 +00:00
Made functions static where possible in g_target.c
This commit is contained in:
parent
3dceb25e0b
commit
973eb5cd23
1 changed files with 79 additions and 47 deletions
126
game/g_target.c
126
game/g_target.c
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@ -13,7 +13,7 @@ Gives all the weapons specified here in the list.
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EG "WP_5 | WP_14" etc
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(Don't forget the spaces!)
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*/
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void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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static void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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int i;
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playerState_t *ps = &activator->client->ps;
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@ -87,7 +87,7 @@ void SP_target_give( gentity_t *ent )
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ent->use = Use_Target_Give;
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// don't need to send this to clients
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ent->r.svFlags &= SVF_NOCLIENT;
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ent->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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@ -98,7 +98,7 @@ void SP_target_give( gentity_t *ent )
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takes away all the activators powerups.
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Used to drop flight powerups into death puts.
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*/
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void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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static void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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if ( !activator || !activator->client ) {
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return;
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}
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@ -114,6 +114,10 @@ void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *ac
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void SP_target_remove_powerups( gentity_t *ent ) {
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ent->use = Use_target_remove_powerups;
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// don't need to send this to clients
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ent->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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@ -125,7 +129,7 @@ SELF use the entity as activator instead of it's own activator when using it's
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"wait" seconds to pause before firing targets.
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"random" delay variance, total delay = delay +/- random seconds
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*/
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void Think_Target_Delay( gentity_t *ent ) {
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static void Think_Target_Delay( gentity_t *ent ) {
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#ifdef G_LUA
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if(ent->luaTrigger)
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{
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@ -145,7 +149,7 @@ void Think_Target_Delay( gentity_t *ent ) {
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G_UseTargets( ent, ent->activator );
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}
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void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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static void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
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ent->think = Think_Target_Delay;
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ent->activator = activator;
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@ -161,7 +165,7 @@ void SP_target_delay( gentity_t *ent ) {
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ent->use = Use_Target_Delay;
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// don't need to send this to clients
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ent->r.svFlags &= SVF_NOCLIENT;
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ent->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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@ -176,7 +180,7 @@ TEAMSCORE - points are added to activator's team's score, not the individual
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The activator is given this many points.
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*/
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void Team_AddScore( int team, int points );
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void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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static void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if(!activator) return;
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if ( ent->spawnflags & 1 )
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{
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@ -197,6 +201,10 @@ void SP_target_score( gentity_t *ent ) {
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ent->count = 1;
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}
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ent->use = Use_Target_Score;
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// don't need to send this to clients
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ent->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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@ -206,7 +214,7 @@ void SP_target_score( gentity_t *ent ) {
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"message" text to print
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If "private", only the activator gets the message. If no checks, all clients get the message.
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*/
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void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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static void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if ( activator && activator->client && ( ent->spawnflags & 4 ) ) {
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trap_SendServerCommand( activator-g_entities, va("servermsg %s", ent->message ));
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return;
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@ -227,6 +235,10 @@ void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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void SP_target_print( gentity_t *ent ) {
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ent->use = Use_Target_Print;
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// don't need to send this to clients
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ent->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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@ -245,7 +257,7 @@ Multiple identical looping sounds will just increase volume without any speed co
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"wait" : Seconds between auto triggerings, 0 = don't auto trigger
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"random" wait variance, default is 0
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*/
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void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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static void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if (ent->spawnflags & 3) { // looping sound toggles
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if (ent->s.loopSound)
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ent->s.loopSound = 0; // turn it off
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@ -323,7 +335,7 @@ void SP_target_speaker( gentity_t *ent ) {
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/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
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When triggered, fires a laser. You can either set a target or a direction.
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*/
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void target_laser_think (gentity_t *self) {
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static void target_laser_think (gentity_t *self) {
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vec3_t end;
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trace_t tr;
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vec3_t point;
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@ -353,20 +365,20 @@ void target_laser_think (gentity_t *self) {
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self->nextthink = level.time + FRAMETIME;
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}
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void target_laser_on (gentity_t *self)
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static void target_laser_on (gentity_t *self)
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{
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if (!self->activator)
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self->activator = self;
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target_laser_think (self);
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}
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void target_laser_off (gentity_t *self)
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static void target_laser_off (gentity_t *self)
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{
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trap_UnlinkEntity( self );
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self->nextthink = 0;
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}
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void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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static void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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if(activator)
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self->activator = activator;
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@ -376,7 +388,7 @@ void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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target_laser_on (self);
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}
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void target_laser_start (gentity_t *self)
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static void target_laser_start (gentity_t *self)
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{
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gentity_t *ent;
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@ -417,7 +429,7 @@ void SP_target_laser (gentity_t *self)
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//==========================================================
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void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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static void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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gentity_t *dest;
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vec3_t destPoint;
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vec3_t tracePoint;
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@ -497,6 +509,10 @@ void SP_target_teleporter( gentity_t *self ) {
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self->flags ^= FL_LOCKED;
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self->use = target_teleporter_use;
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// don't need to send this to clients
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self->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(self);
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}
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//==========================================================
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@ -509,7 +525,7 @@ if RANDOM is checked, only one of the targets will be fired, not all of them
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SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
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*/
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void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
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static void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
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if ( ( self->spawnflags & 1 ) && activator && activator->client
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&& activator->client->sess.sessionTeam != TEAM_RED ) {
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return;
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@ -551,6 +567,10 @@ void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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void SP_target_relay (gentity_t *self) {
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self->use = target_relay_use;
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// don't need to send this to clients
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self->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(self);
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}
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@ -559,7 +579,7 @@ void SP_target_relay (gentity_t *self) {
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/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
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Kills the activator.
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*/
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void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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static void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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if(activator)
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G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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}
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@ -568,7 +588,7 @@ void SP_target_kill( gentity_t *self ) {
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self->use = target_kill_use;
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// don't need to send this to clients
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self->r.svFlags &= SVF_NOCLIENT;
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self->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(self);
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}
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@ -635,7 +655,7 @@ Acts as an intermediary for an action that takes multiple inputs.
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After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
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*/
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void target_counter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
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static void target_counter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
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{
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if ( self->count == 0 )
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{
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@ -667,7 +687,7 @@ void SP_target_counter (gentity_t *self)
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self->use = target_counter_use;
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// don't need to send this to clients
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self->r.svFlags &= SVF_NOCLIENT;
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self->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(self);
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}
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@ -679,7 +699,7 @@ count - number of objective (as listed in the maps' <mapname>.efo)
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NOTE: the objective with the lowest "count" will be considered the current objective
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*/
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void target_objective_use( gentity_t *self, gentity_t *other, gentity_t *activator )
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static void target_objective_use( gentity_t *self, gentity_t *other, gentity_t *activator )
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{
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gentity_t *tent;
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@ -727,7 +747,7 @@ SELF use the entity as activator instead of it's own activator when using i
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"falsetarget" this will be fired if the boolean is false then the targetname is recieved
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*/
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void target_boolean_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
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static void target_boolean_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
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if ((!self) || (!other) || (!activator))
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{
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@ -802,7 +822,7 @@ void SP_target_boolean (gentity_t *self) {
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self->use = target_boolean_use;
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// don't need to send this to clients
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self->r.svFlags &= SVF_NOCLIENT;
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self->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(self);
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}
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@ -814,7 +834,7 @@ MAP_GRAV Will reset player to the current global gravity.
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"gravity" gravity value (default = g_gravity default = 800)
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*/
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void target_gravity_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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static void target_gravity_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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//CIf spawn flag 1 is set, change gravity to specific user
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if((self->spawnflags & 1) && activator && activator->client)
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@ -846,7 +866,7 @@ void SP_target_gravity (gentity_t *self) {
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self->use = target_gravity_use;
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// don't need to send this to clients
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self->r.svFlags &= SVF_NOCLIENT;
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self->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(self);
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}
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@ -857,7 +877,7 @@ When fired every clients monitor will shake as if in an explition //TiM: expliti
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"intensity" Strength of shake
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*/
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void target_shake_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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static void target_shake_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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//trap_SendConsoleCommand( EXEC_APPEND, va("shake %f %2f HRkq1yF22o06Zng9FZXH5sle\n", self->intensity, self->wait) ); //Start Shaking
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//Com_Printf( "Intensity: %f, Duration %i ", self->intensity, ( (int)(level.time - level.startTime) + (int)( self->wait*1000 ) ) ) ;
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@ -872,13 +892,17 @@ void SP_target_shake (gentity_t *self) {
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G_SpawnFloat( "wait", "5", &self->wait );
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self->use = target_shake_use;
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// don't need to send this to clients
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self->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(self);
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}
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/*QUAKED target_evosuit (.5 .5 .5) (-8 -8 -8) (8 8 8)
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Used to put an evosuit on or off for each player
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*/
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void target_evosuit_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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static void target_evosuit_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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if(!activator || !activator->client) return;
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@ -900,7 +924,7 @@ void SP_target_evosuit (gentity_t *self) {
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self->use = target_evosuit_use;
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// don't need to send this to clients
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self->r.svFlags &= SVF_NOCLIENT;
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self->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(self);
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}
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@ -1648,7 +1672,7 @@ PRIVATE if set, lockMsg/unlockMsg are only printed for activator
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"lockMsg" message printed if door gets locked
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"unlockMsg" message printed if door gets unlocked
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*/
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void target_doorLock_use(gentity_t *ent, gentity_t *other, gentity_t* activator) {
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static void target_doorLock_use(gentity_t *ent, gentity_t *other, gentity_t* activator) {
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gentity_t *target = NULL;
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target = G_Find(NULL, FOFS(targetname2), ent->target);
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if(!target)
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@ -1692,7 +1716,7 @@ void SP_target_doorLock(gentity_t *ent) {
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ent->use = target_doorLock_use;
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// don't need to send this to clients
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ent->r.svFlags &= SVF_NOCLIENT;
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ent->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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@ -1737,7 +1761,7 @@ typedef struct {
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static target_alert_Shaders_s alertShaders;
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void target_alert_remapShaders(int target_condition) {
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static void target_alert_remapShaders(int target_condition) {
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float f = 0;
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int i;
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@ -1779,7 +1803,7 @@ void target_alert_remapShaders(int target_condition) {
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}
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void target_alert_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
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static void target_alert_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if(!activator) {
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DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_alert_use called with NULL activator.\n"););
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return;
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@ -2054,7 +2078,7 @@ void target_alert_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
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G_FreeEntity(activator);
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}
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void target_alert_parseShaders(gentity_t *ent) {
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static void target_alert_parseShaders(gentity_t *ent) {
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char buffer[BIG_INFO_STRING];
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char *txtPtr;
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char *token;
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@ -2185,7 +2209,7 @@ void SP_target_alert(gentity_t *ent) {
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ent->health = !(ent->spawnflags & 2);
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// don't need to send this to clients
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ent->r.svFlags &= SVF_NOCLIENT;
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ent->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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//RPG-X | GSIO01 | 11/05/2009 | MOD END
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@ -2215,7 +2239,7 @@ START_WARP - ship is on warp at start
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*/
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void target_warp_use(gentity_t *ent, gentity_t *other, gentity_t* activator);
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void target_warp_reactivate(gentity_t *ent) {
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static void target_warp_reactivate(gentity_t *ent) {
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ent->use = target_warp_use;
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ent->nextthink = -1;
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}
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@ -2355,7 +2379,7 @@ void SP_target_warp(gentity_t *ent) {
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ent->use = target_warp_use;
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// don't need to send this to clients
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ent->r.svFlags &= SVF_NOCLIENT;
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ent->r.svFlags |= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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@ -2366,7 +2390,7 @@ This entity can be used to de/activate all func_usables with "target" as targetn
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"target" func_usable to de/activate(targetname2).
|
||||
"soundDeactivate" sound to play if going to warp but core is deactivated/ejected
|
||||
*/
|
||||
void target_deactivate_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
static void target_deactivate_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
gentity_t *target = NULL;
|
||||
while((target = G_Find(target, FOFS(targetname2), ent->target)) != NULL) {
|
||||
if(!Q_stricmp(target->classname, "func_usable")) {
|
||||
|
@ -2384,7 +2408,7 @@ void SP_target_deactivate(gentity_t *ent) {
|
|||
ent->use = target_deactivate_use;
|
||||
|
||||
// don't need to send this to clients
|
||||
ent->r.svFlags &= SVF_NOCLIENT;
|
||||
ent->r.svFlags |= SVF_NOCLIENT;
|
||||
trap_LinkEntity(ent);
|
||||
}
|
||||
|
||||
|
@ -2395,13 +2419,13 @@ Can be toggled by an usable if the usable has NO_ACTIVATOR spawnflag.
|
|||
|
||||
"serverNum" server to connect to (rpg_server<serverNum> cvar)
|
||||
*/
|
||||
void target_serverchange_think(gentity_t *ent) {
|
||||
static void target_serverchange_think(gentity_t *ent) {
|
||||
if(!ent->touched || !ent->touched->client) return;
|
||||
trap_SendServerCommand(ent->touched->client->ps.clientNum, va("cg_connect \"%s\"\n", ent->targetname2));
|
||||
ent->nextthink = -1;
|
||||
}
|
||||
|
||||
void target_serverchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
static void target_serverchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
char *server;
|
||||
|
||||
if(!activator || !activator->client) {
|
||||
|
@ -2455,6 +2479,9 @@ void SP_target_serverchange(gentity_t *ent) {
|
|||
ent->s.time2 = 1;
|
||||
|
||||
ent->use = target_serverchange_use;
|
||||
|
||||
// don't need to send this to clients
|
||||
ent->r.svFlags |= SVF_NOCLIENT;
|
||||
trap_LinkEntity(ent);
|
||||
}
|
||||
|
||||
|
@ -2464,7 +2491,7 @@ This will change the map if rpg_allowSPLevelChange is set to 1.
|
|||
"target" map to load (for example: borg2)
|
||||
"wait" time to wait before levelchange (whole numbers only, -1 for intermediate levelchange, 0 for default = 5)
|
||||
*/
|
||||
void target_levelchange_think(gentity_t *ent) {
|
||||
static void target_levelchange_think(gentity_t *ent) {
|
||||
if(ent->count > 0) {
|
||||
ent->count--;
|
||||
trap_SendServerCommand(-1, va("servercprint \"Mapchange in %i ...\"", ent->count));
|
||||
|
@ -2476,7 +2503,7 @@ void target_levelchange_think(gentity_t *ent) {
|
|||
ent->nextthink = level.time + 1000;
|
||||
}
|
||||
|
||||
void target_levelchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
static void target_levelchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
if(rpg_allowSPLevelChange.integer) {
|
||||
ent->think = target_levelchange_think;
|
||||
ent->nextthink = level.time + 1000;
|
||||
|
@ -2499,6 +2526,9 @@ void SP_target_levelchange(gentity_t *ent) {
|
|||
ent->count = (int)ent->wait;
|
||||
|
||||
ent->use = target_levelchange_use;
|
||||
|
||||
ent->r.svFlags |= SVF_NOCLIENT;
|
||||
trap_LinkEntity(ent);
|
||||
}
|
||||
|
||||
/*QUAKED target_holodeck (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
|
@ -2510,7 +2540,7 @@ void SP_target_holodeck(gentity_t *ent) {
|
|||
return;
|
||||
|
||||
// don't need to send this to clients
|
||||
ent->r.svFlags &= SVF_NOCLIENT;
|
||||
ent->r.svFlags |= SVF_NOCLIENT;
|
||||
trap_LinkEntity(ent);
|
||||
}
|
||||
|
||||
|
@ -2522,7 +2552,7 @@ It will save you some vfx-usables.
|
|||
This Entity only works on RPGXEF
|
||||
|
||||
*/
|
||||
void target_shaderremap_think(gentity_t *ent) {
|
||||
static void target_shaderremap_think(gentity_t *ent) {
|
||||
float f = 0;
|
||||
if(!ent->spawnflags) {
|
||||
f = level.time * 0.001;
|
||||
|
@ -2538,7 +2568,7 @@ void target_shaderremap_think(gentity_t *ent) {
|
|||
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
||||
}
|
||||
|
||||
void target_shaderremap_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
static void target_shaderremap_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
ent->think = target_shaderremap_think;
|
||||
ent->nextthink = level.time + 50; /* level.time + one frame */
|
||||
}
|
||||
|
@ -2557,6 +2587,8 @@ void SP_target_shaderremap(gentity_t *ent) {
|
|||
}
|
||||
|
||||
ent->use = target_shaderremap_use;
|
||||
ent->r.svFlags |= SVF_NOCLIENT;
|
||||
trap_LinkEntity(ent);
|
||||
}
|
||||
//RPG-X | Harry Young | 15/10/2011 | MOD END
|
||||
|
||||
|
@ -2622,7 +2654,7 @@ static int target_selfdestruct_get_unsafe_players(gentity_t *ents[MAX_GENTITIES]
|
|||
return cur2;
|
||||
}
|
||||
|
||||
void target_selfdestruct_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
static void target_selfdestruct_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
||||
//with the use-function we're going to init aborts in a fairly simple manner: Fire warning notes...
|
||||
trap_SendServerCommand( -1, va("servermsg \"Self Destruct sequence aborted.\""));
|
||||
G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/abort.mp3"));
|
||||
|
@ -2633,7 +2665,7 @@ void target_selfdestruct_use(gentity_t *ent, gentity_t *other, gentity_t *activa
|
|||
return;
|
||||
}
|
||||
|
||||
void target_selfdestruct_think(gentity_t *ent) {
|
||||
static void target_selfdestruct_think(gentity_t *ent) {
|
||||
gentity_t* client;
|
||||
double ETAmin, ETAsec, temp;
|
||||
int i = 0;
|
||||
|
|
Loading…
Reference in a new issue