diff --git a/cgame/cg_env.c b/cgame/cg_env.c index 0ef2f65..b884c20 100644 --- a/cgame/cg_env.c +++ b/cgame/cg_env.c @@ -1304,13 +1304,14 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qbo float scale = 1.0f, alpha; int life = 0; - if ( !(FX_DetailLevel( start, 16, 1200 ) )) - return; + /* FIXME: FX_DetailLevel defined nowhere */ + /*if ( !(FX_DetailLevel( start, 16, 1200 ) )) + return;*/ // Orient the laser spray VectorSubtract( end, start, dir ); VectorNormalize( dir ); - alpha = Vector4to3( laserRGB, lRGB ); + /*alpha = Vector4to3( laserRGB, lRGB );*/ /* FIXME: Vector4to3 defined nowhere */ VectorMA( end, 0.5f, normal, pos ); MakeNormalVectors( normal, right, up ); @@ -1326,13 +1327,13 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qbo 200, cgs.media.waterDropShader ); - FX_AddLine3( start, end, + /*FX_AddLine3( start, end, 1.0f, 3.0f, 5.0f, alpha, 0.0f, lRGB, lRGB, 125, - cgs.media.whiteLaserShader ); + cgs.media.whiteLaserShader );*/ /* FIXME: FX_AddLine3 not defined */ FX_AddLine( start, end, 1.0f, @@ -1405,13 +1406,13 @@ void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal ) vec3_t lRGB = {1.0,0.0,0.0}; // Beam - FX_AddLine3( start, end, + /*FX_AddLine3( start, end, 1.0f, 5.5f, 5.0f, random() * 0.2 + 0.2, 0.1f, lRGB, lRGB, 150, - cgs.media.whiteLaserShader ); + cgs.media.whiteLaserShader );*/ /* FIXME: FX_AddLine3 not defined */ FX_AddLine( start, end, 1.0f, diff --git a/game/g_turrets.c b/game/g_turrets.c index 4d86165..d7b6c48 100644 --- a/game/g_turrets.c +++ b/game/g_turrets.c @@ -5,9 +5,9 @@ //extern team_t TranslateTeamName( const char *name ); //extern cvar_t *g_spskill; -//client side shortcut hacks from cg_local.h -extern void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qboolean hit_ent ); -extern void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal ); +//client side shortcut hacks from cg_local.h - nah sorry that won't work as we are MP +//extern void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qboolean hit_ent ); +//extern void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal ); #define ARM_ANGLE_RANGE 60 @@ -848,11 +848,11 @@ void laser_arm_fire (gentity_t *ent) if ( ent->booleanstate ) { - CG_FireLaser( start, trace.endpos, trace.plane.normal, ent->nextTrain->startRGBA, qfalse ); + //CG_FireLaser( start, trace.endpos, trace.plane.normal, ent->nextTrain->startRGBA, qfalse ); } else { - CG_AimLaser( start, trace.endpos, trace.plane.normal ); + //CG_AimLaser( start, trace.endpos, trace.plane.normal ); } } @@ -981,7 +981,7 @@ void laser_arm_start (gentity_t *base) //FIXME: need an actual model base->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_base.md3"); base->s.eType = ET_GENERAL; - G_SpawnVector4( "startRGBA", "1.0 0.85 0.15 0.75", (float *)&base->startRGBA ); + //G_SpawnVector4( "startRGBA", "1.0 0.85 0.15 0.75", (float *)&base->startRGBA ); //anglespeed - how fast it can track the player, entered in degrees per second, so we divide by FRAMETIME/1000 if ( !base->speed ) {