fixed all compile warning in cgame

This commit is contained in:
UberGames 2011-06-09 12:27:51 +02:00
parent c8b40cb31b
commit 37b6c87082
23 changed files with 366 additions and 360 deletions

View file

@ -1008,262 +1008,262 @@ extern stringID_table_t animTable [MAX_ANIMATIONS+1];
#else
stringID_table_t animTable[MAX_ANIMATIONS+1]=
{
ENUM2STRING(BOTH_ASSIMILATED1),
ENUM2STRING(BOTH_ATTACK1),
ENUM2STRING(BOTH_ATTACK2),
ENUM2STRING(BOTH_ATTACK3),
ENUM2STRING(BOTH_BENCHSIT1_2STAND),
ENUM2STRING(BOTH_BENCHSIT1_FIXBOOT),
ENUM2STRING(BOTH_BENCHSIT1_IDLE),
ENUM2STRING(BOTH_BENCHSIT1TO2),
ENUM2STRING(BOTH_BENCHSIT2_IDLE),
ENUM2STRING(BOTH_BENCHSIT2TO1),
ENUM2STRING(BOTH_BENCHSTAND1TO2),
ENUM2STRING(BOTH_BENCHSTAND2),
ENUM2STRING(BOTH_BENCHSTAND2TO1),
ENUM2STRING(BOTH_CATCH1),
ENUM2STRING(BOTH_CONSOLE1),
ENUM2STRING(BOTH_CONSOLE1IDLE),
ENUM2STRING(BOTH_CONSOLE1LEFT),
ENUM2STRING(BOTH_CONSOLE1RIGHT),
ENUM2STRING(BOTH_CONSOLE2),
ENUM2STRING(BOTH_CONSOLE3),
ENUM2STRING(BOTH_CONSOLE3IDLE),
ENUM2STRING(BOTH_CONSOLE3LEFT),
ENUM2STRING(BOTH_CONSOLE3RIGHT),
ENUM2STRING(BOTH_CONSOLE4),
ENUM2STRING(BOTH_CONSOLE5),
ENUM2STRING(BOTH_COUCHSIT1_2STAND1),
ENUM2STRING(BOTH_COUCHSIT1_GESTURELEFT),
ENUM2STRING(BOTH_COUCHSIT1_GESTURERIGHT),
ENUM2STRING(BOTH_COUCHSIT1_IDLE),
ENUM2STRING(BOTH_COUCHSIT1_TALKGESTURE),
ENUM2STRING(BOTH_COUCHSIT1_TO2),
ENUM2STRING(BOTH_COUCHSIT2),
ENUM2STRING(BOTH_COVERUP1_END),
ENUM2STRING(BOTH_COVERUP1_LOOP),
ENUM2STRING(BOTH_COVERUP1_START),
ENUM2STRING(BOTH_COWAR1),
ENUM2STRING(BOTH_CROUCH1IDLE),
ENUM2STRING(BOTH_CROUCH1WALK),
ENUM2STRING(BOTH_CROUCH2IDLE),
ENUM2STRING(BOTH_CROWDLOOK1),
ENUM2STRING(BOTH_CROWDLOOK2),
ENUM2STRING(BOTH_CROWDLOOK3),
ENUM2STRING(BOTH_CROWDLOOK4),
ENUM2STRING(BOTH_DEATH1),
ENUM2STRING(BOTH_DEAD1),
ENUM2STRING(BOTH_DEATH2),
ENUM2STRING(BOTH_DEAD2),
ENUM2STRING(BOTH_DEATHBACKWARD1),
ENUM2STRING(BOTH_DEADBACKWARD1),
ENUM2STRING(BOTH_DEATHBACKWARD2),
ENUM2STRING(BOTH_DEADBACKWARD2),
ENUM2STRING(BOTH_DEATHFORWARD1),
ENUM2STRING(BOTH_DEADFORWARD1),
ENUM2STRING(BOTH_DEATHFORWARD2),
ENUM2STRING(BOTH_DEADFORWARD2),
ENUM2STRING(BOTH_DIVE1),
ENUM2STRING(BOTH_FALLDEATH1INAIR),
ENUM2STRING(BOTH_FALLDEATH1LAND),
ENUM2STRING(BOTH_FALLDEAD1LAND),
ENUM2STRING(BOTH_FLOAT1),
ENUM2STRING(BOTH_FLOAT2),
ENUM2STRING(BOTH_GESTURE2),
ENUM2STRING(BOTH_GESTURE3),
ENUM2STRING(BOTH_GET_UP1),
ENUM2STRING(BOTH_GRAB1),
ENUM2STRING(BOTH_GRAB2),
ENUM2STRING(BOTH_GRAB3),
ENUM2STRING(BOTH_GRAB4),
ENUM2STRING(BOTH_GRABBED1),
ENUM2STRING(BOTH_GRABBED2),
ENUM2STRING(BOTH_GROUNDSHAKE1),
ENUM2STRING(BOTH_GROUNDSHAKE2),
ENUM2STRING(BOTH_GUARD_IDLE1),
ENUM2STRING(BOTH_GUARD_LKRT1),
ENUM2STRING(BOTH_GUARD_LOOKAROUND1),
ENUM2STRING(BOTH_GUILT1),
ENUM2STRING(BOTH_HITWALL1),
ENUM2STRING(BOTH_HELP1),
ENUM2STRING(BOTH_INJURED1),
ENUM2STRING(BOTH_INJURED2),
ENUM2STRING(BOTH_INJURED3),
ENUM2STRING(BOTH_INJURED4),
ENUM2STRING(BOTH_INJURED4TO5),
ENUM2STRING(BOTH_INJURED5),
ENUM2STRING(BOTH_INJURED6),
ENUM2STRING(BOTH_INJURED6COMBADGE),
ENUM2STRING(BOTH_INJURED6POINT),
ENUM2STRING(BOTH_JUMP1),
ENUM2STRING(BOTH_JUMPBACK1),
ENUM2STRING(BOTH_KNEELHAND1),
ENUM2STRING(BOTH_LADDER_DWN1),
ENUM2STRING(BOTH_LADDER_UP1),
ENUM2STRING(BOTH_LADDER_IDLE),
ENUM2STRING(BOTH_LAND1),
ENUM2STRING(BOTH_LANDBACK1),
ENUM2STRING(BOTH_LAUGH1),
ENUM2STRING(BOTH_LAUGH2),
ENUM2STRING(BOTH_LEAN1),
ENUM2STRING(BOTH_LYINGDEATH1),
ENUM2STRING(BOTH_LYINGDEAD1),
ENUM2STRING(BOTH_OFFLADDER_BOT1),
ENUM2STRING(BOTH_ONLADDER_BOT1),
ENUM2STRING(BOTH_PAIN2WRITHE1),
ENUM2STRING(BOTH_POSSESSED1),
ENUM2STRING(BOTH_POSSESSED2),
ENUM2STRING(BOTH_PSYCHICSHOCK1),
ENUM2STRING(BOTH_PSYCHICSHOCK2),
ENUM2STRING(BOTH_RUN1),
ENUM2STRING(BOTH_RUN1STOP),
ENUM2STRING(BOTH_RUN2),
ENUM2STRING(BOTH_RUNAWAY1),
ENUM2STRING(BOTH_RUNINJURED1),
ENUM2STRING(BOTH_SCARED2),
ENUM2STRING(BOTH_SHIELD1),
ENUM2STRING(BOTH_SHIELD2),
ENUM2STRING(BOTH_SIT1STAND),
ENUM2STRING(BOTH_SIT1TO2),
ENUM2STRING(BOTH_SIT1TO3),
ENUM2STRING(BOTH_SIT1),
ENUM2STRING(BOTH_SIT2TO1),
ENUM2STRING(BOTH_SIT2TO3),
ENUM2STRING(BOTH_SIT2),
ENUM2STRING(BOTH_SIT3TO1),
ENUM2STRING(BOTH_SIT3TO2),
ENUM2STRING(BOTH_SIT3),
ENUM2STRING(BOTH_SIT4TO5),
ENUM2STRING(BOTH_SIT4TO6),
ENUM2STRING(BOTH_SIT4),
ENUM2STRING(BOTH_SIT5TO4),
ENUM2STRING(BOTH_SIT5TO6),
ENUM2STRING(BOTH_SIT5),
ENUM2STRING(BOTH_SIT6TO4),
ENUM2STRING(BOTH_SIT6TO5),
ENUM2STRING(BOTH_SIT6),
ENUM2STRING(BOTH_SIT7),
ENUM2STRING(BOTH_SIT7TOSTAND1),
ENUM2STRING(BOTH_SLEEP1),
ENUM2STRING(BOTH_SLEEP1_NOSE),
ENUM2STRING(BOTH_SLEEP1GETUP),
ENUM2STRING(BOTH_SLEEP2),
ENUM2STRING(BOTH_SLEEP2_SHIFT),
ENUM2STRING(BOTH_SLEEP2GETUP),
ENUM2STRING(BOTH_SLEEP3),
ENUM2STRING(BOTH_SLEEP3DEATH),
ENUM2STRING(BOTH_SLEEP3DEAD),
ENUM2STRING(BOTH_SLEEP3GETUP),
ENUM2STRING(BOTH_SNAPTO1),
ENUM2STRING(BOTH_SNAPTO2),
ENUM2STRING(BOTH_STAND1),
ENUM2STRING(BOTH_STAND1_RANDOM2),
ENUM2STRING(BOTH_STAND1_RANDOM3),
ENUM2STRING(BOTH_STAND1_RANDOM4),
ENUM2STRING(BOTH_STAND1_RANDOM5),
ENUM2STRING(BOTH_STAND1_RANDOM6),
ENUM2STRING(BOTH_STAND1_RANDOM7),
ENUM2STRING(BOTH_STAND1_RANDOM8),
ENUM2STRING(BOTH_STAND1_RANDOM9),
ENUM2STRING(BOTH_STAND1_RANDOM10),
ENUM2STRING(BOTH_STAND1_RANDOM11),
ENUM2STRING(BOTH_STAND2),
ENUM2STRING(BOTH_STAND2_RANDOM1),
ENUM2STRING(BOTH_STAND2_RANDOM2),
ENUM2STRING(BOTH_STAND2_RANDOM3),
ENUM2STRING(BOTH_STAND2_RANDOM4),
ENUM2STRING(BOTH_STAND2_RANDOM5),
ENUM2STRING(BOTH_STAND2_RANDOM6),
ENUM2STRING(BOTH_STAND2_RANDOM7),
ENUM2STRING(BOTH_STAND2_RANDOM8),
ENUM2STRING(BOTH_STAND2_RANDOM9),
ENUM2STRING(BOTH_STAND2_RANDOM10),
ENUM2STRING(BOTH_STAND2_RANDOM11),
ENUM2STRING(BOTH_STAND2_RANDOM12),
ENUM2STRING(BOTH_STAND3),
ENUM2STRING(BOTH_STAND4),
ENUM2STRING(BOTH_STAND5),
ENUM2STRING(BOTH_STAND6),
ENUM2STRING(BOTH_STAND7),
ENUM2STRING(BOTH_STAND8),
ENUM2STRING(BOTH_STAND9),
ENUM2STRING(BOTH_STANDUP1),
ENUM2STRING(BOTH_SURPRISED1),
ENUM2STRING(BOTH_SURPRISED2),
ENUM2STRING(BOTH_SURPRISED3),
ENUM2STRING(BOTH_SURPRISED4),
ENUM2STRING(BOTH_SURPRISED5),
ENUM2STRING(BOTH_TABLE_EAT1),
ENUM2STRING(BOTH_TABLE_GETUP1),
ENUM2STRING(BOTH_TABLE_IDLE1),
ENUM2STRING(BOTH_TABLE_TALKGESTURE1),
ENUM2STRING(BOTH_TALKGESTURE1),
ENUM2STRING(BOTH_TALKGESTURE2),
ENUM2STRING(BOTH_WALK1),
ENUM2STRING(BOTH_WALK2),
ENUM2STRING(BOTH_WALK3),
ENUM2STRING(BOTH_WALK4),
ENUM2STRING(BOTH_WALK7),
ENUM2STRING(BOTH_WRITHING1),
ENUM2STRING(BOTH_SQUIRM1),
ENUM2STRING(BOTH_SQUIRM1GETUP),
ENUM2STRING(BOTH_SHAKE1),
ENUM2STRING(BOTH_SHAKE2),
ENUM2STRING(BOTH_WRITHING2),
ENUM2STRING(TORSO_ACTIVATEMEDKIT1),
ENUM2STRING(TORSO_COFFEE),
ENUM2STRING(TORSO_COMBADGE1),
ENUM2STRING(TORSO_COMBADGE2),
ENUM2STRING(TORSO_COMBADGE3),
ENUM2STRING(TORSO_COMBADGE4),
ENUM2STRING(TORSO_DROPWEAP1),
ENUM2STRING(TORSO_EQUIPMENT1),
ENUM2STRING(TORSO_EQUIPMENT2),
ENUM2STRING(TORSO_EQUIPMENT3),
ENUM2STRING(TORSO_GRABLBACKL),
ENUM2STRING(TORSO_HAND1),
ENUM2STRING(TORSO_HAND2),
ENUM2STRING(TORSO_HANDGESTURE1),
ENUM2STRING(TORSO_HANDGESTURE2),
ENUM2STRING(TORSO_HANDGESTURE3),
ENUM2STRING(TORSO_HANDGESTURE4),
ENUM2STRING(TORSO_HANDGESTURE5),
ENUM2STRING(TORSO_HANDGESTURE6),
ENUM2STRING(TORSO_HANDGESTURE7),
ENUM2STRING(TORSO_HANDGESTURE8),
ENUM2STRING(TORSO_HANDGESTURE9),
ENUM2STRING(TORSO_HANDGESTURE10),
ENUM2STRING(TORSO_HANDGESTURE11),
ENUM2STRING(TORSO_HANDGESTURE12),
ENUM2STRING(TORSO_HANDGESTURE13),
ENUM2STRING(TORSO_HYPO1),
ENUM2STRING(TORSO_HYPOSPRAY1),
ENUM2STRING(TORSO_MEDICORDER1),
ENUM2STRING(TORSO_PADD1),
ENUM2STRING(TORSO_POKERIDLE1),
ENUM2STRING(TORSO_POKERIDLE2),
ENUM2STRING(TORSO_POKERIDLE3),
ENUM2STRING(TORSO_RAISEWEAP1),
ENUM2STRING(TORSO_SHOUT1),
ENUM2STRING(TORSO_SPEECHLESS1),
ENUM2STRING(TORSO_SPEECHLESS2),
ENUM2STRING(TORSO_TALKGESTURE4),
ENUM2STRING(TORSO_TALKGESTURE5),
ENUM2STRING(TORSO_TRICORDER1),
ENUM2STRING(TORSO_WEAPONIDLE1),
ENUM2STRING(TORSO_WEAPONREADY1),
ENUM2STRING(TORSO_WEAPONREADY2),
ENUM2STRING(TORSO_WEAPONREADY3),
ENUM2STRING(TORSO_WEAPONPOSE1),
ENUM2STRING(TORSO_WRIST1),
ENUM2STRING(TORSO_GESTURE),
ENUM2STRING(LEGS_KNEEL1),
ENUM2STRING(LEGS_RUNBACK2),
ENUM2STRING(LEGS_TURN1),
ENUM2STRING(LEGS_TURN2),
ENUM2STRING(LEGS_WALKBACK1),
ENUM2STRING(LEGS_SWIM),
NULL, -1
{ ENUM2STRING(BOTH_ASSIMILATED1) },
{ ENUM2STRING(BOTH_ATTACK1) },
{ ENUM2STRING(BOTH_ATTACK2) },
{ ENUM2STRING(BOTH_ATTACK3) },
{ ENUM2STRING(BOTH_BENCHSIT1_2STAND) },
{ ENUM2STRING(BOTH_BENCHSIT1_FIXBOOT) },
{ ENUM2STRING(BOTH_BENCHSIT1_IDLE) },
{ ENUM2STRING(BOTH_BENCHSIT1TO2) },
{ ENUM2STRING(BOTH_BENCHSIT2_IDLE) },
{ ENUM2STRING(BOTH_BENCHSIT2TO1) },
{ ENUM2STRING(BOTH_BENCHSTAND1TO2) },
{ ENUM2STRING(BOTH_BENCHSTAND2) },
{ ENUM2STRING(BOTH_BENCHSTAND2TO1) },
{ ENUM2STRING(BOTH_CATCH1) },
{ ENUM2STRING(BOTH_CONSOLE1) },
{ ENUM2STRING(BOTH_CONSOLE1IDLE) },
{ ENUM2STRING(BOTH_CONSOLE1LEFT) },
{ ENUM2STRING(BOTH_CONSOLE1RIGHT) },
{ ENUM2STRING(BOTH_CONSOLE2) },
{ ENUM2STRING(BOTH_CONSOLE3) },
{ ENUM2STRING(BOTH_CONSOLE3IDLE) },
{ ENUM2STRING(BOTH_CONSOLE3LEFT) },
{ ENUM2STRING(BOTH_CONSOLE3RIGHT) },
{ ENUM2STRING(BOTH_CONSOLE4) },
{ ENUM2STRING(BOTH_CONSOLE5) },
{ ENUM2STRING(BOTH_COUCHSIT1_2STAND1) },
{ ENUM2STRING(BOTH_COUCHSIT1_GESTURELEFT) },
{ ENUM2STRING(BOTH_COUCHSIT1_GESTURERIGHT) },
{ ENUM2STRING(BOTH_COUCHSIT1_IDLE) },
{ ENUM2STRING(BOTH_COUCHSIT1_TALKGESTURE) },
{ ENUM2STRING(BOTH_COUCHSIT1_TO2) },
{ ENUM2STRING(BOTH_COUCHSIT2) },
{ ENUM2STRING(BOTH_COVERUP1_END) },
{ ENUM2STRING(BOTH_COVERUP1_LOOP) },
{ ENUM2STRING(BOTH_COVERUP1_START) },
{ ENUM2STRING(BOTH_COWAR1) },
{ ENUM2STRING(BOTH_CROUCH1IDLE) },
{ ENUM2STRING(BOTH_CROUCH1WALK) },
{ ENUM2STRING(BOTH_CROUCH2IDLE) },
{ ENUM2STRING(BOTH_CROWDLOOK1) },
{ ENUM2STRING(BOTH_CROWDLOOK2) },
{ ENUM2STRING(BOTH_CROWDLOOK3) },
{ ENUM2STRING(BOTH_CROWDLOOK4) },
{ ENUM2STRING(BOTH_DEATH1) },
{ ENUM2STRING(BOTH_DEAD1) },
{ ENUM2STRING(BOTH_DEATH2) },
{ ENUM2STRING(BOTH_DEAD2) },
{ ENUM2STRING(BOTH_DEATHBACKWARD1) },
{ ENUM2STRING(BOTH_DEADBACKWARD1) },
{ ENUM2STRING(BOTH_DEATHBACKWARD2) },
{ ENUM2STRING(BOTH_DEADBACKWARD2) },
{ ENUM2STRING(BOTH_DEATHFORWARD1) },
{ ENUM2STRING(BOTH_DEADFORWARD1) },
{ ENUM2STRING(BOTH_DEATHFORWARD2) },
{ ENUM2STRING(BOTH_DEADFORWARD2) },
{ ENUM2STRING(BOTH_DIVE1) },
{ ENUM2STRING(BOTH_FALLDEATH1INAIR) },
{ ENUM2STRING(BOTH_FALLDEATH1LAND) },
{ ENUM2STRING(BOTH_FALLDEAD1LAND) },
{ ENUM2STRING(BOTH_FLOAT1) },
{ ENUM2STRING(BOTH_FLOAT2) },
{ ENUM2STRING(BOTH_GESTURE2) },
{ ENUM2STRING(BOTH_GESTURE3) },
{ ENUM2STRING(BOTH_GET_UP1) },
{ ENUM2STRING(BOTH_GRAB1) },
{ ENUM2STRING(BOTH_GRAB2) },
{ ENUM2STRING(BOTH_GRAB3) },
{ ENUM2STRING(BOTH_GRAB4) },
{ ENUM2STRING(BOTH_GRABBED1) },
{ ENUM2STRING(BOTH_GRABBED2) },
{ ENUM2STRING(BOTH_GROUNDSHAKE1) },
{ ENUM2STRING(BOTH_GROUNDSHAKE2) },
{ ENUM2STRING(BOTH_GUARD_IDLE1) },
{ ENUM2STRING(BOTH_GUARD_LKRT1) },
{ ENUM2STRING(BOTH_GUARD_LOOKAROUND1) },
{ ENUM2STRING(BOTH_GUILT1) },
{ ENUM2STRING(BOTH_HITWALL1) },
{ ENUM2STRING(BOTH_HELP1) },
{ ENUM2STRING(BOTH_INJURED1) },
{ ENUM2STRING(BOTH_INJURED2) },
{ ENUM2STRING(BOTH_INJURED3) },
{ ENUM2STRING(BOTH_INJURED4) },
{ ENUM2STRING(BOTH_INJURED4TO5) },
{ ENUM2STRING(BOTH_INJURED5) },
{ ENUM2STRING(BOTH_INJURED6) },
{ ENUM2STRING(BOTH_INJURED6COMBADGE) },
{ ENUM2STRING(BOTH_INJURED6POINT) },
{ ENUM2STRING(BOTH_JUMP1) },
{ ENUM2STRING(BOTH_JUMPBACK1) },
{ ENUM2STRING(BOTH_KNEELHAND1) },
{ ENUM2STRING(BOTH_LADDER_DWN1) },
{ ENUM2STRING(BOTH_LADDER_UP1) },
{ ENUM2STRING(BOTH_LADDER_IDLE) },
{ ENUM2STRING(BOTH_LAND1) },
{ ENUM2STRING(BOTH_LANDBACK1) },
{ ENUM2STRING(BOTH_LAUGH1) },
{ ENUM2STRING(BOTH_LAUGH2) },
{ ENUM2STRING(BOTH_LEAN1) },
{ ENUM2STRING(BOTH_LYINGDEATH1) },
{ ENUM2STRING(BOTH_LYINGDEAD1) },
{ ENUM2STRING(BOTH_OFFLADDER_BOT1) },
{ ENUM2STRING(BOTH_ONLADDER_BOT1) },
{ ENUM2STRING(BOTH_PAIN2WRITHE1) },
{ ENUM2STRING(BOTH_POSSESSED1) },
{ ENUM2STRING(BOTH_POSSESSED2) },
{ ENUM2STRING(BOTH_PSYCHICSHOCK1) },
{ ENUM2STRING(BOTH_PSYCHICSHOCK2) },
{ ENUM2STRING(BOTH_RUN1) },
{ ENUM2STRING(BOTH_RUN1STOP) },
{ ENUM2STRING(BOTH_RUN2) },
{ ENUM2STRING(BOTH_RUNAWAY1) },
{ ENUM2STRING(BOTH_RUNINJURED1) },
{ ENUM2STRING(BOTH_SCARED2) },
{ ENUM2STRING(BOTH_SHIELD1) },
{ ENUM2STRING(BOTH_SHIELD2) },
{ ENUM2STRING(BOTH_SIT1STAND) },
{ ENUM2STRING(BOTH_SIT1TO2) },
{ ENUM2STRING(BOTH_SIT1TO3) },
{ ENUM2STRING(BOTH_SIT1) },
{ ENUM2STRING(BOTH_SIT2TO1) },
{ ENUM2STRING(BOTH_SIT2TO3) },
{ ENUM2STRING(BOTH_SIT2) },
{ ENUM2STRING(BOTH_SIT3TO1) },
{ ENUM2STRING(BOTH_SIT3TO2) },
{ ENUM2STRING(BOTH_SIT3) },
{ ENUM2STRING(BOTH_SIT4TO5) },
{ ENUM2STRING(BOTH_SIT4TO6) },
{ ENUM2STRING(BOTH_SIT4) },
{ ENUM2STRING(BOTH_SIT5TO4) },
{ ENUM2STRING(BOTH_SIT5TO6) },
{ ENUM2STRING(BOTH_SIT5) },
{ ENUM2STRING(BOTH_SIT6TO4) },
{ ENUM2STRING(BOTH_SIT6TO5) },
{ ENUM2STRING(BOTH_SIT6) },
{ ENUM2STRING(BOTH_SIT7) },
{ ENUM2STRING(BOTH_SIT7TOSTAND1) },
{ ENUM2STRING(BOTH_SLEEP1) },
{ ENUM2STRING(BOTH_SLEEP1_NOSE) },
{ ENUM2STRING(BOTH_SLEEP1GETUP) },
{ ENUM2STRING(BOTH_SLEEP2) },
{ ENUM2STRING(BOTH_SLEEP2_SHIFT) },
{ ENUM2STRING(BOTH_SLEEP2GETUP) },
{ ENUM2STRING(BOTH_SLEEP3) },
{ ENUM2STRING(BOTH_SLEEP3DEATH) },
{ ENUM2STRING(BOTH_SLEEP3DEAD) },
{ ENUM2STRING(BOTH_SLEEP3GETUP) },
{ ENUM2STRING(BOTH_SNAPTO1) },
{ ENUM2STRING(BOTH_SNAPTO2) },
{ ENUM2STRING(BOTH_STAND1) },
{ ENUM2STRING(BOTH_STAND1_RANDOM2) },
{ ENUM2STRING(BOTH_STAND1_RANDOM3) },
{ ENUM2STRING(BOTH_STAND1_RANDOM4) },
{ ENUM2STRING(BOTH_STAND1_RANDOM5) },
{ ENUM2STRING(BOTH_STAND1_RANDOM6) },
{ ENUM2STRING(BOTH_STAND1_RANDOM7) },
{ ENUM2STRING(BOTH_STAND1_RANDOM8) },
{ ENUM2STRING(BOTH_STAND1_RANDOM9) },
{ ENUM2STRING(BOTH_STAND1_RANDOM10) },
{ ENUM2STRING(BOTH_STAND1_RANDOM11) },
{ ENUM2STRING(BOTH_STAND2) },
{ ENUM2STRING(BOTH_STAND2_RANDOM1) },
{ ENUM2STRING(BOTH_STAND2_RANDOM2) },
{ ENUM2STRING(BOTH_STAND2_RANDOM3) },
{ ENUM2STRING(BOTH_STAND2_RANDOM4) },
{ ENUM2STRING(BOTH_STAND2_RANDOM5) },
{ ENUM2STRING(BOTH_STAND2_RANDOM6) },
{ ENUM2STRING(BOTH_STAND2_RANDOM7) },
{ ENUM2STRING(BOTH_STAND2_RANDOM8) },
{ ENUM2STRING(BOTH_STAND2_RANDOM9) },
{ ENUM2STRING(BOTH_STAND2_RANDOM10) },
{ ENUM2STRING(BOTH_STAND2_RANDOM11) },
{ ENUM2STRING(BOTH_STAND2_RANDOM12) },
{ ENUM2STRING(BOTH_STAND3) },
{ ENUM2STRING(BOTH_STAND4) },
{ ENUM2STRING(BOTH_STAND5) },
{ ENUM2STRING(BOTH_STAND6) },
{ ENUM2STRING(BOTH_STAND7) },
{ ENUM2STRING(BOTH_STAND8) },
{ ENUM2STRING(BOTH_STAND9) },
{ ENUM2STRING(BOTH_STANDUP1) },
{ ENUM2STRING(BOTH_SURPRISED1) },
{ ENUM2STRING(BOTH_SURPRISED2) },
{ ENUM2STRING(BOTH_SURPRISED3) },
{ ENUM2STRING(BOTH_SURPRISED4) },
{ ENUM2STRING(BOTH_SURPRISED5) },
{ ENUM2STRING(BOTH_TABLE_EAT1) },
{ ENUM2STRING(BOTH_TABLE_GETUP1) },
{ ENUM2STRING(BOTH_TABLE_IDLE1) },
{ ENUM2STRING(BOTH_TABLE_TALKGESTURE1) },
{ ENUM2STRING(BOTH_TALKGESTURE1) },
{ ENUM2STRING(BOTH_TALKGESTURE2) },
{ ENUM2STRING(BOTH_WALK1) },
{ ENUM2STRING(BOTH_WALK2) },
{ ENUM2STRING(BOTH_WALK3) },
{ ENUM2STRING(BOTH_WALK4) },
{ ENUM2STRING(BOTH_WALK7) },
{ ENUM2STRING(BOTH_WRITHING1) },
{ ENUM2STRING(BOTH_SQUIRM1) },
{ ENUM2STRING(BOTH_SQUIRM1GETUP) },
{ ENUM2STRING(BOTH_SHAKE1) },
{ ENUM2STRING(BOTH_SHAKE2) },
{ ENUM2STRING(BOTH_WRITHING2) },
{ ENUM2STRING(TORSO_ACTIVATEMEDKIT1) },
{ ENUM2STRING(TORSO_COFFEE) },
{ ENUM2STRING(TORSO_COMBADGE1) },
{ ENUM2STRING(TORSO_COMBADGE2) },
{ ENUM2STRING(TORSO_COMBADGE3) },
{ ENUM2STRING(TORSO_COMBADGE4) },
{ ENUM2STRING(TORSO_DROPWEAP1) },
{ ENUM2STRING(TORSO_EQUIPMENT1) },
{ ENUM2STRING(TORSO_EQUIPMENT2) },
{ ENUM2STRING(TORSO_EQUIPMENT3) },
{ ENUM2STRING(TORSO_GRABLBACKL) },
{ ENUM2STRING(TORSO_HAND1) },
{ ENUM2STRING(TORSO_HAND2) },
{ ENUM2STRING(TORSO_HANDGESTURE1) },
{ ENUM2STRING(TORSO_HANDGESTURE2) },
{ ENUM2STRING(TORSO_HANDGESTURE3) },
{ ENUM2STRING(TORSO_HANDGESTURE4) },
{ ENUM2STRING(TORSO_HANDGESTURE5) },
{ ENUM2STRING(TORSO_HANDGESTURE6) },
{ ENUM2STRING(TORSO_HANDGESTURE7) },
{ ENUM2STRING(TORSO_HANDGESTURE8) },
{ ENUM2STRING(TORSO_HANDGESTURE9) },
{ ENUM2STRING(TORSO_HANDGESTURE10) },
{ ENUM2STRING(TORSO_HANDGESTURE11) },
{ ENUM2STRING(TORSO_HANDGESTURE12) },
{ ENUM2STRING(TORSO_HANDGESTURE13) },
{ ENUM2STRING(TORSO_HYPO1) },
{ ENUM2STRING(TORSO_HYPOSPRAY1) },
{ ENUM2STRING(TORSO_MEDICORDER1) },
{ ENUM2STRING(TORSO_PADD1) },
{ ENUM2STRING(TORSO_POKERIDLE1) },
{ ENUM2STRING(TORSO_POKERIDLE2) },
{ ENUM2STRING(TORSO_POKERIDLE3) },
{ ENUM2STRING(TORSO_RAISEWEAP1) },
{ ENUM2STRING(TORSO_SHOUT1) },
{ ENUM2STRING(TORSO_SPEECHLESS1) },
{ ENUM2STRING(TORSO_SPEECHLESS2) },
{ ENUM2STRING(TORSO_TALKGESTURE4) },
{ ENUM2STRING(TORSO_TALKGESTURE5) },
{ ENUM2STRING(TORSO_TRICORDER1) },
{ ENUM2STRING(TORSO_WEAPONIDLE1) },
{ ENUM2STRING(TORSO_WEAPONREADY1) },
{ ENUM2STRING(TORSO_WEAPONREADY2) },
{ ENUM2STRING(TORSO_WEAPONREADY3) },
{ ENUM2STRING(TORSO_WEAPONPOSE1) },
{ ENUM2STRING(TORSO_WRIST1) },
{ ENUM2STRING(TORSO_GESTURE) },
{ ENUM2STRING(LEGS_KNEEL1) },
{ ENUM2STRING(LEGS_RUNBACK2) },
{ ENUM2STRING(LEGS_TURN1) },
{ ENUM2STRING(LEGS_TURN2) },
{ ENUM2STRING(LEGS_WALKBACK1) },
{ ENUM2STRING(LEGS_SWIM) },
{ NULL, -1 }
};
/*

View file

@ -44,35 +44,35 @@ int zoomFlashTime=0;
interfacegraphics_s interface_graphics[IG_MAX] =
{
// type timer x y width height file/text graphic, min max color style ptr
SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0, // IG_GROW
{ SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0 }, // IG_GROW
SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0, // IG_HEALTH_START
SG_GRAPHIC, 0.0, 5, 429, 32, 64, "gfx/interface/rpgx_healthbar_leftcorner", 0, 0, 0, CT_DKBROWN1, 0, // IG_HEALTH_BEGINCAP
SG_GRAPHIC, 0.0, 64, 429, 6, 25, "gfx/interface/ammobar", 0, 0, 0, CT_DKBROWN1, 0, // IG_HEALTH_BOX1
SG_GRAPHIC, 0.0, 72, 429, 0, 25, "gfx/interface/ammobar", 0, 0, 0, CT_LTBROWN1, 0, // IG_HEALTH_SLIDERFULL
SG_GRAPHIC, 0.0, 0, 429, 0, 25, "gfx/interface/ammobar", 0, 0, 0, CT_DKBROWN1, 0, // IG_HEALTH_SLIDEREMPTY
SG_GRAPHIC, 0.0, 72, 429, 16, 32, "gfx/interface/rpgx_healthbar_endcap", 0, 0, 147, CT_DKBROWN1, 0, // IG_HEALTH_ENDCAP
SG_NUMBER, 0.0, 23, 425, 16, 32, NULL, 0, 0, 0, CT_LTBROWN1, NUM_FONT_BIG, // IG_HEALTH_COUNT
SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0, // IG_HEALTH_END
{ SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0 }, // IG_HEALTH_START
{ SG_GRAPHIC, 0.0, 5, 429, 32, 64, "gfx/interface/rpgx_healthbar_leftcorner", 0, 0, 0, CT_DKBROWN1, 0 }, // IG_HEALTH_BEGINCAP
{ SG_GRAPHIC, 0.0, 64, 429, 6, 25, "gfx/interface/ammobar", 0, 0, 0, CT_DKBROWN1, 0 }, // IG_HEALTH_BOX1
{ SG_GRAPHIC, 0.0, 72, 429, 0, 25, "gfx/interface/ammobar", 0, 0, 0, CT_LTBROWN1, 0 }, // IG_HEALTH_SLIDERFULL
{ SG_GRAPHIC, 0.0, 0, 429, 0, 25, "gfx/interface/ammobar", 0, 0, 0, CT_DKBROWN1, 0 }, // IG_HEALTH_SLIDEREMPTY
{ SG_GRAPHIC, 0.0, 72, 429, 16, 32, "gfx/interface/rpgx_healthbar_endcap", 0, 0, 147, CT_DKBROWN1, 0 }, // IG_HEALTH_ENDCAP
{ SG_NUMBER, 0.0, 23, 425, 16, 32, NULL, 0, 0, 0, CT_LTBROWN1, NUM_FONT_BIG }, // IG_HEALTH_COUNT
{ SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0 }, // IG_HEALTH_END
SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0, // IG_ARMOR_START
SG_GRAPHIC, 0.0, 20, 458, 32, 16, "gfx/interface/armorcap1", 0, 0, 0, CT_DKPURPLE1, 0, // IG_ARMOR_BEGINCAP
SG_GRAPHIC, 0.0, 64, 458, 6, 12, "gfx/interface/ammobar", 0, 0, 0, CT_DKPURPLE1, 0, // IG_ARMOR_BOX1
SG_GRAPHIC, 0.0, 72, 458, 0, 12, "gfx/interface/ammobar", 0, 0, 0, CT_LTPURPLE1, 0, // IG_ARMOR_SLIDERFULL
SG_GRAPHIC, 0.0, 0, 458, 0, 12, "gfx/interface/ammobar", 0, 0, 0, CT_DKPURPLE1, 0, // IG_ARMOR_SLIDEREMPTY
SG_GRAPHIC, 0.0, 72, 458, 16, 16, "gfx/interface/armorcap2", 0, 0, 147, CT_DKPURPLE1, 0, // IG_ARMOR_ENDCAP
SG_NUMBER, 0.0, 44, 458, 16, 16, NULL, 0, 0, 0, CT_LTPURPLE1, NUM_FONT_SMALL, // IG_ARMOR_COUNT
SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0, // IG_ARMOR_END
{ SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0 }, // IG_ARMOR_START
{ SG_GRAPHIC, 0.0, 20, 458, 32, 16, "gfx/interface/armorcap1", 0, 0, 0, CT_DKPURPLE1, 0 }, // IG_ARMOR_BEGINCAP
{ SG_GRAPHIC, 0.0, 64, 458, 6, 12, "gfx/interface/ammobar", 0, 0, 0, CT_DKPURPLE1, 0 }, // IG_ARMOR_BOX1
{ SG_GRAPHIC, 0.0, 72, 458, 0, 12, "gfx/interface/ammobar", 0, 0, 0, CT_LTPURPLE1, 0 }, // IG_ARMOR_SLIDERFULL
{ SG_GRAPHIC, 0.0, 0, 458, 0, 12, "gfx/interface/ammobar", 0, 0, 0, CT_DKPURPLE1, 0 }, // IG_ARMOR_SLIDEREMPTY
{ SG_GRAPHIC, 0.0, 72, 458, 16, 16, "gfx/interface/armorcap2", 0, 0, 147, CT_DKPURPLE1, 0 }, // IG_ARMOR_ENDCAP
{ SG_NUMBER, 0.0, 44, 458, 16, 16, NULL, 0, 0, 0, CT_LTPURPLE1, NUM_FONT_SMALL }, // IG_ARMOR_COUNT
{ SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0 }, // IG_ARMOR_END
SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0, // IG_AMMO_START
SG_GRAPHIC, 0.0, 613, 429, 32, 64, "gfx/interface/ammouppercap1", 0, 0, 0, CT_LTPURPLE2, 0, // IG_AMMO_UPPER_BEGINCAP
SG_GRAPHIC, 0.0, 607, 429, 16, 32, "gfx/interface/ammouppercap2", 0, 0, 572, CT_LTPURPLE2, 0, // IG_AMMO_UPPER_ENDCAP
SG_GRAPHIC, 0.0, 613, 458, 16, 16, "gfx/interface/ammolowercap1", 0, 0, 0, CT_LTPURPLE2, 0, // IG_AMMO_LOWER_BEGINCAP
SG_GRAPHIC, 0.0, 578, 458, 0, 12, "gfx/interface/ammobar", 0, 0, 0, CT_LTPURPLE1, 0, // IG_AMMO_SLIDERFULL
SG_GRAPHIC, 0.0, 0, 458, 0, 12, "gfx/interface/ammobar", 0, 0, 0, CT_DKPURPLE1, 0, // IG_AMMO_SLIDEREMPTY
SG_GRAPHIC, 0.0, 607, 458, 16, 16, "gfx/interface/ammolowercap2", 0, 0, 572, CT_LTPURPLE2, 0, // IG_AMMO_LOWER_ENDCAP
SG_NUMBER, 0.0, 573, 425, 16, 32, NULL, 0, 0, 0, CT_LTPURPLE1, NUM_FONT_BIG, // IG_AMMO_COUNT
SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0, // IG_AMMO_END
{ SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0 }, // IG_AMMO_START
{ SG_GRAPHIC, 0.0, 613, 429, 32, 64, "gfx/interface/ammouppercap1", 0, 0, 0, CT_LTPURPLE2, 0 }, // IG_AMMO_UPPER_BEGINCAP
{ SG_GRAPHIC, 0.0, 607, 429, 16, 32, "gfx/interface/ammouppercap2", 0, 0, 572, CT_LTPURPLE2, 0 }, // IG_AMMO_UPPER_ENDCAP
{ SG_GRAPHIC, 0.0, 613, 458, 16, 16, "gfx/interface/ammolowercap1", 0, 0, 0, CT_LTPURPLE2, 0 }, // IG_AMMO_LOWER_BEGINCAP
{ SG_GRAPHIC, 0.0, 578, 458, 0, 12, "gfx/interface/ammobar", 0, 0, 0, CT_LTPURPLE1, 0 }, // IG_AMMO_SLIDERFULL
{ SG_GRAPHIC, 0.0, 0, 458, 0, 12, "gfx/interface/ammobar", 0, 0, 0, CT_DKPURPLE1, 0 }, // IG_AMMO_SLIDEREMPTY
{ SG_GRAPHIC, 0.0, 607, 458, 16, 16, "gfx/interface/ammolowercap2", 0, 0, 572, CT_LTPURPLE2, 0 }, // IG_AMMO_LOWER_ENDCAP
{ SG_NUMBER, 0.0, 573, 425, 16, 32, NULL, 0, 0, 0, CT_LTPURPLE1, NUM_FONT_BIG }, // IG_AMMO_COUNT
{ SG_VAR, 0.0, 0, 0, 0, 0, NULL, 0, 0, 0, CT_NONE, 0 }, // IG_AMMO_END
};
@ -1261,12 +1261,12 @@ static void CG_DrawStatusBar( void )
//float rpg_shakemycamera_intensity;
//const char *info;
static float colors[4][4] =
/*static float colors[4][4] =
{
{ 1, 0.69, 0, 1.0 } , // normal
{ 1.0, 0.2, 0.2, 1.0 }, // low health
{0.5, 0.5, 0.5, 1}, // weapon firing
{ 1, 1, 1, 1 } }; // health > 100
{ 1, 1, 1, 1 } }; // health > 100*/
whiteA[0] = whiteA[1] = whiteA[2] = 1.0f; whiteA[3] = 0.3f;
@ -1719,7 +1719,7 @@ CG_DrawAttacker
================
*/
static float CG_DrawAttacker( float y ) {
/*static float CG_DrawAttacker( float y ) {
int t;
float size;
vec3_t angles;
@ -1760,7 +1760,7 @@ static float CG_DrawAttacker( float y ) {
UI_DrawProportionalString( 635, y, name, UI_RIGHT | UI_SMALLFONT, colorTable[CT_LTGOLD1] );
return y + BIGCHAR_HEIGHT + 2;
}
}*/
/*
==================
@ -3103,7 +3103,7 @@ static void CG_DrawCrosshair(void) {
VectorCopy( trace.endpos, worldPoint );
if ( worldPoint && VectorLength( worldPoint ) ) {
if ( VectorLength( worldPoint ) ) {
if ( !CG_WorldCoordToScreenCoord( worldPoint, &x, &y, qfalse) )
{//off screen, don't draw it
return;
@ -3541,7 +3541,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve
Com_sprintf( showHealth, sizeof( showHealth ), "%s: %i", "Health", health );
if ( healthCharIndex > 0 && showHealth ) {
if ( healthCharIndex > 0 && showHealth[0] ) {
int len = strlen( showHealth );
if ( healthCharIndex > len+1 )
@ -4643,14 +4643,14 @@ static void CG_DrawZoomMask( void )
//==================================================================================
static char *AfterSpace( char *p )
/*static char *AfterSpace( char *p )
{
while (*p && *p != ' ') {
++p;
}
return p;
}
}*/
/*
=====================
@ -4709,9 +4709,9 @@ static void CG_DrawAdminMsg( void ) {
*/
Boxcolor[3] = color[3];
if ( !color ) {
/*if ( !color ) {
return;
}
}*/
trap_R_SetColor( color );

View file

@ -494,11 +494,11 @@ static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color )
}
else if ( ch >= 'A' && ch <= 'Z' ) {
ch -= 'A';
fcol = (float)propMapB[ch][0] / 256;
frow = (float)propMapB[ch][1] / 256;
fwidth = (float)propMapB[ch][2] / 256;
fcol = (float)propMapB[(int)ch][0] / 256;
frow = (float)propMapB[(int)ch][1] / 256;
fwidth = (float)propMapB[(int)ch][2] / 256;
fheight = (float)PROPB_HEIGHT / 256;
aw = (float)(propMapB[ch][2] * cgs.screenXScale);
aw = (float)(propMapB[(int)ch][2] * cgs.screenXScale);
ah = (float)(PROPB_HEIGHT * cgs.screenYScale);
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB );
ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale);

View file

@ -1748,6 +1748,11 @@ case EV_SHAKE_SOUND:
}
break;
case EV_CAMMODE_TOGGLE:
DEBUGNAME("EV_CAMMODE_TOGGLE");
cg.cinematicFade = !cg.cinematicFade;
break;
default:
DEBUGNAME("UNKNOWN");
CG_Error( "Unknown event: %i", event );

View file

@ -1027,6 +1027,9 @@ typedef struct {
//TiM - A local boolean for the TPS view
qboolean thirdPersonNoLerp;
// cinematics
int cinematicFade;
} cg_t;

View file

@ -642,7 +642,7 @@ void CG_AddTrail( localEntity_t *le )
return;
}
if (!le->leFlags & LEF_MOVE)
if (!(le->leFlags & LEF_MOVE))
{
return;
}

View file

@ -30,10 +30,10 @@ const char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
stringID_table_t BoltonTable[BOLTON_MAX + 1] =
{
ENUM2STRING(BOLTON_HEAD),
ENUM2STRING(BOLTON_TORSO),
ENUM2STRING(BOLTON_LEGS),
NULL, -1
{ ENUM2STRING(BOLTON_HEAD) },
{ ENUM2STRING(BOLTON_TORSO) },
{ ENUM2STRING(BOLTON_LEGS) },
{ NULL, -1 }
};
int timeParam;
@ -1607,7 +1607,7 @@ static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *charNa
CG_ColorFromString
====================
*/
static void CG_ColorFromString( const char *v, vec3_t color ) {
/*static void CG_ColorFromString( const char *v, vec3_t color ) {
int val;
VectorClear( color );
@ -1628,7 +1628,7 @@ static void CG_ColorFromString( const char *v, vec3_t color ) {
if ( val & 4 ) {
color[0] = 1.0f;
}
}
}*/
/*
===================
@ -1780,7 +1780,7 @@ static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) {
/*if ( from->boltonTags[0].tagModel && from->boltonTags[0].tagName ) { //if there actually is bolton data...
for (i = 0; i < MAX_BOLTONS; i++ ) { //loop thru all of them
if ( from->boltonTags[i].tagModel && from->boltonTags[i].tagName ) { //only work on ones that actually have data.
/*to->boltonTags[i].modelBase = from->boltonTags[i].modelBase;
to->boltonTags[i].modelBase = from->boltonTags[i].modelBase;
to->boltonTags[i].tagModel = from->boltonTags[i].tagModel;
Q_strncpyz( to->boltonTags[i].tagName, from->boltonTags[i].tagName, sizeof (to->boltonTags[i].tagName) );*/
memcpy( to->boltonTags, from->boltonTags, sizeof(to->boltonTags) );
@ -2654,7 +2654,7 @@ static void CG_SwingAngles( float destination, float swingTolerance, float clamp
*swinging = qfalse;
} else if ( swing >= clampTolerance || swing <= -clampTolerance ) {
*swinging = qtrue;
} /*else {
} else {
*swinging = qtrue;
}
}
@ -3142,7 +3142,7 @@ CG_FlightTrail
CG_TrailItem
===============
*/
static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
/*static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
refEntity_t ent;
vec3_t angles;
float frame;
@ -3191,7 +3191,7 @@ static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
ent.hModel = hModel;
trap_R_AddRefEntityToScene( &ent );
}
}*/
/*
===============
@ -4605,11 +4605,11 @@ void CG_Player( centity_t *cent ) {
//BLINK CODE
//if we have a valid blink skin...
//Or we're frowning and we have a frown blink skin
if ( !cg_noBlinkingHeads.integer && ci->headSkinBlink
if ( (!cg_noBlinkingHeads.integer && ci->headSkinBlink)
||
( !cg_noFrowningHeads.integer &&
(( !cg_noFrowningHeads.integer &&
( cent->currentState.eFlags & EF_EYES_ANGRY )
&& ci->headSkinFrownBlink )
&& ci->headSkinFrownBlink) )
)
{

View file

@ -493,7 +493,7 @@ static void CG_DrawClientScore_Big( int y, score_t *score, float *color, float f
CG_DrawRank( SB_RANK_X_BIG, y-2,ci->pClass, score->score);
//draw player class name
if(rpg_class && rpg_color){
if(rpg_class){
UI_DrawProportionalString( SB_RPGCLASS_X_BIG, y , rpg_class, UI_TINYFONT | UI_LEFT, rpg_color); //CT_VLTPURPLE1 CT_WHITE
}
@ -933,7 +933,7 @@ static void CG_DrawClientScore( int y, score_t *score, float *color, float fade,
}*/
}
static int CG_GetTeamCount(team_t team, int maxClients)
/*static int CG_GetTeamCount(team_t team, int maxClients)
{
int i = 0;
int count = 0;
@ -953,7 +953,7 @@ static int CG_GetTeamCount(team_t team, int maxClients)
}
return count;
}
}*/
/*
=================
@ -1757,9 +1757,9 @@ int cg_medalTeamNames[TEAM_MAX] = {
// spaced by 70 pixels apart
static int medalLocations[6] = {570, 500, 430, 360, 290};
//static int medalLocations[6] = {570, 500, 430, 360, 290};
static void AW_DrawMedal( int medal, int amount, int x, int y )
/*static void AW_DrawMedal( int medal, int amount, int x, int y )
{
char buf[20];
qhandle_t hShader;
@ -1794,7 +1794,7 @@ static void AW_DrawMedal( int medal, int amount, int x, int y )
UI_DrawProportionalString( x+24, y+50, buf, UI_TINYFONT|UI_CENTER, yellow );
//--------------------------------------------------------------- NAME OF THE AWARD
}
}
}*/
//========================
// DrawTheMedals(int max)

View file

@ -670,7 +670,7 @@ static void CG_OffsetThirdPersonView( void ) {
}
}
/*if ( focusAngles[PITCH] > 89.9 )
if ( focusAngles[PITCH] > 89.9 )
{
focusAngles[PITCH] = 89.9f; // don't go too far overhead - has to be under 90 or bad things happen
}
@ -1377,7 +1377,7 @@ static int CG_CalcViewValues( void ) {
CG_PowerupTimerSounds
=====================
*/
static void CG_PowerupTimerSounds( void ) {
/*static void CG_PowerupTimerSounds( void ) {
int i;
int t;
@ -1400,7 +1400,7 @@ static void CG_PowerupTimerSounds( void ) {
//trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
}
}
}
}*/

View file

@ -943,7 +943,7 @@ static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups, beamData_t
1300, //300 //random() * 200 + 1200, //300 //
cgs.media.steamShader );
}
/*localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
float startalpha, float endalpha, float roll, float elasticity,
float killTime, qhandle_t shader)*/
@ -972,7 +972,7 @@ void CG_CoffeeSteamThirdPerson ( refEntity_t* parent, weaponInfo_t *weapon) {
1300, //300 //random() * 200 + 1200, //300 //
cgs.media.steamShader );
}
/*localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
float startalpha, float endalpha, float roll, float elasticity,
float killTime, qhandle_t shader)*/
@ -1607,12 +1607,12 @@ CG_DrawWeaponSelect
===================
*/
static int weaponRows[6][3] = { WP_NULL_HAND, 0, 0,
WP_TRICORDER, WP_PADD, WP_COFFEE,
WP_PHASER, WP_COMPRESSION_RIFLE, WP_TR116,
WP_GRENADE_LAUNCHER, WP_QUANTUM_BURST, WP_DISRUPTOR,
WP_MEDKIT, WP_VOYAGER_HYPO, WP_DERMAL_REGEN,
WP_TOOLKIT, WP_HYPERSPANNER, 0 };
static int weaponRows[6][3] = { { WP_NULL_HAND, 0, 0 },
{ WP_TRICORDER, WP_PADD, WP_COFFEE },
{ WP_PHASER, WP_COMPRESSION_RIFLE, WP_TR116 },
{ WP_GRENADE_LAUNCHER, WP_QUANTUM_BURST, WP_DISRUPTOR },
{ WP_MEDKIT, WP_VOYAGER_HYPO, WP_DERMAL_REGEN },
{ WP_TOOLKIT, WP_HYPERSPANNER, 0 } };
void CG_DrawWeaponSelect( void ) {
int i, rowCount, cellCount;

View file

@ -413,7 +413,7 @@ void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean
// "Fun" sparks... Not when empty.
if ( spark && !empty)
{
sparks = rand() & 1 + 1;
sparks = (rand() & 1) + 1;
for(;sparks>0;sparks--)
{
size = 0.2f + (random() * 0.4);

View file

@ -127,7 +127,7 @@ FX_DreadnoughtFire
beam.data.electricity.deviation = 0.12;
trap_R_AddRefEntityToScene( &beam );
/*
le = FX_AddLine( origin, end, 2.0f, scale * 6, 0.0f, 0.2f, 0.2f, 100, cgs.media.dnBoltShader );
if (le)

View file

@ -48,7 +48,7 @@ FX_GrenadeExplode
void FX_GrenadeExplode( vec3_t origin, vec3_t normal )
{
localEntity_t *le;
qhandle_t null;
qhandle_t null = 0;
vec3_t direction, org, vel;
int i;

View file

@ -78,7 +78,7 @@ FX_IMODBolt2
VectorScale(control2_velocity, -12.0f + (-140.0f * random()), control2_velocity);
// constant acceleration of control points
/*
VectorScale(control1_velocity, -1.2, control1_acceleration);
for (i = 0; i < 3; i++)
{
@ -244,7 +244,7 @@ FX_IMODExplosion
750.0f,
cgs.media.purpleParticleShader );
//FXE_Spray( normal, 500, 250, 0.75f, /*256,*///vel );
//FXE_Spray( normal, 500, 250, 0.75f, 256,//vel );
//}
//CG_ImpactMark( cgs.media.IMODMarkShader, origin, normal, random()*360, 1,1,1,0.75, qfalse, 5, qfalse );
@ -306,7 +306,7 @@ FX_AltIMODExplosion
750.0f,
cgs.media.spark2Shader );
FXE_Spray( normal, 500, 250, 0.75f, /*256,*/ //vel );
FXE_Spray( normal, 500, 250, 0.75f, 256, //vel );
//}
//CG_ImpactMark( cgs.media.IMODMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 8, qfalse );

View file

@ -129,7 +129,7 @@ qboolean DetpackAftereffect(localEntity_t *le)
void FX_Detpack(vec3_t origin)
{
localEntity_t *le;
qhandle_t null;
qhandle_t null = 0;
vec3_t direction, org, vel, norm = {0,0,1};
int i;

View file

@ -152,7 +152,7 @@ void FX_PhaserFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spar
// "Fun" sparks... Not when empty.
if ( spark && !empty)
{
sparks = rand() & 1 + 1;
sparks = (rand() & 1) + 1;
for(;sparks>0;sparks--)
{
size = 0.2f + (random() * 0.4);
@ -325,7 +325,7 @@ void FX_PhaserAltFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark,
{
// kef -- fixme. dunno what the deal is with this velocity vector
VectorClear(vel);
sparks = rand() & 3 + 1;
sparks = (rand() & 3) + 1;
// Set random starting pos...
end2[0] = flrandom(-1.0, 1.0) + end[0];

View file

@ -120,7 +120,7 @@ void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, i
/*void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, it'll be blue
{
localEntity_t *le;
vec3_t muzzle, /*mins, maxs, end, color, forward, right;
vec3_t muzzle, mins, maxs, end, color, forward, right;
float scale, dscale;
int i;
@ -198,7 +198,7 @@ void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, i
if ( fired_from_NPC )
{
// Energy glow
/*FX_AddSprite( cent->lerpOrigin,
FX_AddSprite( cent->lerpOrigin,
NULL, qfalse,
8.0f + random() * 8.0f, 0.0f,
0.7f, 0.0f,
@ -216,7 +216,7 @@ void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, i
cgs.media.redFlareShader );
// leave a cool tail
/*FX_AddTrail( cent->lerpOrigin,
FX_AddTrail( cent->lerpOrigin,
forward, qfalse,
16, 0,
1.0f, 0.0f,
@ -228,7 +228,7 @@ void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, i
else
{
// Energy glow
/*FX_AddSprite( cent->lerpOrigin,
FX_AddSprite( cent->lerpOrigin,
NULL, qfalse,
16.0f + random() * 16.0f, 0.0f,
0.5f, 0.0f,
@ -246,7 +246,7 @@ void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, i
cgs.media.redFlareShader );
// leave a cool tail
/*FX_AddTrail( cent->lerpOrigin,
FX_AddTrail( cent->lerpOrigin,
forward, qfalse,
64, 0,
1.4f, 0.0f,
@ -293,7 +293,7 @@ FX_ScavengerAltFireThink
// Calc the right spot along the trail
VectorMA( cent->lerpOrigin, -i, diff, origin );
scale = 18.0f + (random()*5.0f);
/*FX_AddSprite( origin,
FX_AddSprite( origin,
NULL, qfalse,
scale, -8.75,
0.4f, 0.0f,
@ -308,7 +308,7 @@ FX_ScavengerAltFireThink
}
// Glowing bit
/*FX_AddSprite( cent->lerpOrigin,
FX_AddSprite( cent->lerpOrigin,
NULL, qfalse,
24.0f + ( random() * 16.0f ), 0.0f,
1.0f, 0.0f,
@ -452,7 +452,7 @@ FX_Scavenger_Alt_Explode
vec3_t velocity;
FXE_Spray( dir, 300, 175, 0.8f, velocity);
/*FX_AddTrail( origin, velocity, qtrue, 12.0f, -12.0f,
FX_AddTrail( origin, velocity, qtrue, 12.0f, -12.0f,
2, -2, 1.0f, 1.0f, 0.2f, 1000.0f, cgs.media.tetrionTrail2Shader);*/
/*}
}*/

View file

@ -597,7 +597,7 @@ void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboole
// "Fun" sparks... Not when empty.
if ( spark && !empty)
{
sparks = rand() & 1 + 1;
sparks = (rand() & 1) + 1;
for(;sparks>0;sparks--)
{
size = 0.2f + (random() * 0.4);

View file

@ -14,7 +14,7 @@ FX_TetrionProjectileThink
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0 )
forward[2] = 1;
/*FX_AddSprite( cent->lerpOrigin,
FX_AddSprite( cent->lerpOrigin,
NULL, qfalse,
4.0f + random() * 16.0f, 0.0f,
0.4f, 0.0f,
@ -28,7 +28,7 @@ FX_TetrionProjectileThink
random()*360, 0.0f,
1.0f,
cgs.media.borgFlareShader );
/*FX_AddTrail( cent->lerpOrigin,
FX_AddTrail( cent->lerpOrigin,
forward, qfalse,
64, 0,
2.0f, 0,
@ -181,7 +181,7 @@ void FX_TetrionRicochet( vec3_t origin, vec3_t normal )
// Move away from the wall a bit to help avoid z buffer clipping.
VectorMA( origin, 0.5, normal, org );
/*FX_AddQuad( org, normal,
FX_AddQuad( org, normal,
24, -24,
1.0, 0.0,
0,
@ -207,13 +207,13 @@ FX_TetrionAltHitWall
scale = random() * 2.0 + 1.0;
/*CG_ImpactMark( cgs.media.bulletmarksShader, origin, normal, random()*360, 1,1,1,0.2, qfalse,
CG_ImpactMark( cgs.media.bulletmarksShader, origin, normal, random()*360, 1,1,1,0.2, qfalse,
scale, qfalse );
// Move out a hair to avoid z buffer nastiness
VectorMA( origin, 0.5, normal, org );
/*FX_AddQuad( origin, normal,
FX_AddQuad( origin, normal,
64, -96,
1.0, 0.0,
0,

View file

@ -153,7 +153,7 @@ void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int startTi
}
//Phase 3: flares get smaller
if ( ( cg.time < timeOffset + 2000 ) && ( cg.time >= timeOffset + 1500 ) ) {
ratio = 1.0f - ( (float)(cg.time - ( timeOffset + 1500 ) ) * 0,002 );
ratio = 1.0f - (float)(cg.time - ( timeOffset + 1500 ) ) * 0,002;
if (ratio < 0 )
ratio = 0.0f;
else if (ratio > 1 )
@ -173,7 +173,7 @@ void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int startTi
dlightRatio = (float)( cg.time - startTime ) * 0,0005;
}
else {
dlightRatio = 1.0f - ( (float)( cg.time - ( startTime + 2000 ) ) * 0,0005 );
dlightRatio = 1.0f - (float)( cg.time - ( startTime + 2000 ) ) * 0,0005;
}
//dynamic light FX

View file

@ -43,9 +43,6 @@ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );
static void PM_StartLegsAnim( int anim );
static void PM_StartTorsoAnim( int anim, qboolean overrideEmotes );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );

View file

@ -2640,14 +2640,14 @@ static void PM_Footsteps( void ) {
/*if ( !(ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST crouched...
ps->pm_flags |= ANIM_CROUCHING;
/*if ( ps->weaponstate == WEAPON_READY ) {
if ( ps->weaponstate == WEAPON_READY ) {
PM_StartTorsoAnim( PM_GetAnim( "docrouch", qtrue ) );
ps->torsoTimer += 1200;
}
PM_StartLegsAnim( PM_GetAnim( "docrouch", qfalse ) );
ps->legsTimer += 1200;*/
//}
ps->legsTimer += 1200;
}*/
} else {
@ -3623,7 +3623,7 @@ void PmoveSingle (pmove_t *pmove) {
//If the legs are playing a non infinite loop, disable the movement keys.
//Else the player slides on their feet :S
if ( ps->stats[EMOTES] & EMOTE_LOWER &&( ps->stats[EMOTES] & EMOTE_CLAMP_BODY ) || ( ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) ) { //EMOTE_LOWER
if ( (ps->stats[EMOTES] & EMOTE_LOWER &&( ps->stats[EMOTES] & EMOTE_CLAMP_BODY )) || ( ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) ) { //EMOTE_LOWER
pmove->cmd.forwardmove = 0;
pmove->cmd.rightmove = 0;
//pmove->cmd.upmove = Q_fabs( pmove->cmd.upmove );

View file

@ -857,7 +857,8 @@ typedef enum {
EV_FX_PARTICLEFIRE,
EV_SHOOTER_SOUND,
EV_TRIGGER_SHOW,
EV_SCRIPT_SOUND
EV_SCRIPT_SOUND,
EV_CAMMODE_TOGGLE
} entity_event_t;
/* THIS IS OLD FROM HOLOMATCH (RPG-X: J2J)