From 85fadd0039151b81a080f15d250e58cf8d9579ee Mon Sep 17 00:00:00 2001 From: Walter Hennecke Date: Thu, 1 Dec 2011 13:55:01 +0100 Subject: [PATCH] . --- cgame/cg_consolecmds.c | 366 +++++++++++++++-------------------------- cgame/cg_draw.c | 166 ++++++++++--------- 2 files changed, 222 insertions(+), 310 deletions(-) diff --git a/cgame/cg_consolecmds.c b/cgame/cg_consolecmds.c index d029857..ce10765 100644 --- a/cgame/cg_consolecmds.c +++ b/cgame/cg_consolecmds.c @@ -1,7 +1,10 @@ -// Copyright (C) 1999-2000 Id Software, Inc. -// -// cg_consolecmds.c -- text commands typed in at the local console, or -// executed by a key binding +/* + * + * Copyright (C) 1999-2000 Id Software, Inc. + * + * cg_consolecmds.c -- text commands typed in at the local console, or + * executed by a key binding + */ #include "cg_local.h" @@ -88,20 +91,20 @@ static void CG_ClientPos_f ( void ) static void CG_ScoresDown_f( void ) { if ( cg.scoresRequestTime + 2000 < cg.time ) { - // the scores are more than two seconds out of data, - // so request new ones + /* the scores are more than two seconds out of data, + so request new ones */ cg.scoresRequestTime = cg.time; trap_SendClientCommand( "score" ); - // leave the current scores up if they were already - // displayed, but if this is the first hit, clear them out + /* leave the current scores up if they were already + displayed, but if this is the first hit, clear them out */ if ( !cg.showScores ) { cg.showScores = qtrue; cg.numScores = 0; } } else { - // show the cached contents even if they just pressed if it - // is within two seconds + /* show the cached contents even if they just pressed if it + is within two seconds */ cg.showScores = qtrue; } } @@ -141,25 +144,6 @@ static void CG_TellAttacker_f( void ) { trap_SendClientCommand( command ); } -/* -================= -Cmd_ShakeCamera_f -================= -*/ -/*void CG_ShakeCamera_cmd( void ) { - //vec3_t end, start, forward, up; - //gclient_t *client; - //gentity_t *other; - //gentity_t *sayA; - - //if ( ent->client->sess.sessionClass != PC_ADMIN ) { - // return; - //} - CG_CameraShake( 300, 30000 ); - //AngleVectors(ent->parent->client->ps.viewangles, forward, right, up); -}*/ - - void CG_Cough_cmd( void ) { CG_Printf(" ,. \n"); CG_Printf(" ..:, :Xt. ,:. \n"); @@ -182,96 +166,6 @@ void CG_Cough_cmd( void ) CG_Printf(" .+tti=,,iIt+;. \n"); CG_Printf(" .:;;:. ,;;;:. \n"); } -/* -static const char* cmdStr[][] = - { "rankList", "crewman\t - \tCrewman\n - cadet1\t - \tCadet 4th Class\n - cadet2\t - \tCadet 3rd Class\n - cadet3\t - \tCadet 2nd Class\n - cadet4\t - \tCadet 1st Class\n - ensign\t - \tEnsign\n - ltjg\t - \tLieutenant Junior Grade\n - lt\t - \tLieutenant\n - ltcmdr\t - \tLt.Commander\n - cmdr\t - \tCommander\n - capt\t - \tCaptain\n - cmmdr\t - \tCommodore\n - adm2\t - \tRear Admiral\n - adm3\t - \tVice Admiral\n - adm4\t - \tAdmiral\n - adm5\t - \tFleet Admiral\n - -=Use Page Up & Page Down to scroll=-\n" }, - { "classlist", "Command\n - Science\n - Security\n - Engineer\n - Medical\n - Alien\n" }, - { "adminlist", "admins\n - disarm_tripmine\n - drag\n - forcename\n - forcekill\n - forcekillradius\n - forceclass\n - forcerank\n - forcemodel\n - give\n - giveto\n - kicktarget\n - msg\n - n00b\n - revive\n - shake\n - undrag\n - -=Use Page Up & Page Down to scroll=-\n" };*/ - - -/*const char* cmdStr[3][2] = -{ - { "rankList", "crewman\t - \tCrewman\ncadet1\t - \tCadet 4th Class\ncadet2\t - \tCadet 3rd Class\ncadet3\t - \tCadet 2nd Class\ncadet4\t - \tCadet 1st Class\nensign\t - \tEnsign\nltjg\t - \tLieutenant Junior Grade\nlt\t - \tLieutenant\nltcmdr\t - \tLt.Commander\ncmdr\t - \tCommander\ncapt\t - \tCaptain\ncmmdr\t - \tCommodore\nadm2\t - \tRear Admiral\nadm3\t - \tVice Admiral\nadm4\t - \tAdmiral\nadm5\t - \tFleet Admiral\n-=Use Page Up & Page Down to scroll=-\n" }, - { "classlist", "Command\nScience\nSecurity\nEngineer\nMedical\nAlien\n" }, - { "adminlist", "admins\ndisarm_tripmine\ndrag\nforcename\nforcekill\nforcekillradius\nforceclass\nforcerank\nforcemodel\ngive\ngiveto\nkicktarget\nmsg\nn00b\nrevive\nshake\nundrag\n-=Use Page Up & Page Down to scroll=-\n" } -};*/ - -/* -========================= -CG_CmdList_cmd -TiM: This is to help those keep track -of those freeky huge list of things -we've put in this mod -FIX: Meh... since the majority -of these are dynamic now and need calculation -I'll put them in separate funcs. -========================= -*/ - -/*void CG_CmdList_cmd ( void ) { - char StrArg[MAX_STRING_CHARS]; - int i; - - trap_Argv( 1, StrArg, sizeof(StrArg) ); - - if ( !StrArg[0] ) { - CG_Printf( "\nUsage: Displays a list of commands and variables for easy access\nCommand: cmdList \n\nAvailable lists are:\n" ); - - for ( i = 0; i < sizeof( cmdStr ) / sizeof( cmdStr[0] ); i++ ) { - CG_Printf( "%s\n", cmdStr[i][0] ); - } - - return; - } - - for ( i = 0; i < sizeof( cmdStr ) / sizeof( cmdStr[0]); i++ ) { - if ( !Q_stricmp( StrArg, cmdStr[i][0]) ) { - CG_Printf( "\n%s\n", cmdStr[i][1] ); - return; - } - } - - CG_Printf( "ERROR: Invalid Argument. Please check for validity and spelling errors.\n" ); -}*/ - /* ========================= CG_RankList_cmd @@ -282,14 +176,14 @@ the names of all the ranks we can use ATM void CG_RankList_cmd( void ) { int i; - //Print Titles + /* Print Titles */ CG_Printf( S_COLOR_CYAN "RPG-X: Available Ranks\n"); CG_Printf( S_COLOR_GREEN "Console Name \t - \t Formal Name\n" ); - //Loop thru each val and print them + /* Loop thru each val and print them */ for ( i = 0; i < MAX_RANKS; i++ ) { - //if ( strlen( cgs.ranksData[i].consoleName ) < 1 || strlen( cgs.ranksData[i].formalName ) < 1 ) - // return; + /*if ( strlen( cgs.ranksData[i].consoleName ) < 1 || strlen( cgs.ranksData[i].formalName ) < 1 ) + return; */ if ( cgs.ranksData[i].consoleName[0] ) CG_Printf( "%s \t - \t %s\n", cgs.ranksData[i].consoleName, cgs.ranksData[i].formalName ); @@ -308,14 +202,14 @@ the names of all the ranks we can use ATM void CG_ClassList_cmd( void ) { int i; - //Print Titles + /* Print Titles */ CG_Printf( S_COLOR_CYAN "RPG-X: Available Classes\n"); CG_Printf( S_COLOR_GREEN "Formal Name\n" ); - //Loop thru each val and print them + /* Loop thru each val and print them */ for ( i = 0; i < MAX_CLASSES; i++ ) { - //if ( strlen( cgs.ranksData[i].consoleName ) < 1 || strlen( cgs.ranksData[i].formalName ) < 1 ) - // return; + /* if ( strlen( cgs.ranksData[i].consoleName ) < 1 || strlen( cgs.ranksData[i].formalName ) < 1 ) + return; */ if ( cgs.classData[i].formalName[0] ) CG_Printf( "%s\n", cgs.classData[i].formalName[0] ); @@ -337,19 +231,19 @@ void CG_BeamList_cmd( void ) { const char *locStr; int i; - //Print Titles + /* Print Titles */ CG_Printf( S_COLOR_CYAN "RPG-X Current Beam Locations\n" ); CG_Printf( S_COLOR_GREEN "Location Name \t - \t Location Index\n" ); - //Based off the string data that is transmitted to the CG on Init - //Get the name and index of each location + /* Based off the string data that is transmitted to the CG on Init + Get the name and index of each location */ for ( i = 1; i < MAX_LOCATIONS; i++ ) { locStr = CG_ConfigString( CS_LOCATIONS + i ); if ( locStr[0] ) { CG_Printf( "%s \t - \t%i\n", locStr, i ); } - locStr = NULL; //reset just in case + locStr = NULL; /* reset just in case */ } } @@ -381,8 +275,8 @@ void CG_Emote_f( void ) { int i; animation_t *anims; int animLength; - //int animLengthUpper; - //int animLengthLower; + /* int animLengthUpper; + int animLengthLower; */ qboolean emoteFound=qfalse; argStr = CG_Argv( 1 ); @@ -391,8 +285,8 @@ void CG_Emote_f( void ) { return; } - //TiM: Hack override for eyes shut, angry eyes and alert mode. - //No more data is needed + /* TiM: Hack override for eyes shut, angry eyes and alert mode. + No more data is needed */ if ( !Q_stricmp( argStr, "eyes_shut" ) || !Q_stricmp( argStr, "eyes_frown" ) || !Q_stricmpn( argStr, "alert", 5 ) || !Q_stricmpn( argStr, "alert2", 6 ) ) { trap_SendClientCommand( va( "doEmote %s", argStr ) ); @@ -404,9 +298,9 @@ void CG_Emote_f( void ) { return; } - //find out emote in the list - //value of numEmotes calced in bg_misc.c - //or if an int was supplied as an arg, use that + /* find out emote in the list + value of numEmotes calced in bg_misc.c + or if an int was supplied as an arg, use that */ /*if ( !argStr[0] >= '0' && argStr[0] <= '9' ) { i = atoi( argStr ); @@ -423,7 +317,7 @@ void CG_Emote_f( void ) { else {*/ for ( i = 0; i < bg_numEmotes; i++ ) - { //i < sizeof( emoteList ) / sizeof( emoteList[0] ) + { /* i < sizeof( emoteList ) / sizeof( emoteList[0] ) */ emote = &bg_emoteList[i]; if ( emote && !Q_stricmp( emote->name, argStr ) ) @@ -432,7 +326,7 @@ void CG_Emote_f( void ) { break; } } - //} + /*} */ if ( !emoteFound ) { CG_Printf( S_COLOR_RED "ERROR: Specified emote not found\n" ); @@ -441,25 +335,25 @@ void CG_Emote_f( void ) { anims = &cg_animsList[cgs.clientinfo[ cg.predictedPlayerState.clientNum ].animIndex].animations[ emote->enumName ]; - //if anim num less than 0, then this is a stub anim + /* if anim num less than 0, then this is a stub anim */ if ( !anims || anims->numFrames < 0 ) { CG_Printf( S_COLOR_RED "ERROR: Current character cannot perform that emote.\n" ); return; } - //Anim length for lower model + /* Anim length for lower model */ if ( !( emote->animFlags & EMOTE_LOOP_UPPER ) && !( emote->animFlags & EMOTE_LOOP_LOWER ) ) { - //numFrames * (1000 / fps = frameLerp ) = time length + /* numFrames * (1000 / fps = frameLerp ) = time length */ animLength = anims->numFrames * anims->frameLerp; } else { animLength = -1; } - //send the command to the server + /* send the command to the server */ trap_SendClientCommand( va( "doEmote %i %i", i, animLength ) ); - //add this emote to the emotes recently played menu + /* add this emote to the emotes recently played menu */ { int j; char* cvar; @@ -469,10 +363,10 @@ void CG_Emote_f( void ) { for ( j = 1; j <= NUM_CVAR_STORES; j++ ) { cvar = va( "ui_recentEmote%i", j ); - //found a free slot + /* found a free slot */ trap_Cvar_VariableStringBuffer( cvar, buffer, 256 ); - //oh this emote's already here... no point adding it again + /* oh this emote's already here... no point adding it again */ if ( atoi(buffer) == i ) { foundSlot = qtrue; break; @@ -485,7 +379,7 @@ void CG_Emote_f( void ) { } } - //whup... no slot found. better push them all forward one + /* whup... no slot found. better push them all forward one */ if ( !foundSlot ) { char* cvar2; @@ -730,7 +624,7 @@ void CG_ThirdPersonPitchUpUp_f ( void ) { } -//------------------------------------------------------------------------------ +/*------------------------------------------------------------------------------*/ const char* cVars[] = { "cg_thirdPersonRange", "cg_thirdPersonAngle", "cg_thirdPersonVertOffset", "cg_thirdPersonHorzOffset", @@ -740,8 +634,8 @@ vmCvar_t* TPSVars[] = { &cg_thirdPersonRange, &cg_thirdPersonAngle, &cg_thirdPersonVertOffset, &cg_thirdPersonHorzOffset, &cg_thirdPersonPitchOffset }; -//Set the third person values back to their hard-coded CVAR counter parts -//Ie revert any temporary changes. +/* Set the third person values back to their hard-coded CVAR counter parts + Ie revert any temporary changes. */ void CG_ThirdPersonRevert_f ( void ) { int i; @@ -750,14 +644,16 @@ void CG_ThirdPersonRevert_f ( void ) { for (i = 0; i < 5; i++ ){ trap_Cvar_VariableStringBuffer ( cVars[i], value, sizeof( value ) ); TPSVars[i]->value = atof( value ); - //Q_strncpyz( TPSVars[i]->string, value, 256 ); + /* Q_strncpyz( TPSVars[i]->string, value, 256 ); */ } } -//TiM : If the default values for these CVARs are changed in cg_main.c, update them here. -//I would consider linking directly to the values, but with scope, and then locating them in the -//struct array, this is way faster. -//Resets the values to the game's defaults. Useful if you screwed up the view big time. +/* + * TiM : If the default values for these CVARs are changed in cg_main.c, update them here. + * I would consider linking directly to the values, but with scope, and then locating them in the + * struct array, this is way faster. + * Resets the values to the game's defaults. Useful if you screwed up the view big time. + */ void CG_ThirdPersonReset_f ( void ) { int defValues[] = { 80, 0, 16, 0, 0 }; int i; @@ -768,8 +664,10 @@ void CG_ThirdPersonReset_f ( void ) { } } -//Takes the current values from all of the thirdperson pointer variables, and sets the -//hard coded CVARs to the same value, effectively making them permanent +/* + * Takes the current values from all of the thirdperson pointer variables, and sets the + * hard coded CVARs to the same value, effectively making them permanent + */ void CG_ThirdPersonCommit_f ( void ) { int i; @@ -780,43 +678,42 @@ void CG_ThirdPersonCommit_f ( void ) { //since no screen changes occur. Let the user know something happened. } -//Toggles between first and third person +/* Toggles between first and third person */ void CG_ToggleThirdPerson_f ( void ) { int value; - value = !( cg_thirdPerson.integer > 0 ); //This is cool. It'll toggle the value each call. + value = !( cg_thirdPerson.integer > 0 ); /* This is cool. It'll toggle the value each call. */ trap_Cvar_Set( "cg_thirdPerson", va( "%i", value ) ); } -//TiM - Test the ability to handle binary data streams -//void CG_LoadBinaryData( void ) -//{ -// const char *fileRoute = "rpgx.idkey"; -// fileHandle_t f; -// int len; -// byte buffer[SECURITY_SIZE]; -// rpgxSecurityFile_t *c; -// -// if (!fileRoute) -// return; -// -// len = trap_FS_FOpenFile( fileRoute, &f, FS_READ ); -// -// if ( !len ) -// return; -// -// trap_FS_Read( buffer, len, f ); -// -// trap_FS_FCloseFile( f ); -// -// c = (rpgxSecurityFile_t *)((byte *)buffer); -// -// CG_Printf( "ID: %i, Hash: %i, PID: %i\n", c->ID, c->hash > 0xFFFF ? 1 : 0, c->playerID > 0xFFFF ? 1 : 0); -// CG_Printf( "%i\n", (unsigned)atoi( sv_securityHash.string ) > 0xFFFF ? 1 : 0 ); -//} +/*TiM - Test the ability to handle binary data streams +void CG_LoadBinaryData( void ) +{ + const char *fileRoute = "rpgx.idkey"; + fileHandle_t f; + int len; + byte buffer[SECURITY_SIZE]; + rpgxSecurityFile_t *c; -//================================================================================ + if (!fileRoute) + return; + + len = trap_FS_FOpenFile( fileRoute, &f, FS_READ ); + + if ( !len ) + return; + + trap_FS_Read( buffer, len, f ); + trap_FS_FCloseFile( f ); + + c = (rpgxSecurityFile_t *)((byte *)buffer); + + CG_Printf( "ID: %i, Hash: %i, PID: %i\n", c->ID, c->hash > 0xFFFF ? 1 : 0, c->playerID > 0xFFFF ? 1 : 0); + CG_Printf( "%i\n", (unsigned)atoi( sv_securityHash.string ) > 0xFFFF ? 1 : 0 ); +}*/ + +/*================================================================================*/ typedef struct { char *cmd; @@ -836,32 +733,32 @@ static consoleCommand_t commands[] = { { "+zoom", CG_ZoomDown_f }, { "-zoom", CG_ZoomUp_f }, - //TiM : Modelview code - { "+thirdPersonForward", CG_ThirdPersonForwardDown_f }, //moving the camera forward + /* TiM : Modelview code */ + { "+thirdPersonForward", CG_ThirdPersonForwardDown_f }, /* moving the camera forward */ { "-thirdPersonForward", CG_ThirdPersonForwardUp_f }, - { "+thirdPersonBackward", CG_ThirdPersonBackwardDown_f }, //moving the camera backward + { "+thirdPersonBackward", CG_ThirdPersonBackwardDown_f }, /* moving the camera backward */ { "-thirdPersonBackward", CG_ThirdPersonBackwardUp_f }, - { "+thirdPersonLeft", CG_ThirdPersonLeftDown_f }, //moving the camera left + { "+thirdPersonLeft", CG_ThirdPersonLeftDown_f }, /* moving the camera left */ { "-thirdPersonLeft", CG_ThirdPersonLeftUp_f }, - { "+thirdPersonRight", CG_ThirdPersonRightDown_f }, //moving the camera right + { "+thirdPersonRight", CG_ThirdPersonRightDown_f }, /* moving the camera right */ { "-thirdPersonRight", CG_ThirdPersonRightUp_f }, - { "+thirdPersonUp", CG_ThirdPersonUpDown_f }, //moving the camera up + { "+thirdPersonUp", CG_ThirdPersonUpDown_f }, /* moving the camera up */ { "-thirdPersonUp", CG_ThirdPersonUpUp_f }, - { "+thirdPersonDown", CG_ThirdPersonDownDown_f }, //moving the camera down + { "+thirdPersonDown", CG_ThirdPersonDownDown_f }, /* moving the camera down */ { "-thirdPersonDown", CG_ThirdPersonDownUp_f }, - { "+thirdPersonAngleLeft", CG_ThirdPersonAngleLeftDown_f }, //rotating the camera left + { "+thirdPersonAngleLeft", CG_ThirdPersonAngleLeftDown_f }, /* rotating the camera left */ { "-thirdPersonAngleLeft", CG_ThirdPersonAngleLeftUp_f }, - { "+thirdPersonAngleRight", CG_ThirdPersonAngleRightDown_f }, //rotating the camera right + { "+thirdPersonAngleRight", CG_ThirdPersonAngleRightDown_f }, /* rotating the camera right */ { "-thirdPersonAngleRight", CG_ThirdPersonAngleRightUp_f }, - { "+thirdPersonPitchDown", CG_ThirdPersonPitchDownDown_f }, //pitching the camera down + { "+thirdPersonPitchDown", CG_ThirdPersonPitchDownDown_f }, /* pitching the camera down */ { "-thirdPersonPitchDown", CG_ThirdPersonPitchDownUp_f }, - { "+thirdPersonPitchUp", CG_ThirdPersonPitchUpDown_f }, //pitching the camera up + { "+thirdPersonPitchUp", CG_ThirdPersonPitchUpDown_f }, /* pitching the camera up */ { "-thirdPersonPitchUp", CG_ThirdPersonPitchUpUp_f }, - { "thirdPersonRevert", CG_ThirdPersonRevert_f }, //revert current view to previous settings - { "thirdPersonReset", CG_ThirdPersonReset_f }, //reset values to CVAR defaults - { "thirdPersonCommit", CG_ThirdPersonCommit_f }, //set CVARs to current settings - { "thirdPerson", CG_ToggleThirdPerson_f }, //Toggle the 3rd persn CVAR - //TiM + { "thirdPersonRevert", CG_ThirdPersonRevert_f }, /* revert current view to previous settings */ + { "thirdPersonReset", CG_ThirdPersonReset_f }, /* reset values to CVAR defaults */ + { "thirdPersonCommit", CG_ThirdPersonCommit_f }, /* set CVARs to current settings */ + { "thirdPerson", CG_ToggleThirdPerson_f }, /* Toggle the 3rd persn CVAR */ + /* TiM */ { "clientPos", CG_ClientPos_f }, { "sizeup", CG_SizeUp_f }, @@ -872,18 +769,18 @@ static consoleCommand_t commands[] = { { "tell_target", CG_TellTarget_f }, { "tell_attacker", CG_TellAttacker_f }, { "tcmd", CG_TargetCommand_f }, - { "loaddefered", CG_LoadDeferredPlayers }, // spelled wrong, but not changing for demo... + { "loaddefered", CG_LoadDeferredPlayers }, /* spelled wrong, but not changing for demo... */ { "+analysis", CG_ObjectivesDown_f }, { "-analysis", CG_ObjectivesUp_f }, - //{ "+shake", CG_ShakeCamera_cmd }, + /*{ "+shake", CG_ShakeCamera_cmd },*/ { "iloverpg-x", CG_Cough_cmd }, - //{ "commandList", CG_CmdList_cmd }, + /*{ "commandList", CG_CmdList_cmd },*/ { "rankList", CG_RankList_cmd }, { "locationList", CG_BeamList_cmd }, { "classList", CG_ClassList_cmd }, { "emote", CG_Emote_f }, { "locedit", CG_LocEdit_f }, - //{ "fileID", CG_LoadBinaryData } + /*{ "fileID", CG_LoadBinaryData }*/ }; @@ -926,25 +823,26 @@ void CG_InitConsoleCommands( void ) { trap_AddCommand( commands[i].cmd ); } - // - // the game server will interpret these commands, which will be automatically - // forwarded to the server after they are not recognized locally - // - // TiM: This trap command also adds the commands to the 'tab list' that users can - // use thru the console, so adding any and all game side commands (that we want the users to know about/access of course lol ;P ) - // would be a good idea too. :) + /* + * the game server will interpret these commands, which will be automatically + * forwarded to the server after they are not recognized locally + * + * TiM: This trap command also adds the commands to the 'tab list' that users can + * use thru the console, so adding any and all game side commands (that we want the users to know about/access of course lol ;P ) + * would be a good idea too. :) + */ trap_AddCommand ("kill"); trap_AddCommand ("say"); trap_AddCommand ("say_team"); - // START MOD + /* START MOD */ trap_AddCommand ("say_class"); - //trap_AddCommand ("giveTo"); + /*trap_AddCommand ("giveTo");*/ trap_AddCommand ("forceName"); trap_AddCommand ("forceKill"); trap_AddCommand ("forceKillRadius"); trap_AddCommand ("forceClass"); trap_AddCommand ("kickTarget"); - // END MOD + /* END MOD */ trap_AddCommand ("give"); trap_AddCommand ("god"); trap_AddCommand ("notarget"); @@ -957,9 +855,9 @@ void CG_InitConsoleCommands( void ) { trap_AddCommand ("setviewpos"); trap_AddCommand ("vote"); trap_AddCommand ("callvote"); - trap_AddCommand ("loaddeferred"); // spelled wrong, but not changing for demo + trap_AddCommand ("loaddeferred"); /* spelled wrong, but not changing for demo */ - //TiM - uh START MOD AGAIN + /*TiM - uh START MOD AGAIN */ trap_AddCommand("laser"); trap_AddCommand("flashlight"); trap_AddCommand("cloak"); @@ -971,7 +869,7 @@ void CG_InitConsoleCommands( void ) { trap_AddCommand("shake"); trap_AddCommand("drag"); trap_AddCommand("undrag"); - trap_AddCommand("flushTripmines"); //disarm_tripmines + trap_AddCommand("flushTripmines"); /* disarm_tripmines */ trap_AddCommand("rank"); trap_AddCommand("forceRank"); trap_AddCommand("forceModel"); @@ -1011,17 +909,23 @@ void CG_InitConsoleCommands( void ) { trap_AddCommand("mapsList"); - //END MOD AGAIN - //TiM - May I just say. WOAH! THAT'S A LOT!! O_O! + /* + * END MOD AGAIN + * TiM - May I just say. WOAH! THAT'S A LOT!! O_O! + */ - //START MOD AGAIN - xD - //by Marcin - 04/12/2008 + /* + * START MOD AGAIN - xD + * by Marcin - 04/12/2008 + */ trap_AddCommand("drop"); trap_AddCommand("flushDropped"); - //END MOD + /* END MOD */ - //START MOD ANOTHER TIME AGAIN xD - //GSIO01 | 08/05/2009 + /* + * START MOD ANOTHER TIME xD + * GSIO01 | 08/05/2009 + */ trap_AddCommand("lock"); trap_AddCommand("ffColor"); trap_AddCommand("remodulate"); @@ -1043,11 +947,11 @@ void CG_InitConsoleCommands( void ) { trap_AddCommand("spawnTEnt"); trap_AddCommand("flushTEnts"); - //XPRERIMENTAL + /* XPRERIMENTAL */ trap_AddCommand("universalTrans"); - //END MOD + /* END MOD */ - //temp + /* temp */ trap_AddCommand("ui_holodeck"); #ifdef XTRA @@ -1062,7 +966,7 @@ void CG_InitConsoleCommands( void ) { trap_AddCommand("lua_status"); #endif - // CCAM + /* CCAM */ trap_AddCommand("camtest"); trap_AddCommand("camtestend"); } diff --git a/cgame/cg_draw.c b/cgame/cg_draw.c index 21bc877..3e3a974 100644 --- a/cgame/cg_draw.c +++ b/cgame/cg_draw.c @@ -1,22 +1,26 @@ -// Copyright (C) 1999-2000 Id Software, Inc. -// -// cg_draw.c -- draw all of the graphical elements during -// active (after loading) gameplay +/* + * Copyright (C) 1999-2000 Id Software, Inc. + * + * cg_draw.c -- draw all of the graphical elements during + * active (after loading) gameplay + */ #include "cg_local.h" #include "cg_text.h" #include "cg_screenfx.h" -// set in CG_ParseTeamInfo +/* set in CG_ParseTeamInfo */ int sortedTeamPlayers[TEAM_MAXOVERLAY]; int numSortedTeamPlayers; int drawTeamOverlayModificationCount = -1; -//TiM: dCross -//qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, float *x, float *y, qboolean clamp); -//end dCross +/* + * TiM: dCross + * qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, float *x, float *y, qboolean clamp); + * end dCross + */ -//TiM: Tricorder Parameters +/* TiM: Tricorder Parameters */ vec3_t vfwd; vec3_t vright; vec3_t vup; @@ -31,7 +35,7 @@ extern void InitPostGameMenuStruct(); static void CG_InterfaceStartup(); -char *ingame_text[IGT_MAX]; // Holds pointers to ingame text +char *ingame_text[IGT_MAX]; /* Holds pointers to ingame text */ int zoomFlashTime=0; @@ -43,58 +47,58 @@ 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 +/* 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_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 */ }; #define LOWEROVERLAY_Y (SCREEN_HEIGHT - ICON_SIZE - 15) -//------------------------------------------------------ +/*------------------------------------------------------*/ lensFlare_t lensFlare[MAX_LENS_FLARES]; lensReflec_s lensReflec[10] = { - //width, height, offset, positive, color, shadername, shaders placeholder - { 23, 23, 0.192, qtrue, { 0.73, 0.50, 0.23 }, "gfx/effects/flares/flare_straight", 0 }, //Brown1 //5.2 - { 9, 9, 0.37, qtrue, { 0.37, 0.58, 0.55 }, "gfx/effects/flares/flare_straight", 0 }, //Aqua1 //2.7 - { 14, 14, 0.25, qfalse, { 0.37, 0.79, 0.76 }, "gfx/effects/flares/flare_radial", 0 }, //Turquoise1 //4.0 - { 86, 86, 0.556, qfalse, { 0.73, 0.50, 0.23 }, "gfx/effects/flares/flare_inverseradial", 0 }, //BigBrownInverseRad //1.8 - { 49, 49, 0.476, qfalse, { 0.73, 0.50, 0.23 }, "gfx/effects/flares/flare_straight", 0 }, //StraightBrown2 //2.1 - { 35, 35, 0.667, qfalse, { 0.34, 0.40, 0.44 }, "gfx/effects/flares/flare_straight", 0 }, //Grey1 //1.5 - { 32, 32, 0.769, qfalse, { 0.20, 0.38, 0.62 }, "gfx/effects/flares/flare_radial", 0 }, //BlueRad //1.3 - { 122, 122, 1.1, qfalse, { 0.31, 0.65, 0.36 }, "gfx/effects/flares/flare_inverseradial", 0 }, //BigInverseGreen //0.9 - { 254, 254, 1.429, qfalse, { 1.00, 1.00, 1.00 }, "gfx/effects/flares/flare_chromadisc", 0 }, //ChromaHoop //0.7 - { 52, 52, 1.429, qtrue, { 0.40, 0.56, 0.42 }, "gfx/effects/flares/flare_inverseradial", 0 }, //Green offset //0.7 +/* width, height, offset, positive, color, shadername, shaders placeholder */ + { 23, 23, 0.192, qtrue, { 0.73, 0.50, 0.23 }, "gfx/effects/flares/flare_straight", 0 }, /* Brown1 5.2 */ + { 9, 9, 0.37, qtrue, { 0.37, 0.58, 0.55 }, "gfx/effects/flares/flare_straight", 0 }, /* Aqua1 2.7 */ + { 14, 14, 0.25, qfalse, { 0.37, 0.79, 0.76 }, "gfx/effects/flares/flare_radial", 0 }, /* Turquoise1 4.0 */ + { 86, 86, 0.556, qfalse, { 0.73, 0.50, 0.23 }, "gfx/effects/flares/flare_inverseradial", 0 }, /* BigBrownInverseRad 1.8 */ + { 49, 49, 0.476, qfalse, { 0.73, 0.50, 0.23 }, "gfx/effects/flares/flare_straight", 0 }, /* StraightBrown2 2.1 */ + { 35, 35, 0.667, qfalse, { 0.34, 0.40, 0.44 }, "gfx/effects/flares/flare_straight", 0 }, /* Grey1 1.5 */ + { 32, 32, 0.769, qfalse, { 0.20, 0.38, 0.62 }, "gfx/effects/flares/flare_radial", 0 }, /* BlueRad 1.3 */ + { 122, 122, 1.1, qfalse, { 0.31, 0.65, 0.36 }, "gfx/effects/flares/flare_inverseradial", 0 }, /* BigInverseGreen 0.9 */ + { 254, 254, 1.429, qfalse, { 1.00, 1.00, 1.00 }, "gfx/effects/flares/flare_chromadisc", 0 }, /* ChromaHoop 0.7 */ + { 52, 52, 1.429, qtrue, { 0.40, 0.56, 0.42 }, "gfx/effects/flares/flare_inverseradial", 0 }, /* Green offset 0.7 */ }; #define HALF_SCREEN_WIDTH (SCREEN_WIDTH*0.5) @@ -109,19 +113,19 @@ void CG_InitLensFlare( vec3_t worldCoord, { int i; - //First thing's first.... I understand if you hate flares :'( + /* First thing's first.... I understand if you hate flares :'( */ if (!cg_dynamiclensflares.value) return; - for (i = 0; i < MAX_LENS_FLARES; i++) { //find the next free slot + for (i = 0; i < MAX_LENS_FLARES; i++) { /* find the next free slot */ if ( !lensFlare[i].qfull ) { - //VectorCopy(worldCoord, lensFlare[i].worldCoord); + /* VectorCopy(worldCoord, lensFlare[i].worldCoord); */ lensFlare[i].worldCoord[0] = worldCoord[0]; lensFlare[i].worldCoord[1] = worldCoord[1]; lensFlare[i].worldCoord[2] = worldCoord[2]; lensFlare[i].w1 = w1; lensFlare[i].h1 = h1; - //VectorCopy(glowColor, lensFlare[i].glowColor); + /* VectorCopy(glowColor, lensFlare[i].glowColor); */ lensFlare[i].glowColor[0] = glowColor[0]; lensFlare[i].glowColor[1] = glowColor[1]; lensFlare[i].glowColor[2] = glowColor[2]; @@ -129,7 +133,7 @@ void CG_InitLensFlare( vec3_t worldCoord, lensFlare[i].hazeOffset = hazeOffset; lensFlare[i].minDist = minDist; lensFlare[i].maxDist = maxDist; - //VectorCopy(streakColor, lensFlare[i].streakColor); + /* VectorCopy(streakColor, lensFlare[i].streakColor); */ lensFlare[i].streakColor[0] = streakColor[0]; lensFlare[i].streakColor[1] = streakColor[1]; lensFlare[i].streakColor[2] = streakColor[2]; @@ -178,13 +182,15 @@ static qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, float *x, float *y float xzi; float yzi; -// xcenter = cg.refdef.width / 2;//gives screen coords adjusted for resolution -// ycenter = cg.refdef.height / 2;//gives screen coords adjusted for resolution +/* xcenter = cg.refdef.width / 2;*//*gives screen coords adjusted for resolution*/ +/* ycenter = cg.refdef.height / 2;*//*gives screen coords adjusted for resolution*/ - //NOTE: did it this way because most draw functions expect virtual 640x480 coords - // and adjust them for current resolution - //xcenter = 640 * 0.5;//gives screen coords in virtual 640x480, to be adjusted when drawn - //ycenter = 480 * 0.5;//gives screen coords in virtual 640x480, to be adjusted when drawn + /* + * NOTE: did it this way because most draw functions expect virtual 640x480 coords + * and adjust them for current resolution + */ + /*xcenter = 640 * 0.5;*//*gives screen coords in virtual 640x480, to be adjusted when drawn*/ + /*ycenter = 480 * 0.5;*//*gives screen coords in virtual 640x480, to be adjusted when drawn*/ xcenter = 640 >> 1; ycenter = 480 >> 1; @@ -195,7 +201,7 @@ static qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, float *x, float *y transformed[1] = DotProduct(local,up); transformed[2] = DotProduct(local,fwd); - // Make sure Z is not negative. + /* Make sure Z is not negative. */ if(transformed[2] < 0.01) { if ( clamp ) @@ -207,9 +213,9 @@ static qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, float *x, float *y return qfalse; } } - // Simple convert to screen coords. - xzi = xcenter / transformed[2] * (96.0/cg.refdef.fov_x);//90 //95 - yzi = ycenter / transformed[2] * (102.0/cg.refdef.fov_y);//90 //105 + /* Simple convert to screen coords. */ + xzi = xcenter / transformed[2] * (96.0/cg.refdef.fov_x);/*90*/ /*95*/ + yzi = ycenter / transformed[2] * (102.0/cg.refdef.fov_y);/*90*/ /*105*/ *x = (float)(xcenter + xzi * transformed[0]); *y = (float)(ycenter - yzi * transformed[1]); @@ -239,9 +245,11 @@ but much less worse than what was before. :) static float CG_FlareScreenTrans(int x, int y, int xmin, int ymin, int xmax, int ymax ) { - //Think about it, when the XY points are in separate quadrants of the screen, - //they're all the same values anyway, but just either negative or positive. - //Making them all positive, and working on just that set kills about 8 birds with a fricken' huge stone. >:) + /* + * Think about it, when the XY points are in separate quadrants of the screen, + * they're all the same values anyway, but just either negative or positive. + * Making them all positive, and working on just that set kills about 8 birds with a fricken' huge stone. >:) + */ int lx = abs(x); int ly = abs(y); int lxmin = abs(xmin); @@ -250,30 +258,30 @@ static float CG_FlareScreenTrans(int x, int y, int xmin, int ymin, int xmax, int int lymax = abs(ymax); int xDif = lxmax - lxmin; int yDif = lymax - lymin; - float grad = ( (float)lymax/(float)lxmax ); //calc the grad as if (xmin, ymin) were the origin + float grad = ( (float)lymax/(float)lxmax ); /* calc the grad as if (xmin, ymin) were the origin */ float alpha = 1.0; - //if xy is under minimums, just make it 1 :P + /* if xy is under minimums, just make it 1 :P */ if (lx < lxmin && ly < lymin ) { return alpha; } - if ( ly < (lx * grad) ) {//point is running along the side bar + if ( ly < (lx * grad) ) {/* point is running along the side bar */ alpha = (float)( 1.0 - ( (float)lx - (float)lxmin ) / (float)xDif ); - //CG_Printf("SIDE BAR!!!! alpha = %f, ly = %i, lymin = %i, yDif = %i\n", alpha, ly, lymin, yDif); + /* CG_Printf("SIDE BAR!!!! alpha = %f, ly = %i, lymin = %i, yDif = %i\n", alpha, ly, lymin, yDif); */ } - if ( ly > ( lx * grad) ) {//point is running along the top bar + if ( ly > ( lx * grad) ) {/* point is running along the top bar */ alpha = (float)( 1.0 - ( (float)ly - (float)lymin ) / (float)yDif ); - //CG_Printf("TOP BAR!!!! alpha = %f, lx = %i, lxmin = %i, xDif = %i, xEq = %f\n", alpha, lx, lxmin, xDif, ((float)lx * grad) ); + /* CG_Printf("TOP BAR!!!! alpha = %f, lx = %i, lxmin = %i, xDif = %i, xEq = %f\n", alpha, lx, lxmin, xDif, ((float)lx * grad) ); */ } - //if xy has exceeded maxes, just make it 0 :P + /* if xy has exceeded maxes, just make it 0 :P */ if ( lx >= lxmax || ly >= lymax ) alpha = 0.0; - //Lock it just in case something weird happened. :S + /* Lock it just in case something weird happened. :S */ if ( alpha > 1.0 ) alpha = 1.0; if ( alpha < 0.0 ) @@ -298,15 +306,15 @@ static float CG_CorrelateMaxMinDist( float len, int min, int max ) { float alpha = 1.0; - if ( min == max && max == 0 ) //This means it will always be off + if ( min == max && max == 0 ) /* This means it will always be off */ return 0.0; - if ( min <= 0 ) //this means that the parameter wants it to always be on + if ( min <= 0 ) /* this means that the parameter wants it to always be on */ return alpha; - alpha = /*1.0 -*/ ( len - (float)min ) / ((float)max - (float)min); //calculate the alpha + alpha = /*1.0 -*/ ( len - (float)min ) / ((float)max - (float)min); /* calculate the alpha */ - if (alpha > 1.0 ) //Clamp it.... again + if (alpha > 1.0 ) /* Clamp it.... again */ alpha = 1.0; if (alpha < 0.0 ) alpha = 0.0;