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https://github.com/UberGames/RPG-X2.git
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Added ToDo.txt files to cgame, game, and ui.
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parent
2116049ae7
commit
958501a9e3
5 changed files with 116 additions and 2 deletions
3
cgame/Todo.txt
Normal file
3
cgame/Todo.txt
Normal file
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@ -0,0 +1,3 @@
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- Find and remove unused things
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- Run static code analysis and fix things
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- Completely debug
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@ -86,7 +86,7 @@ play any keyframed sounds - only when start a new frame
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This func is called once for legs and once for torso
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*/
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//void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int entNum, qboolean metal )
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void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int entNum, int surfType)
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void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int eNum, int surfType)
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{
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int i;
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int holdSnd = -1;
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@ -153,7 +153,7 @@ void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int entNum, int s
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{
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if (holdSnd != 0) // 0 = default sound, ie file was missing
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{
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trap_S_StartSound( NULL, entNum, CHAN_BODY, holdSnd ); //CHAN_AUTO
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trap_S_StartSound( NULL, eNum, CHAN_BODY, holdSnd ); //CHAN_AUTO
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}
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}
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@ -307,6 +307,7 @@ This file's presence is not required
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======================
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*/
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#ifdef QVM
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static int CG_ParseAnimationSndFile( const char *filename, int animFileIndex )
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{
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char *text_p;
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@ -396,6 +397,108 @@ static int CG_ParseAnimationSndFile( const char *filename, int animFileIndex )
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return i;
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}
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#else
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/* TODO: dynamic file size? */
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static int CG_ParseAnimationSndFile( const char *filename, int animFileIndex )
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{
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char *text_p;
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int len;
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char *token;
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char *text;
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fileHandle_t f;
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int i, j, upper_i, lower_i;
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animsounds_t *lowerAnimSounds;
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animsounds_t *upperAnimSounds;
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animation_t *animations;
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text = (char *)malloc(sizeof(char)*20000);
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if(!text) {
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Com_Error(ERR_FATAL, "CG_ParseAnimationSndFile: couldn't alloce cate %u byte\n", sizeof(char)*20000);
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return 0;
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}
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/*if ( knownAnimFileSets[animFileIndex].soundsCached )
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{//already cached this one
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return;
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}*/
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for ( i = 0; i < cg_numSndAnims; i++ ) {
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if ( !Q_stricmp( filename, cg_animsSndList[i].animSndFileRoute ) ) {
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free(text);
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return i;
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}
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}
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//Mark this anim set so that we know we tried to load he sounds, don't care if the load failed
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//knownAnimFileSets[animFileIndex].soundsCached = qtrue;
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animations = cg_animsList[animFileIndex].animations;
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lowerAnimSounds = cg_animsSndList[cg_numSndAnims].lowerAnimSounds;
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upperAnimSounds = cg_animsSndList[cg_numSndAnims].upperAnimSounds;
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//initialize anim sound array
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for(i = 0; i < MAX_ANIM_SOUNDS; i++)
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{
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upperAnimSounds[i].numRandomAnimSounds = 0;
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lowerAnimSounds[i].numRandomAnimSounds = 0;
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for(j = 0; j < MAX_RANDOM_ANIMSOUNDS; j++)
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{
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upperAnimSounds[i].soundIndex[j] = -1;
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lowerAnimSounds[i].soundIndex[j] = -1;
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}
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}
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// load the file
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len = trap_FS_FOpenFile( filename, &f, FS_READ );
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if ( len <= 0 )
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{//no file
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free(text);
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return -1;
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}
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if ( len >= sizeof( text ) - 1 )
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{
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CG_Printf( "File %s too long\n", filename );
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free(text);
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return -1;
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}
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trap_FS_Read( text, len, f );
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text[len] = 0;
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trap_FS_FCloseFile( f );
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// parse the text
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text_p = text;
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upper_i =0;
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lower_i =0;
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// read information for batches of sounds (UPPER or LOWER)
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while ( 1 )
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{
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// Get base frame of sequence
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token = COM_Parse( &text_p );
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if ( !token || !token[0] )
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{
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break;
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}
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if ( !Q_stricmp(token,"UPPERSOUNDS") ) // A batch of upper sounds
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{
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ParseAnimationSndBlock( filename, upperAnimSounds, animations, &upper_i, &text_p );
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}
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else if ( !Q_stricmp(token,"LOWERSOUNDS") ) // A batch of lower sounds
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{
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ParseAnimationSndBlock( filename, lowerAnimSounds, animations, &lower_i, &text_p );
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}
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}
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i = cg_numSndAnims;
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cg_numSndAnims++;
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free(text);
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return i;
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}
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#endif
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/*
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=============================================================================
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4
game/ToDo.txt
Normal file
4
game/ToDo.txt
Normal file
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@ -0,0 +1,4 @@
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- Debug
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- Static code analysis?
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- throw out unused things
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- Holodeck Entity ...
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BIN
stefgame.suo
BIN
stefgame.suo
Binary file not shown.
4
ui/ToDo.txt
Normal file
4
ui/ToDo.txt
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@ -0,0 +1,4 @@
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- Debug
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- Static code analysis
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- Holodeck UI
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- remove unused things
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