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https://github.com/UberGames/RPG-X2.git
synced 2024-11-21 20:11:21 +00:00
Manual revert to make sure things are level here.
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
parent
4d0d25d1ad
commit
ac334633df
9 changed files with 21 additions and 23 deletions
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@ -1241,13 +1241,11 @@ void CG_SmallSpark( vec3_t origin, vec3_t normal )
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{
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{
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vec3_t dir, direction, start, end, velocity;
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vec3_t dir, direction, start, end, velocity;
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float scale;
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float scale;
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float alpha;
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int numSparks;
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int numSparks;
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int j;
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int i;
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AngleVectors( normal, normal, NULL, NULL );
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AngleVectors( normal, normal, NULL, NULL );
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int j;
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for ( j = 0; j < 3; j ++ )
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for ( j = 0; j < 3; j ++ )
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normal[j] = normal[j] + (0.1f * crandom());
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normal[j] = normal[j] + (0.1f * crandom());
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@ -1255,6 +1253,7 @@ void CG_SmallSpark( vec3_t origin, vec3_t normal )
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numSparks = 6 + (random() * 4.0f );
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numSparks = 6 + (random() * 4.0f );
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int i;
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for ( i = 0; i < numSparks; i++ )
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for ( i = 0; i < numSparks; i++ )
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{
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{
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scale = 0.1f + (random() *0.2f );
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scale = 0.1f + (random() *0.2f );
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@ -1279,7 +1278,7 @@ void CG_SmallSpark( vec3_t origin, vec3_t normal )
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VectorMA( origin, 1, normal, direction );
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VectorMA( origin, 1, normal, direction );
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scale = 2.0f + (random() * 3.0f );
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scale = 2.0f + (random() * 3.0f );
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alpha = 0.6f + (random() * 0.4f );
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float alpha = 0.6f + (random() * 0.4f );
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VectorSet( velocity, crandom() * 2, crandom() * 2, 8 + random() * 4 );
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VectorSet( velocity, crandom() * 2, crandom() * 2, 8 + random() * 4 );
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VectorMA( velocity, 5, normal, velocity );
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VectorMA( velocity, 5, normal, velocity );
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@ -1304,7 +1303,6 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, flo
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sRGB;
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sRGB;
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float scale = 1.0f;
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float scale = 1.0f;
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int life = 0;
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int life = 0;
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int t;
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// Orient the laser spray
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// Orient the laser spray
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VectorSubtract( end, start, dir );
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VectorSubtract( end, start, dir );
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@ -1349,6 +1347,7 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, flo
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0.0f,
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0.0f,
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200,
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200,
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cgs.media.waterDropShader );
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cgs.media.waterDropShader );
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int t;
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for ( t=0; t < 2; t ++ )
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for ( t=0; t < 2; t ++ )
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{
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{
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VectorMA( pos, crandom() * 0.5f, right, work );
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VectorMA( pos, crandom() * 0.5f, right, work );
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@ -2050,7 +2049,7 @@ void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content )
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AngleVectors( angles, NULL, dir, NULL );
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AngleVectors( angles, NULL, dir, NULL );
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// See if the effect should be tapered at the top
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// See if the effect should be tapered at the top
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if ( taper == 2 )
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if ( taper = 2 )
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{
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{
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VectorMA( start, content[1] * 0.25f, dir, top );
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VectorMA( start, content[1] * 0.25f, dir, top );
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}
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}
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@ -99,8 +99,8 @@ qboolean LoadLuaFile(char *path, int num_vm)
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qboolean CG_LuaInit()
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qboolean CG_LuaInit()
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{
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{
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/*char fxfilename[MAX_QPATH];
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char fxfilename[MAX_QPATH];
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fileHandle_t fxfile;*/
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fileHandle_t fxfile;
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CG_Printf("------- CG_LuaInit -------\n");
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CG_Printf("------- CG_LuaInit -------\n");
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@ -637,8 +637,8 @@ void CG_ShaderStateChanged(void) {
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if(!o) return;
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if(!o) return;
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while (o && *o) {
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while (o && *o) {
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n = (char *)strstr(o, "=");
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n = strstr(o, "=");
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if (n && n[0] && *n) {
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if (n && *n) {
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strncpy(originalShader, o, n-o);
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strncpy(originalShader, o, n-o);
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originalShader[n-o] = 0;
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originalShader[n-o] = 0;
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n++;
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n++;
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@ -48,7 +48,7 @@
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<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
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<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
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<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
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<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
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<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
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<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
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<IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(IncludePath)</IncludePath>
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<IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">C:\MinGW\include;$(IncludePath)</IncludePath>
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</PropertyGroup>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Midl>
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<Midl>
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@ -10,8 +10,8 @@
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// because games can change separately from the main system version, we need a
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// because games can change separately from the main system version, we need a
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// second version that must match between game and cgame
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// second version that must match between game and cgame
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#define RPGX_VERSION "2.2 Beta wc121211a"
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#define RPGX_VERSION "RPG-X v2.2 wc121211a"
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#define RPGX_COMPILEDATE "12/12/11"
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#define RPGX_COMPILEDATE "20/05/11"
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#define RPGX_COMPILEDBY "GSIO01"
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#define RPGX_COMPILEDBY "GSIO01"
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//const char GAME_VERSION[] = strcat("RPG-X v",RPGX_VERSION);
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//const char GAME_VERSION[] = strcat("RPG-X v",RPGX_VERSION);
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//ehem why not:
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//ehem why not:
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@ -1524,8 +1524,6 @@ void plasma_link( gentity_t *ent )
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//------------------------------------------
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//------------------------------------------
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void SP_fx_plasma( gentity_t *ent )
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void SP_fx_plasma( gentity_t *ent )
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{
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{
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int t;
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if (!ent->startRGBA)
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if (!ent->startRGBA)
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{
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{
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ent->startRGBA[0] = 100;
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ent->startRGBA[0] = 100;
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@ -1542,6 +1540,7 @@ void SP_fx_plasma( gentity_t *ent )
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G_SpawnInt( "damage", "0", &ent->damage );
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G_SpawnInt( "damage", "0", &ent->damage );
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// Convert from range of 0-255 to 0-1
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// Convert from range of 0-255 to 0-1
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int t;
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for (t=0; t < 4; t++)
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for (t=0; t < 4; t++)
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{
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{
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ent->startRGBA[t] = ent->startRGBA[t] / 255;
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ent->startRGBA[t] = ent->startRGBA[t] / 255;
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@ -1891,8 +1890,6 @@ void borg_energy_beam_link( gentity_t *ent )
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//------------------------------------------
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//------------------------------------------
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void SP_fx_borg_energy_beam( gentity_t *ent )
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void SP_fx_borg_energy_beam( gentity_t *ent )
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{
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{
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int t;
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G_SpawnFloat( "radius", "30", &ent->distance );
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G_SpawnFloat( "radius", "30", &ent->distance );
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G_SpawnFloat( "speed", "100", &ent->speed );
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G_SpawnFloat( "speed", "100", &ent->speed );
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if (!ent->startRGBA)
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if (!ent->startRGBA)
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@ -1902,6 +1899,7 @@ void SP_fx_borg_energy_beam( gentity_t *ent )
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}
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}
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// Convert from range of 0-255 to 0-1
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// Convert from range of 0-255 to 0-1
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int t;
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for (t=0; t < 4; t++)
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for (t=0; t < 4; t++)
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{
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{
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ent->startRGBA[t] = ent->startRGBA[t] / 255;
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ent->startRGBA[t] = ent->startRGBA[t] / 255;
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@ -260,7 +260,7 @@ void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator )
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}
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}
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//RPG-X: J2J noclip use
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//RPG-X: J2J noclip use
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if ( (activator->client->ps.pm_type != PM_NORMAL) || (activator->client->ps.pm_type != PM_NOCLIP)) {
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if ( activator->client->ps.pm_type != PM_NORMAL || activator->client->ps.pm_type != PM_NOCLIP) {
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return;
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return;
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}
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}
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@ -962,14 +962,11 @@ void laser_arm_start (gentity_t *base)
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{
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{
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vec3_t armAngles;
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vec3_t armAngles;
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vec3_t headAngles;
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vec3_t headAngles;
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gentity_t *arm;
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gentity_t *head;
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base->think = 0;
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base->think = 0;
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//We're the base, spawn the arm and head
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//We're the base, spawn the arm and head
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arm = G_Spawn();
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gentity_t *arm = G_Spawn();
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head = G_Spawn();
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gentity_t *head = G_Spawn();
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VectorCopy( base->s.angles, armAngles );
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VectorCopy( base->s.angles, armAngles );
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VectorCopy( base->s.angles, headAngles );
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VectorCopy( base->s.angles, headAngles );
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@ -1167,6 +1167,10 @@ typedef struct entityState_s {
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int generic1;
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int generic1;
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int generic2;
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int generic2;
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#endif
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#endif
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#ifdef XTRA
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int healthPercent; // XTRA
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#endif
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} entityState_t;
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} entityState_t;
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typedef enum {
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typedef enum {
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