Manual revert to make sure things are level here.

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
Harry Young 2011-12-12 21:52:43 +01:00
parent 4d0d25d1ad
commit ac334633df
9 changed files with 21 additions and 23 deletions

View file

@ -1241,13 +1241,11 @@ void CG_SmallSpark( vec3_t origin, vec3_t normal )
{ {
vec3_t dir, direction, start, end, velocity; vec3_t dir, direction, start, end, velocity;
float scale; float scale;
float alpha;
int numSparks; int numSparks;
int j;
int i;
AngleVectors( normal, normal, NULL, NULL ); AngleVectors( normal, normal, NULL, NULL );
int j;
for ( j = 0; j < 3; j ++ ) for ( j = 0; j < 3; j ++ )
normal[j] = normal[j] + (0.1f * crandom()); normal[j] = normal[j] + (0.1f * crandom());
@ -1255,6 +1253,7 @@ void CG_SmallSpark( vec3_t origin, vec3_t normal )
numSparks = 6 + (random() * 4.0f ); numSparks = 6 + (random() * 4.0f );
int i;
for ( i = 0; i < numSparks; i++ ) for ( i = 0; i < numSparks; i++ )
{ {
scale = 0.1f + (random() *0.2f ); scale = 0.1f + (random() *0.2f );
@ -1279,7 +1278,7 @@ void CG_SmallSpark( vec3_t origin, vec3_t normal )
VectorMA( origin, 1, normal, direction ); VectorMA( origin, 1, normal, direction );
scale = 2.0f + (random() * 3.0f ); scale = 2.0f + (random() * 3.0f );
alpha = 0.6f + (random() * 0.4f ); float alpha = 0.6f + (random() * 0.4f );
VectorSet( velocity, crandom() * 2, crandom() * 2, 8 + random() * 4 ); VectorSet( velocity, crandom() * 2, crandom() * 2, 8 + random() * 4 );
VectorMA( velocity, 5, normal, velocity ); VectorMA( velocity, 5, normal, velocity );
@ -1304,7 +1303,6 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, flo
sRGB; sRGB;
float scale = 1.0f; float scale = 1.0f;
int life = 0; int life = 0;
int t;
// Orient the laser spray // Orient the laser spray
VectorSubtract( end, start, dir ); VectorSubtract( end, start, dir );
@ -1349,6 +1347,7 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, flo
0.0f, 0.0f,
200, 200,
cgs.media.waterDropShader ); cgs.media.waterDropShader );
int t;
for ( t=0; t < 2; t ++ ) for ( t=0; t < 2; t ++ )
{ {
VectorMA( pos, crandom() * 0.5f, right, work ); VectorMA( pos, crandom() * 0.5f, right, work );
@ -2050,7 +2049,7 @@ void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content )
AngleVectors( angles, NULL, dir, NULL ); AngleVectors( angles, NULL, dir, NULL );
// See if the effect should be tapered at the top // See if the effect should be tapered at the top
if ( taper == 2 ) if ( taper = 2 )
{ {
VectorMA( start, content[1] * 0.25f, dir, top ); VectorMA( start, content[1] * 0.25f, dir, top );
} }

View file

@ -99,8 +99,8 @@ qboolean LoadLuaFile(char *path, int num_vm)
qboolean CG_LuaInit() qboolean CG_LuaInit()
{ {
/*char fxfilename[MAX_QPATH]; char fxfilename[MAX_QPATH];
fileHandle_t fxfile;*/ fileHandle_t fxfile;
CG_Printf("------- CG_LuaInit -------\n"); CG_Printf("------- CG_LuaInit -------\n");

View file

@ -637,8 +637,8 @@ void CG_ShaderStateChanged(void) {
if(!o) return; if(!o) return;
while (o && *o) { while (o && *o) {
n = (char *)strstr(o, "="); n = strstr(o, "=");
if (n && n[0] && *n) { if (n && *n) {
strncpy(originalShader, o, n-o); strncpy(originalShader, o, n-o);
originalShader[n-o] = 0; originalShader[n-o] = 0;
n++; n++;

View file

@ -48,7 +48,7 @@
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" /> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" /> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(IncludePath)</IncludePath> <IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">C:\MinGW\include;$(IncludePath)</IncludePath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl> <Midl>

View file

@ -10,8 +10,8 @@
// because games can change separately from the main system version, we need a // because games can change separately from the main system version, we need a
// second version that must match between game and cgame // second version that must match between game and cgame
#define RPGX_VERSION "2.2 Beta wc121211a" #define RPGX_VERSION "RPG-X v2.2 wc121211a"
#define RPGX_COMPILEDATE "12/12/11" #define RPGX_COMPILEDATE "20/05/11"
#define RPGX_COMPILEDBY "GSIO01" #define RPGX_COMPILEDBY "GSIO01"
//const char GAME_VERSION[] = strcat("RPG-X v",RPGX_VERSION); //const char GAME_VERSION[] = strcat("RPG-X v",RPGX_VERSION);
//ehem why not: //ehem why not:

View file

@ -1524,8 +1524,6 @@ void plasma_link( gentity_t *ent )
//------------------------------------------ //------------------------------------------
void SP_fx_plasma( gentity_t *ent ) void SP_fx_plasma( gentity_t *ent )
{ {
int t;
if (!ent->startRGBA) if (!ent->startRGBA)
{ {
ent->startRGBA[0] = 100; ent->startRGBA[0] = 100;
@ -1542,6 +1540,7 @@ void SP_fx_plasma( gentity_t *ent )
G_SpawnInt( "damage", "0", &ent->damage ); G_SpawnInt( "damage", "0", &ent->damage );
// Convert from range of 0-255 to 0-1 // Convert from range of 0-255 to 0-1
int t;
for (t=0; t < 4; t++) for (t=0; t < 4; t++)
{ {
ent->startRGBA[t] = ent->startRGBA[t] / 255; ent->startRGBA[t] = ent->startRGBA[t] / 255;
@ -1891,8 +1890,6 @@ void borg_energy_beam_link( gentity_t *ent )
//------------------------------------------ //------------------------------------------
void SP_fx_borg_energy_beam( gentity_t *ent ) void SP_fx_borg_energy_beam( gentity_t *ent )
{ {
int t;
G_SpawnFloat( "radius", "30", &ent->distance ); G_SpawnFloat( "radius", "30", &ent->distance );
G_SpawnFloat( "speed", "100", &ent->speed ); G_SpawnFloat( "speed", "100", &ent->speed );
if (!ent->startRGBA) if (!ent->startRGBA)
@ -1902,6 +1899,7 @@ void SP_fx_borg_energy_beam( gentity_t *ent )
} }
// Convert from range of 0-255 to 0-1 // Convert from range of 0-255 to 0-1
int t;
for (t=0; t < 4; t++) for (t=0; t < 4; t++)
{ {
ent->startRGBA[t] = ent->startRGBA[t] / 255; ent->startRGBA[t] = ent->startRGBA[t] / 255;

View file

@ -260,7 +260,7 @@ void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator )
} }
//RPG-X: J2J noclip use //RPG-X: J2J noclip use
if ( (activator->client->ps.pm_type != PM_NORMAL) || (activator->client->ps.pm_type != PM_NOCLIP)) { if ( activator->client->ps.pm_type != PM_NORMAL || activator->client->ps.pm_type != PM_NOCLIP) {
return; return;
} }

View file

@ -962,14 +962,11 @@ void laser_arm_start (gentity_t *base)
{ {
vec3_t armAngles; vec3_t armAngles;
vec3_t headAngles; vec3_t headAngles;
gentity_t *arm;
gentity_t *head;
base->think = 0; base->think = 0;
//We're the base, spawn the arm and head //We're the base, spawn the arm and head
arm = G_Spawn(); gentity_t *arm = G_Spawn();
head = G_Spawn(); gentity_t *head = G_Spawn();
VectorCopy( base->s.angles, armAngles ); VectorCopy( base->s.angles, armAngles );
VectorCopy( base->s.angles, headAngles ); VectorCopy( base->s.angles, headAngles );

View file

@ -1167,6 +1167,10 @@ typedef struct entityState_s {
int generic1; int generic1;
int generic2; int generic2;
#endif #endif
#ifdef XTRA
int healthPercent; // XTRA
#endif
} entityState_t; } entityState_t;
typedef enum { typedef enum {