diff --git a/game/g_combat.c b/game/g_combat.c index e636cdc..be654f2 100644 --- a/game/g_combat.c +++ b/game/g_combat.c @@ -182,32 +182,6 @@ void TossClientItems( gentity_t *self, qboolean dis_con ) { } - -/* -================== -LookAtKiller -================== -*/ -/*void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) { - vec3_t dir; - vec3_t angles; - - if ( attacker && attacker != self ) { - VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir); - } else if ( inflictor && inflictor != self ) { - VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir); - } else { - self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW]; - return; - } - - self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir ); - - angles[YAW] = vectoyaw ( dir ); - angles[PITCH] = 0; - angles[ROLL] = 0; -}*/ - /* ================== GibEntity @@ -734,76 +708,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int attacker->client->pers.teamState.frags++; AddScore( attacker, 1 ); - // check for two kills in a short amount of time - // if this is close enough to the last kill, give a reward sound - /*if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) { - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT; - attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT; - attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; - }*/ - // Check to see if the player is on a streak. attacker->client->streakCount++; - // Only send awards on exact streak counts. - /*switch(attacker->client->streakCount) - { - case STREAK_ACE: - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_ACE; - attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; - break; - case STREAK_EXPERT: - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_EXPERT; - attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; - break; - case STREAK_MASTER: - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_MASTER; - attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; - break; - case STREAK_CHAMPION: - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_CHAMPION; - attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; - break; - default: - // Do nothing if not exact values. - break; - }*/ - - // Check to see if the max streak should be raised. - /*if (attacker->client->streakCount > attacker->client->ps.persistant[PERS_STREAK_COUNT]) - { - attacker->client->ps.persistant[PERS_STREAK_COUNT] = attacker->client->streakCount; - }*/ - - /*if (!level.firstStrike) - { // There hasn't yet been a first strike. - level.firstStrike = qtrue; - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_FIRST_STRIKE; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_FIRSTSTRIKE; - attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; - }*/ attacker->client->lastKillTime = level.time; } @@ -829,17 +735,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int TossClientItems( self, qfalse ); } } - else - {//suiciding and respawning returns the flag - /*if ( ps->powerups[PW_REDFLAG] ) - { - Team_ReturnFlag(TEAM_RED); - }*/ - /*else if ( ps->powerups[PW_BORG_ADAPT] ) - { - Team_ReturnFlag(TEAM_BLUE); - }*/ - } Cmd_Score_f( self ); // show scores // send updated scores to any clients that are following this one, @@ -1047,54 +942,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int }//RPG-X: RedTechie - End of my if statment for medics revive check }//RPG-X: RedTechie - End of void - -/* -================ -CheckArmor -================ -*/ -//RPG-X: - RedTechie No armor in RPG -/*int CheckArmor (gentity_t *ent, int damage, int dflags) -{ - gclient_t *client; - int save; - int count; - float protectionFactor = ARMOR_PROTECTION; - - if (!damage) - return 0; - - client = ent->client; - - if (!client) - return 0; - - if (dflags & DAMAGE_NO_ARMOR) - return 0; - - // armor - if (dflags & DAMAGE_ARMOR_PIERCING) - { - protectionFactor = PIERCED_ARMOR_PROTECTION; - } -// else if (dflags & DAMAGE_SUPER_ARMOR_PIERCING) -// { -// protectionFactor = SUPER_PIERCED_ARMOR_PROTECTION; -// } - - count = client->ps.stats[STAT_ARMOR]; - save = ceil( damage * protectionFactor ); - if (save >= count) - save = count; - - if (!save) - return 0; - - client->ps.stats[STAT_ARMOR] -= save; - - return save; -}*/ - #define BORG_ADAPT_NUM_HITS 10 qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod ) { @@ -1186,10 +1033,6 @@ qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod ) } level.borgAdaptHits[weapon]++; - /*if ( borgAdaptHits[weapon] > rpg_numAdaptHits.integer )//FIXME: different count per weapon? - {//we have adapted to this weapon - return qtrue; - }*/ switch(weapon) { case WP_5: if(level.borgAdaptHits[WP_5] > rpg_adaptPhaserHits.integer) diff --git a/stefgame.suo b/stefgame.suo index 76183c4..88eedb6 100644 Binary files a/stefgame.suo and b/stefgame.suo differ