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https://github.com/UberGames/RPG-X2.git
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Did some more cleanup
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c31e361dae
commit
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2 changed files with 0 additions and 157 deletions
157
game/g_combat.c
157
game/g_combat.c
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@ -182,32 +182,6 @@ void TossClientItems( gentity_t *self, qboolean dis_con ) {
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}
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/*
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==================
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LookAtKiller
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==================
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*/
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/*void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
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vec3_t dir;
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vec3_t angles;
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if ( attacker && attacker != self ) {
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VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
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} else if ( inflictor && inflictor != self ) {
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VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
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} else {
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self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
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return;
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}
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self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
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angles[YAW] = vectoyaw ( dir );
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angles[PITCH] = 0;
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angles[ROLL] = 0;
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}*/
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/*
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==================
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GibEntity
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@ -734,76 +708,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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attacker->client->pers.teamState.frags++;
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AddScore( attacker, 1 );
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// check for two kills in a short amount of time
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// if this is close enough to the last kill, give a reward sound
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/*if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT;
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attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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}*/
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// Check to see if the player is on a streak.
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attacker->client->streakCount++;
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// Only send awards on exact streak counts.
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/*switch(attacker->client->streakCount)
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{
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case STREAK_ACE:
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_ACE;
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attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME;
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break;
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case STREAK_EXPERT:
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_EXPERT;
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attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME;
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break;
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case STREAK_MASTER:
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_MASTER;
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attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME;
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break;
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case STREAK_CHAMPION:
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_CHAMPION;
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attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME;
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break;
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default:
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// Do nothing if not exact values.
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break;
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}*/
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// Check to see if the max streak should be raised.
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/*if (attacker->client->streakCount > attacker->client->ps.persistant[PERS_STREAK_COUNT])
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{
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attacker->client->ps.persistant[PERS_STREAK_COUNT] = attacker->client->streakCount;
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}*/
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/*if (!level.firstStrike)
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{ // There hasn't yet been a first strike.
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level.firstStrike = qtrue;
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_FIRST_STRIKE;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_FIRSTSTRIKE;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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}*/
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attacker->client->lastKillTime = level.time;
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}
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@ -829,17 +735,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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TossClientItems( self, qfalse );
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}
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}
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else
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{//suiciding and respawning returns the flag
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/*if ( ps->powerups[PW_REDFLAG] )
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{
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Team_ReturnFlag(TEAM_RED);
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}*/
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/*else if ( ps->powerups[PW_BORG_ADAPT] )
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{
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Team_ReturnFlag(TEAM_BLUE);
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}*/
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}
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Cmd_Score_f( self ); // show scores
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// send updated scores to any clients that are following this one,
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@ -1047,54 +942,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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}//RPG-X: RedTechie - End of my if statment for medics revive check
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}//RPG-X: RedTechie - End of void
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/*
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================
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CheckArmor
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================
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*/
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//RPG-X: - RedTechie No armor in RPG
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/*int CheckArmor (gentity_t *ent, int damage, int dflags)
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{
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gclient_t *client;
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int save;
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int count;
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float protectionFactor = ARMOR_PROTECTION;
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if (!damage)
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return 0;
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client = ent->client;
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if (!client)
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return 0;
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if (dflags & DAMAGE_NO_ARMOR)
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return 0;
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// armor
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if (dflags & DAMAGE_ARMOR_PIERCING)
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{
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protectionFactor = PIERCED_ARMOR_PROTECTION;
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}
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// else if (dflags & DAMAGE_SUPER_ARMOR_PIERCING)
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// {
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// protectionFactor = SUPER_PIERCED_ARMOR_PROTECTION;
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// }
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count = client->ps.stats[STAT_ARMOR];
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save = ceil( damage * protectionFactor );
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if (save >= count)
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save = count;
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if (!save)
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return 0;
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client->ps.stats[STAT_ARMOR] -= save;
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return save;
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}*/
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#define BORG_ADAPT_NUM_HITS 10
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qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod )
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{
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@ -1186,10 +1033,6 @@ qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod )
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}
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level.borgAdaptHits[weapon]++;
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/*if ( borgAdaptHits[weapon] > rpg_numAdaptHits.integer )//FIXME: different count per weapon?
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{//we have adapted to this weapon
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return qtrue;
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}*/
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switch(weapon) {
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case WP_5:
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if(level.borgAdaptHits[WP_5] > rpg_adaptPhaserHits.integer)
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