Reformating and cleanup (RPG-X)

- reformated code for better readablility
- removed old /unused code
This commit is contained in:
Walter Julius Hennecke 2012-10-17 16:06:05 +02:00
parent 6d5adbaee0
commit 14a2f98330
2 changed files with 230 additions and 687 deletions

View file

@ -98,9 +98,9 @@ gitem_t bg_itemlist[] =
*/
{
"weapon_null_hand",
"sound/silence.wav", /* "sound/weapons/w_pkup.wav", */
"models/weapons2/hand/hand_w.md3", /* "models/weapons2/imod/imod2_w.md3", */ /* world */
"models/weapons2/hand/hand.md3", /* "models/weapons2/imod/imod2.md3", */ /* view */
"sound/silence.wav",
"models/weapons2/hand/hand_w.md3", /* world */
"models/weapons2/hand/hand.md3", /* view */
"icons/w_icon_hand", /* icon */
" ", /* pickup */
AMMO_IMOD_CLIP,
@ -180,15 +180,15 @@ gitem_t bg_itemlist[] =
{
"weapon_compressionrifle",
"sound/weapons/w_pkup.wav",
"models/weapons2/prifle/prifle_w.md3", //world
"models/weapons2/prifle/prifle.md3", //view
/* icon */ "icons/w_icon_rifle",
/* pickup */ "Phaser Compression Rifle",
"models/weapons2/prifle/prifle_w.md3", /* world */
"models/weapons2/prifle/prifle.md3", /* view */
"icons/w_icon_rifle", /* icon */
"Phaser Compression Rifle", /* pickup */
AMMO_COMPRESSION_CLIP,
IT_WEAPON,
WP_6,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED weapon_tetriondisruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -196,15 +196,15 @@ gitem_t bg_itemlist[] =
{
"weapon_tr116",
"sound/weapons/w_pkup.wav",
"models/weapons2/tr116/tr-116_w.md3",//world
"models/weapons2/tr116/tr-116.md3", //view
/* icon */ "icons/w_icon_tr116",
/* pickup */ "TR-116",
"models/weapons2/tr116/tr-116_w.md3", /* world*/
"models/weapons2/tr116/tr-116.md3", /* view */
"icons/w_icon_tr116", /* icon */
"TR-116", /* pickup */
AMMO_TETRION_CLIP,
IT_WEAPON,
WP_7,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -212,15 +212,15 @@ gitem_t bg_itemlist[] =
{
"weapon_grenadelauncher",
"sound/weapons/w_pkup.wav",
"models/weapons2/launcher/launcher_w.md3", //world
"models/weapons2/launcher/launcher.md3", //view
/* icon */ "icons/w_icon_grenade",
/* pickup */ "Compound Grenade Launcher",
"models/weapons2/launcher/launcher_w.md3", /* world */
"models/weapons2/launcher/launcher.md3", /* view */
"icons/w_icon_grenade", /* icon */
"Compound Grenade Launcher", /* pickup */
AMMO_GRENADE_CLIP,
IT_WEAPON,
WP_8,
/* precache */ "",
/* sounds */ "sound/weapons/glauncher/bounce1.wav sound/weapons/glauncher/bounce2.wav"
"", /* precache */
"sound/weapons/glauncher/bounce1.wav sound/weapons/glauncher/bounce2.wav" /* sounds */
},
/*QUAKED weapon_quantumburst (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -228,15 +228,15 @@ gitem_t bg_itemlist[] =
{
"weapon_quantumburst",
"sound/weapons/w_pkup.wav",
"models/weapons2/q_burst/q_burst_w.md3", //world
"models/weapons2/q_burst/q_burst.md3", //view
/* icon */ "icons/w_icon_quantum",
/* pickup */ "Photon Burst",
"models/weapons2/q_burst/q_burst_w.md3", /* world */
"models/weapons2/q_burst/q_burst.md3", /* view */
"icons/w_icon_quantum", /* icon */
"Photon Burst", /* pickup */
AMMO_QUANTUM_CLIP,
IT_WEAPON,
WP_9,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED weapon_stasisweapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -244,15 +244,15 @@ gitem_t bg_itemlist[] =
{
"weapon_disruptor",
"sound/weapons/w_pkup.wav",
"models/weapons2/alien_disruptor/disruptor_w.md3", //world
"models/weapons2/alien_disruptor/disruptor.md3", //view
/* icon */ "icons/w_icon_disruptor",
/* pickup */ "Disruptor",
"models/weapons2/alien_disruptor/disruptor_w.md3", /* world */
"models/weapons2/alien_disruptor/disruptor.md3", /* view */
"icons/w_icon_disruptor", /* icon */
"Disruptor", /* pickup */
AMMO_STASIS_CLIP,
IT_WEAPON,
WP_10,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED weapon_borg_weapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -260,15 +260,15 @@ gitem_t bg_itemlist[] =
{
"weapon_medkit",
"sound/weapons/w_pkup.wav",
"models/weapons2/medkit/medkit_w.md3", //world
"models/weapons2/medkit/medkit.md3", //view
/* icon */ "icons/w_icon_medkit",
/* pickup */ "Medkit",
"models/weapons2/medkit/medkit_w.md3", /* world */
"models/weapons2/medkit/medkit.md3", /* view */
"icons/w_icon_medkit", /* icon */
"Medkit", /* pickup */
AMMO_PHASER_CLIP,
IT_WEAPON,
WP_11,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED weapon_voyager_hypo (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -276,15 +276,15 @@ gitem_t bg_itemlist[] =
{
"weapon_voyager_hypo",
"sound/weapons/w_pkup.wav",
"models/weapons2/hypospray/hypospray_w.md3", //world
"models/weapons2/hypospray/hypospray.md3", //view
/* icon */ "icons/w_icon_hypo",
/* pickup */ "Hypo",
"models/weapons2/hypospray/hypospray_w.md3", /* world */
"models/weapons2/hypospray/hypospray.md3", /* view */
"icons/w_icon_hypo", /* icon */
"Hypo", /* pickup */
AMMO_PHASER_CLIP,
IT_WEAPON,
WP_12,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED weapon_dreadnought (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -294,13 +294,13 @@ gitem_t bg_itemlist[] =
"sound/weapons/w_pkup.wav",
"models/weapons2/dermal_regen/dermal_regen_w.md3",
"models/weapons2/dermal_regen/dermal_regen.md3",
/* icon */ "icons/w_icon_dermalregen",
/* pickup */ "Dermal Regenerator",
"icons/w_icon_dermalregen",
"Dermal Regenerator",
AMMO_DREADNOUGHT_CLIP,
IT_WEAPON,
WP_13,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED weapon_borg_assimilator (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -308,15 +308,15 @@ gitem_t bg_itemlist[] =
{
"weapon_toolkit",
"sound/weapons/w_pkup.wav",
"models/weapons2/toolkit/toolkit_w.md3", //world
"models/weapons2/toolkit/toolkit.md3", //view
/* icon */ "icons/w_icon_toolkit",
/* pickup */ "Toolkit",
"models/weapons2/toolkit/toolkit_w.md3", /* world */
"models/weapons2/toolkit/toolkit.md3", /* view */
"icons/w_icon_toolkit", /* icon */
"Toolkit", /* pickup */
AMMO_PHASER_CLIP,
IT_WEAPON,
WP_14,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED weapon_engtool (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -324,15 +324,15 @@ gitem_t bg_itemlist[] =
{
"weapon_hyperspanner",
"sound/weapons/w_pkup.wav",
"models/weapons2/hyperspanner/hyperspanner_w.md3", //world
"models/weapons2/hyperspanner/hyperspanner.md3", //view
/* icon */ "icons/w_icon_hyperspanner",
/* pickup */ "Hyperspanner",
"models/weapons2/hyperspanner/hyperspanner_w.md3", /* world */
"models/weapons2/hyperspanner/hyperspanner.md3", /* view */
"icons/w_icon_hyperspanner", /* icon */
"Hyperspanner", /* pickup */
AMMO_PHASER_CLIP,
IT_WEAPON,
WP_15,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
//
@ -345,15 +345,15 @@ gitem_t bg_itemlist[] =
{
"ammo_compressionrifle",
"sound/player/pickupenergy.wav",
"models/powerups/trek/prifle_ammo.md3", //world
"models/powerups/trek/prifle_ammo.md3", /* world */
NULL,
/* icon */ "icons/dm_phaser_sm",
/* pickup */ "Phaser Compression Rifle Ammo",
"icons/dm_phaser_sm", /* icon */
"Phaser Compression Rifle Ammo", /* pickup */
AMMO_COMPRESSION_CLIP,
IT_AMMO,
WP_6,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED ammo_imod (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -362,15 +362,15 @@ gitem_t bg_itemlist[] =
{
"ammo_imod",
"sound/player/pickupenergy.wav",
"models/powerups/trek/imod_ammo.md3", //world
"models/powerups/trek/imod_ammo.md3", /* world */
NULL,
/* icon */ "icons/dm_imod",
/* pickup */ "I-MOD Ammo",
"icons/dm_imod", /* icon */
"I-MOD Ammo", /* pickup */
AMMO_IMOD_CLIP,
IT_AMMO,
WP_1,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED ammo_scavenger (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -379,15 +379,15 @@ gitem_t bg_itemlist[] =
{
"ammo_scavenger",
"sound/player/pickupenergy.wav",
"models/powerups/trek/scavenger_ammo.md3", //world
"models/powerups/trek/scavenger_ammo.md3", /* world */
NULL,
/* icon */ "icons/dm_scav",
/* pickup */ "Scavenger Weapon Ammo",
"icons/dm_scav", /* icon */
"Scavenger Weapon Ammo", /* pickup */
AMMO_SCAVENGER_CLIP,
IT_AMMO,
WP_4,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED ammo_stasis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -396,15 +396,15 @@ gitem_t bg_itemlist[] =
{
"ammo_stasis",
"sound/player/pickupenergy.wav",
"models/powerups/trek/stasis_ammo.md3", //world
"models/powerups/trek/stasis_ammo.md3", /* world */
NULL,
/* icon */ "icons/dm_stasis_sm",
/* pickup */ "Stasis Weapon Ammo",
"icons/dm_stasis_sm", /* sounds */
"Stasis Weapon Ammo", /* pickup */
AMMO_STASIS_CLIP,
IT_AMMO,
WP_10,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -413,15 +413,15 @@ gitem_t bg_itemlist[] =
{
"ammo_grenades",
"sound/player/pickupenergy.wav",
"models/powerups/trek/glauncher_ammo.md3", //world
"models/powerups/trek/glauncher_ammo.md3", /* world */
NULL,
/* icon */ "icons/dm_glauncher_sm",
/* pickup */ "Compound Grenade Launcher Ammo",
"icons/dm_glauncher_sm", /* icon */
"Compound Grenade Launcher Ammo", /* pickup */
AMMO_GRENADE_CLIP,
IT_AMMO,
WP_8,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED ammo_tetriondisruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -430,15 +430,15 @@ gitem_t bg_itemlist[] =
{
"ammo_tetriondisruptor",
"sound/player/pickupenergy.wav",
"models/powerups/trek/tetrion_ammo.md3", //world
"models/powerups/trek/tetrion_ammo.md3", /* world */
NULL,
/* icon */ "icons/dm_tetrion_sm",
/* pickup */ "Tetryon Pulse Disruptor Ammo",
"icons/dm_tetrion_sm", /* icon */
"Tetryon Pulse Disruptor Ammo", /* pickup */
AMMO_TETRION_CLIP,
IT_AMMO,
WP_7,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED ammo_quantumburst (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -447,15 +447,15 @@ gitem_t bg_itemlist[] =
{
"ammo_quantumburst",
"sound/player/pickupenergy.wav",
"models/powerups/trek/torpedo.md3", //world
"models/powerups/trek/torpedo.md3", /* world */
NULL,
/* icon */ "icons/dm_torpedo_sm",
/* pickup */ "Photon Burst Ammo",
"icons/dm_torpedo_sm", /* icon */
"Photon Burst Ammo", /* pickup */
AMMO_QUANTUM_CLIP,
IT_AMMO,
WP_9,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED ammo_dreadnought (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -464,15 +464,15 @@ gitem_t bg_itemlist[] =
{
"ammo_dreadnought",
"sound/player/pickupenergy.wav",
"models/powerups/trek/arc_ammo.md3", //world
"models/powerups/trek/arc_ammo.md3", /* world */
NULL,
/* icon */ "icons/dm_a_arc_sm",
/* pickup */ "Dermal Regenerator Ammo",
"icons/dm_a_arc_sm", /* icon */
"Dermal Regenerator Ammo", /* pickup */
AMMO_DREADNOUGHT_CLIP,
IT_AMMO,
WP_13,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
//
@ -485,15 +485,15 @@ gitem_t bg_itemlist[] =
{
"item_armor_shard",
"sound/player/pickupenergy.wav",
"models/powerups/trek/armor_shard.md3", //world
"models/powerups/trek/armor_shard.md3", /* world */
NULL,
/* icon */ "icons/icon_shards",
/* pickup */ "Incremental Shield Boost",
"icons/icon_shards", /* icon */
"Incremental Shield Boost", /* pickup */
5,
IT_ARMOR,
0,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -502,15 +502,15 @@ gitem_t bg_itemlist[] =
{
"item_armor_combat",
"sound/player/pickupenergy.wav",
"models/powerups/trek/armor.md3", //world
"models/powerups/trek/armor.md3", /* world */
NULL,
/* icon */ "icons/dm_armor_sm",
/* pickup */ "Personal Deflector Screen",
"icons/dm_armor_sm", /* icon */
"Personal Deflector Screen", /* pickup */
50,
IT_ARMOR,
0,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -519,15 +519,15 @@ gitem_t bg_itemlist[] =
{
"item_armor_body",
"sound/player/suitenergy.wav",
"models/powerups/trek/armor2.md3", //world
"models/powerups/trek/armor2.md3", /* world */
NULL,
/* icon */ "icons/dm_superarmor_sm",
/* pickup */ "Isokinetic Deflector Screen",
"icons/dm_superarmor_sm", /* icon */
"Isokinetic Deflector Screen", /* pickup */
100,
IT_ARMOR,
0,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
//
@ -540,15 +540,15 @@ gitem_t bg_itemlist[] =
{
"item_hypo_small",
"sound/player/pickuphealth.wav",
"models/powerups/trek/hypo_single.md3", //world
"models/powerups/trek/hypo_single.md3", /* world */
NULL,
/* icon */ "icons/dm_health_sm",
/* pickup */ "Booster Hypospray",
"icons/dm_health_sm", /* icon */
"Booster Hypospray", /* pickup */
5,
IT_HEALTH,
0,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED item_hypo (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -557,15 +557,15 @@ gitem_t bg_itemlist[] =
{
"item_hypo",
"sound/player/suithealth.wav",
"models/powerups/trek/hypo_double.md3", //world
"models/powerups/trek/hypo_double.md3", /* world */
NULL,
/* icon */ "icons/dm_health2_sm",
/* pickup */ "Emergency Hypospray",
"icons/dm_health2_sm", /* icon */
"Emergency Hypospray", /* pickup */
25,
IT_HEALTH,
0,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
//
@ -579,15 +579,15 @@ kind of resides in your inventory. when you use it _again_ it activates and anyo
{
"holdable_transporter",
"sound/items/holdable.wav",
"models/powerups/trek/transporter.md3", //world
"models/powerups/trek/transporter.md3", /* world */
NULL,
/* icon */ "icons/dm_transport_sm",
/* pickup */ "Personal Transporter Device",
"icons/dm_transport_sm", /* icon */
"Personal Transporter Device", /* pickup */
60,
IT_HOLDABLE,
HI_TRANSPORTER,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -596,15 +596,15 @@ pick it up and it stays in your inventory until used, at which time it sets your
{
"holdable_medkit",
"sound/items/holdable.wav",
"models/powerups/trek/med_kit.md3", //world
"models/powerups/trek/med_kit.md3", /* world */
NULL,
/* icon */ "icons/dm_health3_sm",
/* pickup */ "Portable Medkit",
"icons/dm_health3_sm", /* icon */
"Portable Medkit", /* pickup */
60,
IT_HOLDABLE,
HI_MEDKIT,
/* precache */ "",
/* sounds */ "sound/items/use_medkit.wav"
"", /* precache */
"sound/items/use_medkit.wav" /* sounds */
},
//
@ -617,15 +617,15 @@ for 30 seconds you run at %150 of your normal speed and your firing delays are 3
{
"item_haste",
"sound/items/haste.wav",
"models/powerups/trek/haste.md3", //world
"models/powerups/trek/haste.md3", /* world */
NULL,
/* icon */ "icons/dm_haste",
/* pickup */ "Temporal Accelerator",
"icons/dm_haste", /* icon */
"Temporal Accelerator", /* pickup */
30,
IT_POWERUP,
PW_HASTE,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -634,15 +634,15 @@ for 30 seconds you run at %150 of your normal speed and your firing delays are 3
{
"item_invis",
"sound/items/invisibility.wav",
"models/powerups/trek/invisible.md3", //world
"models/powerups/trek/invisible.md3", /* world */
NULL,
/* icon */ "icons/dm_invisibility",
/* pickup */ "Personal Cloaking Device",
"icons/dm_invisibility", /* icon */
"Personal Cloaking Device", /* pickup */
20,
IT_POWERUP,
PW_INVIS,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -651,15 +651,15 @@ for 30 seconds you run at %150 of your normal speed and your firing delays are 3
{
"item_flight",
"sound/items/flight.wav",
"models/powerups/trek/flight.md3", //world
"models/powerups/trek/flight.md3", /* world */
NULL,
/* icon */ "icons/dm_flight",
/* pickup */ "Anti-Gravity Pack",
"icons/dm_flight", /* icon */
"Anti-Gravity Pack", /* pickup */
30,
IT_POWERUP,
PW_FLIGHT,
/* precache */ "",
/* sounds */ "sound/items/flight.wav"
"", /* precache */
"sound/items/flight.wav" /* sounds */
},
/*QUAKED holdable_detpack (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -668,15 +668,15 @@ BLAMMO!
{
"holdable_detpack",
"sound/player/pickupenergy.wav",
"models/powerups/trek/detpak.md3", //world
"models/powerups/trek/detpak.md3", /* world */
NULL,
/* icon */ "icons/icon_detpack",
/* pickup */ "Ultritium Explosive Charge",
"icons/icon_detpack", /* icon */
"Ultritium Explosive Charge", /* pickup */
1, // 5,
IT_HOLDABLE,
HI_DETPACK,
/* precache */ "",
/* sounds */ "sound/weapons/detpacklatch.wav sound/weapons/explosions/detpakexplode.wav"
"", /* precache */
"sound/weapons/detpacklatch.wav sound/weapons/explosions/detpakexplode.wav" /* sounds */
},
/*QUAKED holdable_shield (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
@ -685,15 +685,15 @@ About 25 seconds or 250 hit points of a portashield.
{
"holdable_shield",
"sound/player/pickupenergy.wav",
"models/powerups/trek/shield_gen.md3", //world
"models/powerups/trek/shield_gen.md3", /* world */
NULL,
/* icon */ "icons/icon_shield",
/* pickup */ "Portable Force Field",
"icons/icon_shield", /* icon */
"Portable Force Field", /* pickup */
1,
IT_HOLDABLE,
HI_SHIELD,
/* precache */ "",
/* sounds */ "sound/weapons/detpacklatch.wav sound/movers/forceup.wav sound/ambience/spark5.wav"
"", /* precache */
"sound/weapons/detpacklatch.wav sound/movers/forceup.wav sound/ambience/spark5.wav" /* sounds */
},
@ -703,22 +703,22 @@ About 1 minute of a holographic decoy.
{
"Holographic_decoy",
"sound/items/holdable.wav",
"models/powerups/trek/decoy.md3", //world
"models/powerups/trek/decoy.md3", /* world */
NULL,
/* icon */ "icons/icon_decoy",
/* pickup */ "Holographic Decoy",
"icons/icon_decoy", /* icon */
"Holographic Decoy", /* pickup */
1,
IT_HOLDABLE,
HI_DECOY,
/* precache */ "",
/* sounds */ ""
"", /* precache */
"" /* sounds */
},
//
// New Weapons
//
/*
* New Weapons
*/
// end of list marker
/* end of list marker */
{NULL}
};

View file

@ -53,34 +53,6 @@ extern vmCvar_t rpg_altTricorderDelay;
#define ALT_TRICORDER_DELAY 1000
#endif
//qboolean BG_BorgTransporting( playerState_t *ps )
//{
// if ( ps->persistant[PERS_CLASS] == PC_BORG && bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_TRANSPORTER && ps->stats[STAT_USEABLE_PLACED] == 2 )
// {//A player who has an item and it's set to 2 - meaning flight
// return qtrue;
// }
// return qfalse;
//}
/*typedef enum {
ANIM_CROUCH,
ANIM_DOCROUCH,
ANIM_UNCROUCH,
ANIM_STAND,
ANIM_FIRE,
ANIM_JUMP,
ANIM_JUMPB,
ANIM_RUN,
ANIM_RUNB,
ANIM_WALK,
ANIM_WALKB,
ANIM_CROUCHWALK,
ANIM_CROUCHWALKB,
ANIM_SWIM,
ANIM_TURN,
ANIM_FLY,
} animList_t;*/
//TiM - Copied from the UI module.
//My aim here is to adapt the checks code here so the function can be used both for
//ingame animation, as well as UI animation
@ -123,11 +95,9 @@ qboolean PM_Holding2HandedWeapon ( void ) {
qboolean PM_PlayerCrouching ( int legsAnim ) {
//switch( pm->ps->legsAnim ) {
switch( ( legsAnim & ~ANIM_TOGGLEBIT) ) {
//case BOTH_CROUCH1:
case BOTH_CROUCH1IDLE:
case BOTH_CROUCH1WALK:
case BOTH_CROUCH2IDLE:
//case BOTH_CROUCH2TOSTAND1:
return qtrue;
}
return qfalse;
@ -137,7 +107,6 @@ qboolean PM_PlayerCrouching ( int legsAnim ) {
* Check if player is idling.
*/
qboolean PM_PlayerIdling ( int torsoAnim, int legsAnim ) {
//switch( pm->ps->legsAnim ) {
//TiM : Cool hacky way to make sure both upper and lower anims are the same
switch( ( legsAnim & ~ANIM_TOGGLEBIT) ) //+ ( torsoAnim & ~ANIM_TOGGLEBIT)) >> 1
{
@ -286,7 +255,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
break;
//2 handed weapon - "light"
case WP_6:
//case WP_7:
if ( ps->pm_flags & ANIM_ALERT && upper )
return BOTH_STAND2;
else if (upper)
@ -451,34 +419,9 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
//Other: "Hypo
case WP_12:
if (upper)
//return TORSO_HYPOSPRAY1;
return TORSO_HYPO1;
else
return BOTH_STAND1;
//Other: "Toolkit"
/*case WP_14:
//Return nothing.
//A bit hacky, but the engine accepts it :P
break;*/
//Other Tools "everything else"
/*case WP_1:
switch(rand()%13)
{
case 0: return TORSO_HANDGESTURE1;
case 1: return TORSO_HANDGESTURE2;
case 2: return TORSO_HANDGESTURE3;
case 3: return TORSO_HANDGESTURE4;
case 4: //PM_StartTorsoAnim( TORSO_HANDGESTURE5 ); break;
case 5: return TORSO_HANDGESTURE6;
case 6: return TORSO_HANDGESTURE7;
case 7: return TORSO_HANDGESTURE8;
case 8: return TORSO_HANDGESTURE9;
case 9: return TORSO_HANDGESTURE10;
case 10: return TORSO_HANDGESTURE11;
case 11: return TORSO_HANDGESTURE12;
case 12: return TORSO_HANDGESTURE13;
}
break;*/
case WP_4:
if (upper)
return TORSO_COFFEE;
@ -507,7 +450,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
//2 handed weapons
switch (weapon) {
//case WP_7:
case WP_8:
case WP_9:
case WP_6:
@ -548,7 +490,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
case WP_4:
if (upper)
return TORSO_COFFEE;
//break;
default:
if (upper)
return BOTH_WALK1;
@ -568,7 +509,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
//2 handed weapons
switch (weapon) {
//case WP_7:
case WP_8:
case WP_9:
case WP_6:
@ -612,7 +552,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
case ANIM_WALKB:
//2 handed weapons
switch (weapon) {
//case WP_7:
case WP_8:
case WP_9:
case WP_6:
@ -717,7 +656,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
case WP_4:
if (upper)
return TORSO_COFFEE;
//break;
case WP_5:
case WP_10:
if ( ps->pm_flags & ANIM_ALERT && upper )
@ -744,12 +682,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
return BOTH_FLOAT1;
/*if ( ps->velocity[2] >= 0 ) {
return BOTH_FLOAT1;
}
else {
return BOTH_FLOAT2;
}*/
case ANIM_FLY:
return BOTH_FLOAT1;
}
@ -783,7 +715,7 @@ void PM_Use( void )
playerState_t *ps = pm->ps;
if ( ps->useTime > 0 )
ps->useTime -= 100;//pm->cmd.msec;
ps->useTime -= 100;
if ( ps->useTime > 0 ) {
return;
@ -793,7 +725,6 @@ void PM_Use( void )
{
pm->useEvent = 0;
ps->useTime = 0;
//PM_StartTorsoAnim( BOTH_CONSOLE1 );
return;
}
@ -849,12 +780,10 @@ static void PM_StartTorsoAnim( int anim, qboolean overrideEmotes ) {
return;
}
//if ( ps->torsoTimer > 0 ) {
if ( ps->stats[TORSOTIMER] > 0 ) {
return; // a high priority animation is running
}
//ps->torsoAnim
ps->stats[TORSOANIM] = ( ( ps->stats[TORSOANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
| anim;
}
@ -865,10 +794,6 @@ static void PM_StartTorsoAnim( int anim, qboolean overrideEmotes ) {
static void PM_StartLegsAnim( int anim ) {
playerState_t *ps = pm->ps;
/*if ( ps->stats[EMOTES] & EMOTE_CLAMP ) {
return;
}*/
if ( ps->pm_type >= PM_DEAD &&
anim != BOTH_FALLDEATH1INAIR &&
anim != BOTH_FALLDEATH1LAND )
@ -876,12 +801,6 @@ static void PM_StartLegsAnim( int anim ) {
return;
}
//if ( ps->introTime > 0 ) { //legsTimer
/*if ( ps->stats[LEGSTIMER] > 0 ) { //legsTimer
return; // a high priority animation is running
}*/
//ps->legsAnim
ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
| anim;
}
@ -897,7 +816,6 @@ static void PM_ContinueLegsAnim( int anim, qboolean overrideEmote ) {
if ( ps->legsTimer>0 && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) != bg_emoteList[ ps->legsTimer ].enumName && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) != BOTH_GET_UP1 ) {
int anim2 = PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse );
//Com_Printf( "KILL!\n");
ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim2;
}
}
@ -906,11 +824,10 @@ static void PM_ContinueLegsAnim( int anim, qboolean overrideEmote ) {
return;
}
//if ( ( ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
if ( ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) == anim ) {
return;
}
//if ( ps->introTime > 0 ) { //legsTimer
if ( ps->stats[LEGSTIMER] > 0 && !overrideEmote ) { //legsTimer
return; // a high priority animation is running
}
@ -927,12 +844,10 @@ static void PM_ContinueTorsoAnim( int anim, qboolean overrideEmote ) {
return;
}
//if ( ( ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
if ( ( ps->stats[TORSOANIM] & ~ANIM_TOGGLEBIT ) == anim ) {
return;
}
//if ( ps->torsoTimer > 0 ) {
if ( ps->stats[TORSOTIMER] > 0 ) {
return; // a high priority animation is running
}
@ -966,79 +881,10 @@ static void PM_ForceTorsoAnim( int anim, qboolean overrideEmotes ) {
ps->stats[EMOTES] &= ~EMOTE_MASK_UPPER;
ps->stats[TORSOTIMER] = 0;
}
//ps->stats[TORSOTIMER] = 0;
PM_StartTorsoAnim( anim, overrideEmotes );
}
/*
================
PM_Animate (RPG-X:J2J)
TiM: Bookmark... this shows promise :)
LATER: Nope... scratch that.
Although it's good in the fact it assigns
the anim right, it doesn't take the timers
into account, meaning this would play for a
total of one clock cycle :P
================
*/
/*static void PM_DoEmote( void )
{
if ( pm->ps->stats[EMOTES] & EMOTE_LOWER ) {
pm->ps->viewheight = emoteList[pm->ps->legsAnim].viewHeight;
}
}*/
/*static void PM_DoEmote( void )
{
int EmoteType = 0; //0 = legs, 1 = torso, 2 = both
//Bail out if no new emote or invalid.
if(CurrentEmote[pm->ps->clientNum] < 0 || CurrentEmote[pm->ps->clientNum] >= MAX_ANIMATIONS)
return;
//Get animation type
if(CurrentEmote[pm->ps->clientNum] >= LEGS_WALKBACK1)
EmoteType = 0;
if(CurrentEmote[pm->ps->clientNum] >= TORSO_DROPWEAP1 && CurrentEmote[pm->ps->clientNum] <= TORSO_CARRY1)
EmoteType = 1;
if(CurrentEmote[pm->ps->clientNum] >= BOTH_DEATH1 && CurrentEmote[pm->ps->clientNum] <= BOTH_POWERUP1)
EmoteType = 2;
//Check for higher priority animations
if(EmoteType == 0)
{
//ToDo: insert checking for high priority anims
}
else if(EmoteType == 1)
{
//ToDo: insert checking for high priority anims
}
else //Implies EmoteType == 2
{
//ToDo: insert checking for high priority anims
}
//Do the emote (play the anim)
if(EmoteType == 0 || EmoteType == 2)
{
PM_ForceLegsAnim(CurrentEmote[pm->ps->clientNum]); //CurrentEmote[pm->ps->clientNum]
//pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
//| CurrentEmote[pm->ps->clientNum];
}
if(EmoteType == 1 || EmoteType == 2)
{
PM_ForceTorsoAnim(CurrentEmote[pm->ps->clientNum]);
//pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
//| CurrentEmote[pm->ps->clientNum];
}
//Make -1 so it doesnt start the anim again.
CurrentEmote[pm->ps->clientNum] = -1;
}*/
/*
==================
PM_ClipVelocity
@ -1657,7 +1503,6 @@ static void PM_WalkMove( void ) {
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
//scale = 0.4; //TiM
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
@ -1677,7 +1522,6 @@ static void PM_WalkMove( void ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
// when going up or down slopes the wish velocity should Not be zero
// wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
@ -1711,14 +1555,8 @@ static void PM_WalkMove( void ) {
PM_Accelerate (wishdir, wishspeed, accelerate);
//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", ps->velocity[0], ps->velocity[1], ps->velocity[2]);
//Com_Printf("velocity1 = %1.1f\n", VectorLength(ps->velocity));
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || ps->pm_flags & PMF_TIME_KNOCKBACK ) {
ps->velocity[2] -= ps->gravity * pml.frametime;
} else {
// don't reset the z velocity for slopes
// ps->velocity[2] = 0;
}
vel = VectorLength(ps->velocity);
@ -1737,9 +1575,6 @@ static void PM_WalkMove( void ) {
}
PM_StepSlideMove( qfalse );
//Com_Printf("velocity2 = %1.1f\n", VectorLength(ps->velocity));
}
@ -1879,21 +1714,8 @@ static void PM_FreezeMove( void )
if ( ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0 ) {
pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight;
ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight;
//Com_Printf( S_COLOR_RED "%f", bg_emoteList[ps->legsTimer].viewHeight );
}
else {
//TiM - essentially flip the bounding box
/*if ( ps->powerups[PW_FLIGHT] && Q_fabs( ps->viewangles[PITCH] ) > 89.0f ) {
pm->maxs[2] = 92;
pm->mins[2] = 32;
ps->viewheight = DEFAULT_VIEWHEIGHT;
}*/
//else {
//TiM - Copied above
/*pm->maxs[2] = 36;
pm->mins[2] = MINS_Z;
ps->viewheight = DEFAULT_VIEWHEIGHT;*/
//}
ps->viewheight = DEFAULT_VIEWHEIGHT;
}
}
@ -1911,7 +1733,6 @@ static void PM_FreezeMove( void )
temp = -16000;
}
}
// ps->viewangles[i] = SHORT2ANGLE(temp); // Clear the view angles, but don't set them.
}
VectorCopy (ps->origin, moveto);
@ -2031,15 +1852,6 @@ static void PM_CrashLand( void ) {
float a, b, c, den;
playerState_t *ps = pm->ps;
// decide which landing animation to use
if ( ps->pm_flags & PMF_BACKWARDS_JUMP ) {
// PM_ForceLegsAnim( LEGS_LANDB );
} else {
// PM_ForceLegsAnim( LEGS_LAND );
}
// ps->legsTimer = 0; //TIMER_LAND
// calculate the exact velocity on landing
dist = ps->origin[2] - pml.previous_origin[2];
vel = pml.previous_velocity[2];
@ -2086,14 +1898,14 @@ static void PM_CrashLand( void ) {
// want to take damage or play a crunch sound
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) {
if ( delta > 55 || ps->stats[STAT_HEALTH] <= 1 ) { //60 //TiM a bit hacky, but I want this to play any time we fall when dead
PM_AddEvent( /*EV_FALL_FAR*/PM_LandsoundForSurface(2) ); //GSIO01 | 20/05/2009
PM_AddEvent( PM_LandsoundForSurface(2) ); //GSIO01 | 20/05/2009
} else if ( delta > 35 ) { //40
// this is a pain grunt, so don't play it if dead
if ( ps->stats[STAT_HEALTH] > 1 ) { //0
PM_AddEvent( /*EV_FALL_MEDIUM*/PM_LandsoundForSurface(1) ); //GSIO01 | 20/05/2009
PM_AddEvent( PM_LandsoundForSurface(1) ); //GSIO01 | 20/05/2009
}
} else if ( delta > 5 ) { //7
PM_AddEvent( /*EV_FALL_SHORT*/ PM_LandsoundForSurface(0) ); //GSIO01 | 20/05/2009
PM_AddEvent( PM_LandsoundForSurface(0) ); //GSIO01 | 20/05/2009
} else {
PM_AddEvent( PM_FootstepForSurface() );
}
@ -2269,9 +2081,6 @@ static void PM_GroundTrace( void ) {
ps->groundEntityNum = trace.entityNum;
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
PM_AddTouchEnt( trace.entityNum );
}
@ -2378,25 +2187,13 @@ static void PM_CheckDuck (void)
if ( ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0 ) {
pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight;
ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight;
//Com_Printf( S_COLOR_RED "legsTimer = %i, viewHeight = %i\n", ps->legsTimer, ps->viewheight );
}
else {
//TiM - essentially flip the bounding box
/*if ( ps->powerups[PW_FLIGHT] && Q_fabs( ps->viewangles[PITCH] ) > 89.0f ) {
pm->maxs[2] = 92;
pm->mins[2] = 32;
ps->viewheight = DEFAULT_VIEWHEIGHT;
}*/
//else {
pm->maxs[2] = 36;
pm->mins[2] = MINS_Z;
ps->viewheight = DEFAULT_VIEWHEIGHT;
//}
}
}
//Com_Printf( "Viewheight is %i\n", ps->viewheight );
}
@ -2419,7 +2216,6 @@ static void PM_Footsteps( void ) {
int old;
qboolean footstep;
playerState_t *ps = pm->ps;
//qboolean didFly;
//
// calculate speed and cycle to be used for
@ -2439,8 +2235,6 @@ static void PM_Footsteps( void ) {
(So if they landed on a shuttle model for instance, the fall anim would still loop O_o )
so they gotta be moving as well to trigger this*/
//Com_Printf("groundEnt = %i, speed = %f, animState = %i\n",ps->groundEntityNum, pm->xyzspeed, ps->pm_flags);
if ( ps->groundEntityNum == ENTITYNUM_NONE && pm->xyzspeed && pm->waterlevel < 2 ) {
ps->pm_flags |= ANIM_DIDFLY;
@ -2456,7 +2250,6 @@ static void PM_Footsteps( void ) {
else {
if ( ps->pm_flags & ANIM_DIDFLY ) {
//TiM: Save flags. Use anim nums if possible
//if (ps->torsoAnim == BOTH_FALLDEATH1INAIR && ps->legsAnim == BOTH_FALLDEATH1INAIR ) {
PM_ContinueLegsAnim( BOTH_FALLDEATH1LAND, qtrue );
@ -2489,7 +2282,6 @@ static void PM_Footsteps( void ) {
&& ps->stats[EMOTES] & EMOTE_CLAMP_BODY ) {
ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY;
}
//ps->pm_flags &= ~( ANIM_OFFLADDER );
}
//If on ladder, but not touching the ground
@ -2499,40 +2291,17 @@ static void PM_Footsteps( void ) {
ps->pm_flags |= ANIM_ONLADDER ;
ps->stats[EMOTES] |= EMOTE_CLAMP_BODY;
}
//ps->pm_flags &= ~( ANIM_OFFLADDER );
}
//If was going down the ladder, and hit the floor
/* if ( !(ps->pm_flags & (ANIM_ONLADDER) ) &&
!(ps->pm_flags & (ANIM_OFFLADDER) ) &&
( pm->watertype & CONTENTS_LADDER) &&
( ps->groundEntityNum != ENTITYNUM_NONE ) )
{
ps->pm_flags |= (ANIM_ONLADDER);
ps->pm_flags &= ~(ANIM_OFFLADDER);
if ( ps->legsAnim == BOTH_LADDER_DWN1 || ps->legsAnim == BOTH_LADDER_IDLE) { //Going DOWN!
ps->pm_flags &= ~(ANIM_ONLADDER);
ps->pm_flags |= (ANIM_OFFLADDER);
}
}
*/
//Com_Printf("pm->onLadder = %i, pm->offLadder = %i, vel = %i\n", pm->onLadder, pm->offLadder, ps->velocity[2] );
//Transition anim to get off ladder
if ( ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) && (ps->pm_flags & ANIM_ONLADDER) ) {//We JUST hit a ladder on the ground
PM_ContinueLegsAnim( BOTH_OFFLADDER_BOT1, qtrue );
//ps->legsTimer = TIMER_GESTURE;
if ( ps->weaponstate == WEAPON_READY )
{
PM_ContinueTorsoAnim( BOTH_OFFLADDER_BOT1, qtrue );
//ps->torsoTimer = TIMER_GESTURE;
}
//pm->offLadder = qtrue;
//if ( !(ps->pm_flags & ANIM_UPPER_LOOPING) ) {
ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY;
//}
return;
}
@ -2540,14 +2309,11 @@ static void PM_Footsteps( void ) {
//Transition anim to get on ladder
if ( ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) && !(ps->pm_flags & ANIM_ONLADDER) ) {//We JUST hit a ladder on the ground
PM_ContinueLegsAnim( BOTH_ONLADDER_BOT1, qtrue );
//ps->legsTimer = TIMER_GESTURE;
if ( ps->weaponstate == WEAPON_READY )
{
PM_ContinueTorsoAnim( BOTH_ONLADDER_BOT1, qtrue );
//ps->torsoTimer = TIMER_GESTURE;
}
//pm->onLadder = qfalse;
return;
}
@ -2569,7 +2335,7 @@ static void PM_Footsteps( void ) {
anim = BOTH_LADDER_DWN1;
}
PM_ContinueLegsAnim( anim, qtrue );
//if ( pm->waterlevel >= 2 ) //arms on ladder
if ( ps->weaponstate == WEAPON_READY )
{
PM_ContinueTorsoAnim( anim, qtrue );
@ -2583,12 +2349,10 @@ static void PM_Footsteps( void ) {
else
{
PM_ContinueLegsAnim( BOTH_LADDER_IDLE, qtrue );
//ps->legsTimer += 300;
//if ( pm->waterlevel >= 2 ) //arms on ladder
if ( ps->weaponstate == WEAPON_READY )
{
PM_ContinueTorsoAnim( BOTH_LADDER_IDLE, qtrue );
//ps->torsoTimer += 300;
}
}
return;
@ -2599,25 +2363,19 @@ static void PM_Footsteps( void ) {
if ( ps->weaponstate == WEAPON_READY )
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_SWIM, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue );
PM_ContinueLegsAnim( PM_GetAnim( ANIM_SWIM, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
} /*else if ( ps->pm_flags & PMF_DUCKED ) {
PM_ContinueLegsAnim( BOTH_CROUCH2IDLE ); //BOTH_CROUCH1IDLE
}*/
}
return;
}
}
//Com_Printf( "Speed: %f\n", pm->xyspeed );
// if not trying to move
if ( ( !ps->speed || pm->xyspeed < 1.0f || !(pm->cmd.forwardmove || pm->cmd.rightmove) )
&& pm->waterlevel < 3
&& !ps->powerups[PW_FLIGHT] && !(( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 ))
/*&& !( pm->watertype & MASK_WATER )*/ )
)
{
//Com_Printf("Truuue\n" );
if ( pm->xyspeed > 1.0f && !( ps->pm_flags & PMF_DUCKED ) && !( ps->stats[EMOTES] & EMOTE_LOWER ) )
{ //TiM: When you want to duck, you will duck. no delays
if ( !( pm->cmd.buttons & BUTTON_WALKING ) && !(ps->pm_flags & PMF_DUCKED) ) {
@ -2634,39 +2392,15 @@ static void PM_Footsteps( void ) {
if ( ps->pm_flags & PMF_DUCKED && !(ps->stats[EMOTES] & EMOTE_LOWER ) ) {
if ( ps->weaponstate == WEAPON_READY ) {
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, (qboolean)( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
}
PM_ContinueLegsAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
/*if ( !(ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST crouched...
ps->pm_flags |= ANIM_CROUCHING;
if ( ps->weaponstate == WEAPON_READY ) {
PM_StartTorsoAnim( PM_GetAnim( "docrouch", qtrue ) );
ps->torsoTimer += 1200;
}
PM_StartLegsAnim( PM_GetAnim( "docrouch", qfalse ) );
ps->legsTimer += 1200;
}*/
PM_ContinueLegsAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, (qboolean)( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
} else {
if ( ps->weaponstate == WEAPON_READY )
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
PM_ContinueLegsAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse );
/*if ( (ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST uncrouched...
ps->pm_flags &= ~ANIM_CROUCHING;
if ( ps->weaponstate == WEAPON_READY ) {
PM_StartTorsoAnim( PM_GetAnim( ANIM_UNCROUCH, qtrue ) );
ps->torsoTimer = 1100;
//Com_Printf("Anim: %i, timer: %i\n", ps->torsoAnim, ps->torsoTimer);
}
PM_StartLegsAnim( PM_GetAnim( ANIM_UNCROUCH, qfalse ) );
ps->introTime = 1100; //legsTimer
}*/
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, (qboolean)( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
PM_ContinueLegsAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, (qboolean)( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse );
}
}
@ -2675,11 +2409,6 @@ static void PM_Footsteps( void ) {
footstep = qfalse;
//TiM : in case we're part-way thru a transition anim,
//reset the anim timer
//ps->torsoTimer = 0;
//ps->legsTimer = 0;
//TiM : Kill this when swimming as it screws up animations
//Also... kill when speed is 0.. running on the spot is silly lol
//Also, disable when flying. It looks ludricrous if we run upside down lol
@ -2755,9 +2484,6 @@ static void PM_Footsteps( void ) {
} else if ( pm->waterlevel == 2 ) {
// wading / swimming at surface
PM_AddEvent( EV_SWIM );
} else if ( pm->waterlevel == 3 ) {
// no sound when completely underwater
}
}
}
@ -2874,27 +2600,6 @@ PM_TorsoAnimation
*/
static void PM_TorsoAnimation( void )
{
if ( pm->ps->weaponstate == WEAPON_READY )
{
/*if ( pm->ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
pm->ps->weapon == WP_10 )
{
PM_ContinueTorsoAnim( TORSO_WEAPONIDLE1 );
}
else
{
PM_ContinueTorsoAnim( TORSO_WEAPONREADY2 );
}
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
//PM_ContinueTorsoAnim( BOTH_RUN1 );
}
else {
PM_ContinueTorsoAnim( BOTH_WALK1 );
}*/
}
//PM_ContinueTorsoAnim( TORSO_STAND2 );
return;
}
@ -2940,17 +2645,7 @@ static void PM_Weapon( void ) {
return;
}
//Check for phaser ammo recharge
//RPG-X: Marcin: don't! - 30/12/2008
if ( 0 ) //( (ps->rechargeTime <= 0) && ( ps->ammo[WP_5] < PHASER_AMMO_MAX) )
{
ps->rechargeTime = PHASER_RECHARGE_TIME;
ps->ammo[WP_5]++;
}
else
{
ps->rechargeTime -= pml.msec;
}
// check for dead player
if ( ps->stats[STAT_HEALTH] <= 0 ) {
@ -2963,15 +2658,6 @@ static void PM_Weapon( void ) {
{
if ( ! ( ps->pm_flags
& PMF_USE_ITEM_HELD ) )
{
// I have commented out this code because, we want the medkit to ALWAYS be used.
// if ( bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
// && ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] )
// {
// // don't use medkit if at max health
// }
// else
{
int tag = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag;
ps->pm_flags |= PMF_USE_ITEM_HELD;
@ -2995,7 +2681,6 @@ static void PM_Weapon( void ) {
{
ps->stats[STAT_HOLDABLE_ITEM] = 0;
}
}
return;
}
}
@ -3032,15 +2717,6 @@ static void PM_Weapon( void ) {
if ( ps->weaponstate == WEAPON_RAISING )
{
ps->weaponstate = WEAPON_READY;
/*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
ps->weapon == WP_10 )
{
PM_StartTorsoAnim( TORSO_WEAPONREADY2 );
}
else
{
PM_StartTorsoAnim( TORSO_WEAPONIDLE1 );
}*/
PM_StartTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
@ -3061,39 +2737,6 @@ static void PM_Weapon( void ) {
{
if (pm->cmd.buttons & BUTTON_ALT_ATTACK)
{
// alt fire
// check for out of ammo
if ( ps->ammo[ps->weapon] < altAmmoUsage[ps->weapon])
{
//FIXME: flash a message and sound that indicates not enough ammo
// PM_AddEvent( EV_NOAMMO_ALT );
// ps->weaponTime += 500;
// ps->eFlags &= ~EF_ALT_FIRING;
// ps->eFlags &= ~EF_FIRING;
/// ps->weaponstate = WEAPON_READY;
/*
RPG-X | Phenix | 27/02/2005
if ( ps->weapon == WP_5 ) // phaser out of ammo is special case
{
ps->ammo[ps->weapon] = 0;
}
else
{
PM_AddEvent( EV_NOAMMO_ALT ); // Just try to switch weapons like any other.
// check out the EV_NOAMMO_ALT event
ps->weaponTime += 500;
return;
}*/
}
else
{
//ps->ammo[ps->weapon] -= altAmmoUsage[ps->weapon];
//RPG-X | Phenix | 27/02/2005
//altfired = qtrue;
}
altfired = qtrue;
}
else
@ -3105,33 +2748,10 @@ static void PM_Weapon( void ) {
{
ps->ammo[ps->weapon] = 0;
}
//else //TiM - No ammo no more... this is lagging us up
//{
// PM_AddEvent( EV_NOAMMO );
// ps->weaponTime += 500;
// return;
//}
}
else
{
// main fire (always uses 1 ammo)
//ps->ammo[ps->weapon]--;
//RPG-X | Phenix | 27/02/2005
}
}
}
// *don't* start the animation if out of ammo
/*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
ps->weapon == WP_10 )
{
PM_StartTorsoAnim( TORSO_ATTACK2 );
}
else
{
PM_StartTorsoAnim( BOTH_ATTACK1 );
}*/
if ( ps->weapon != WP_14 && ps->weapon != WP_4 && ps->weapon != WP_1 )
{
//Little hack. I like the idle poses for these when it crouches :)
@ -3139,24 +2759,14 @@ static void PM_Weapon( void ) {
|| ( ps->weapon == WP_6 )
|| ( ps->weapon == WP_10 )
|| ( ps->weapon == WP_7 ) )
&& ( ps->pm_flags & PMF_DUCKED /*&& !pm->xyspeed*/ ) )
&& ( ps->pm_flags & PMF_DUCKED ) )
{
PM_ForceTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
/*BWEEE*/
//PM_ContinueTorsoAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
}
else
{
/*if ( !PM_HoldingLoopableWeapon() ) {
PM_ForceTorsoAnim( PM_GetAnim( ANIM_FIRE, qtrue ), qtrue );
}
else {*/
//PM_ContinueLegsAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse );
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
//}
}
/*else
PM_StartTorsoAnim( PM_GetAnim( "fire", qtrue ) );*/
//Put in this scope, so holding down the trigger on these 'no-anim' weapons won't lock
//other animations.
@ -3214,7 +2824,7 @@ static void PM_Weapon( void ) {
break;
case WP_12:
//RPG-X: RedTechie - Admins get faster alt fire for steam effects
if(/*ps->persistant[PERS_CLASS] == PC_ADMIN*/ pm->admin){
if( pm->admin){
addTime = 80;
}else{
addTime = 1000;
@ -3227,7 +2837,7 @@ static void PM_Weapon( void ) {
addTime = 0; //1000
break;
case WP_2:
if(pm->admin /*ps->persistant[PERS_CLASS] == PC_ADMIN*/){
if(pm->admin ){
addTime = ALT_TRICORDER_DELAY;
}else{
addTime = 0;
@ -3239,9 +2849,6 @@ static void PM_Weapon( void ) {
case WP_15:
addTime = 0; //1000
break;
/* case WP_7:
addTime = 500; //RPG-X: RedTechie - Use to be 1200
break;*/
}
}
else
@ -3303,9 +2910,6 @@ static void PM_Weapon( void ) {
case WP_15:
addTime = 0; //1000
break;
/* case WP_7:
addTime = 500; //RPG-X: RedTechie - Use to be 1200
break;*/
}
}
@ -3326,12 +2930,6 @@ static void PM_Animate( void ) {
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
if (ps->pm_type < PM_DEAD ) {
//if ( ps->torsoTimer == 0 ) {
//PM_StartTorsoAnim( BOTH_CONSOLE1 );
//PM_StartLegsAnim( BOTH_CONSOLE1 );
//ps->introTime = ps->torsoTimer = 4000; //TIMER_GESTURE //legsTimer
//PM_AddEvent( EV_TAUNT );
if ( !( ps->eFlags & EF_TALKING ) ) {
ps->eFlags |= EF_TALKING;
}
@ -3390,17 +2988,13 @@ static void PM_DropTimers( void ) {
newFlags = ( bg_emoteList[ps->legsAnim].animFlags | bg_emoteList[ps->legsAnim].bodyFlags );
newFlags &= ~EMOTE_MASK_UPPER;
ps->stats[EMOTES] |= newFlags;
//Com_Printf( S_COLOR_RED "Set anim to %i\n", ps->legsAnim );
ps->legsTimer = ps->legsAnim;
//ps->torsoTimer = emoteList[ps->torsoAnim].hitBoxHeight;
}
else
{
ps->legsTimer = 0;
ps->legsAnim = 0;
}
//Com_Printf(S_COLOR_RED "Acknowledge Lower change!!\n");
}
}
@ -3409,10 +3003,6 @@ static void PM_DropTimers( void ) {
if ( ps->stats[TORSOTIMER] < 0 )
{
ps->stats[TORSOTIMER] = 0;
/*if (ps->eFlags & EF_EMOTING ) {
ps->eFlags &= ~EF_EMOTING;
}*/
}
}
@ -3430,8 +3020,6 @@ static void PM_DropTimers( void ) {
newFlags = ( bg_emoteList[ps->torsoAnim].animFlags | bg_emoteList[ps->torsoAnim].bodyFlags );
newFlags &= ~EMOTE_MASK_LOWER;
ps->stats[EMOTES] |= newFlags;
//ps->stats[EMOTES] |= ( emoteList[ps->torsoAnim].animFlags | emoteList[ps->torsoAnim].bodyFlags );
}
else
{
@ -3440,25 +3028,6 @@ static void PM_DropTimers( void ) {
}
}
}
// drop animation counter
/* if ( ps->introTime > 0 ) { //legsTimer
ps->introTime -= pml.msec;
if ( ps->introTime < 0 ) {
ps->introTime = 0;
if (ps->eFlags & EF_EMOTING ) {
ps->eFlags &= ~EF_EMOTING;
}
}
}
if ( ps->torsoTimer > 0 ) {
ps->torsoTimer -= pml.msec;
if ( ps->torsoTimer < 0 ) {
ps->torsoTimer = 0;
}
}*/
}
/*
@ -3492,8 +3061,6 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
//we could actually make it EVA suit users could rotate fully in all directions
//when in space. :)
//Com_Printf( "Before: %f %f %f\n", ps->viewangles[0], ps->viewangles[1], ps->viewangles[2]);
// circularly clamp the angles with deltas
for (i=0 ; i<3 ; i++) {
temp = cmd->angles[i] + ps->delta_angles[i];
@ -3534,10 +3101,6 @@ void PmoveSingle (pmove_t *pmove) {
pm->watertype = 0;
pm->waterlevel = 0;
//if(ps->legsTimer > 0 ) {
// Com_Printf("%i, %i\n", ps->legsTimer, ps->torsoTimer);
//}
if ( ps->stats[STAT_HEALTH] <= 0 ) {
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
}
@ -3566,18 +3129,11 @@ void PmoveSingle (pmove_t *pmove) {
{
ps->eFlags &= ~EF_ALT_FIRING;
}
else // if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) <-- implied
else
{
ps->eFlags |= EF_ALT_FIRING;
}
/*if ( ps->weapon == WP_10 )
{//tech can't use alt attack
pm->cmd.buttons &=~BUTTON_ALT_ATTACK;
pm->cmd.buttons |= BUTTON_ATTACK;
}*/
//TiM - good riddance to bad coding
// This flag should always get set, even when alt-firing
ps->eFlags |= EF_FIRING;
}
@ -3626,7 +3182,6 @@ void PmoveSingle (pmove_t *pmove) {
if ( (ps->stats[EMOTES] & EMOTE_LOWER &&( ps->stats[EMOTES] & EMOTE_CLAMP_BODY )) || ( ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) ) { //EMOTE_LOWER
pmove->cmd.forwardmove = 0;
pmove->cmd.rightmove = 0;
//pmove->cmd.upmove = Q_fabs( pmove->cmd.upmove );
}
if ( ps->stats[EMOTES] & ( EMOTE_LOWER | EMOTE_UPPER ) ) {
@ -3645,18 +3200,6 @@ void PmoveSingle (pmove_t *pmove) {
pm->cmd.buttons &= ~BUTTON_WALKING;
}
//TiM : Override for looping animation emotes
//If player touches move keys, cancel emotes
/*if ( pmove->cmd.upmove || pmove->cmd.rightmove || pmove->cmd.forwardmove || ( pmove->cmd.buttons & MASK_KILL_EMOTES ) ) {
//if ( ( ps->pm_flags & ANIM_LOWER_LOOPING ) || ( ps->pm_flags & ANIM_UPPER_LOOPING ) ) {
if ( ps->stats[EMOTES] & EMOTE_LOWER || ps->stats[EMOTES] & EMOTE_UPPER ) {
ps->stats[EMOTES] &= ~EMOTE_MASK_BOTH;
ps->legsTimer = -1;
//ps->torsoTimer = 0;
}
}*/
// clear all pmove local vars
memset (&pml, 0, sizeof(pml));