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Cleanup g_misc.c
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35f67c3b88
commit
32d2c4c077
1 changed files with 6 additions and 41 deletions
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@ -127,7 +127,7 @@ void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, tpType_t t
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// use temp events at source and destination to prevent the effect
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// from getting dropped by a second player event
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if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/ )
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if ( sess->sessionTeam != TEAM_SPECTATOR )
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{
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if ( tpType == TP_BORG )
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{
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@ -140,38 +140,20 @@ void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, tpType_t t
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//we'll add the second half of the client-side effects (ie materialization) here
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else if( tpType == TP_TRI_TP )
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{
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//tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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//tent->s.clientNum = player->s.clientNum;
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// probably isn't necessary, but just in case, end the beam out powerup
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ps->powerups[PW_BEAM_OUT] = 0;
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//and add the beam in one
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ps->powerups[PW_QUAD] = level.time + 4000;
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tent = G_TempEntity( ps->origin, EV_PLAYER_TRANSPORT_IN );
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tent->s.clientNum = player->s.clientNum;
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//Cheep hack, but toggle bit don't seem to work lol.
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//Nah we can predict this client side
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//trap_SendServerCommand( player-g_entities, "cg_flushAngles" );
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}
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//////
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else
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{
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//TiM: NO! THIS EFFECT IS TEH SUXXOR!!!
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/*tent = G_TempEntity( ps->origin, EV_PLAYER_TELEPORT_OUT );
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tent->s.clientNum = player->s.clientNum;
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tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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tent->s.clientNum = player->s.clientNum;*/
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tent->s.clientNum = player->s.clientNum;
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}
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}
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// spit the player out
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//TiM - If in a turbolift and moving, get their velocity, perform the rotation
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//calc on it, and then reset it to their velocity.
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if ( /*tpType != TP_BORG && tpType != TP_TRI_TP*/ tpType == TP_TURBO )
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if ( tpType == TP_TURBO )
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{
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vec3_t dir;
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vec3_t velAngles;
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@ -186,12 +168,6 @@ void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, tpType_t t
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AngleVectors( velAngles, dir, NULL, NULL );
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VectorScale( dir, length, ps->velocity);
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//TiM: No more spitting. That's for Q3 style teleporters. Not what we want for a slow-paced realism based RP.
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/*AngleVectors( angles, ps->velocity, NULL, NULL );
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VectorScale( ps->velocity, 400, ps->velocity );
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ps->pm_time = 160; // hold time
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ps->pm_flags |= PMF_TIME_KNOCKBACK;*/
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}
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else {
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//TiM: Set the velocity to 0. So if they were moving b4 the transport, they'll be stopped when they come out.
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@ -227,14 +203,11 @@ void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, tpType_t t
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// toggle the teleport bit so the client knows to not lerp
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ps->eFlags ^= EF_TELEPORT_BIT;
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//Copy Yaw dif over to client for client update
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//player->s.angles2[0] = angles[YAW] - ps->viewangles[YAW];
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// set angles
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SetClientViewAngle( player, angles );
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// kill anything at the destination
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if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
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if ( sess->sessionTeam != TEAM_SPECTATOR ) {
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if ( G_MoveBox (player) )
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player->r.contents = CONTENTS_NONE;
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}
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@ -284,7 +257,7 @@ void SP_misc_model( gentity_t *ent ) {
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//===========================================================
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void setCamera ( gentity_t *ent, int ownernum )
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static void setCamera ( gentity_t *ent, int ownernum )
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{
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vec3_t dir;
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gentity_t *target = NULL;
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@ -295,11 +268,6 @@ void setCamera ( gentity_t *ent, int ownernum )
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owner = &g_entities[ownernum];
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//frame holds the rotate speed
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//if ( owner->spawnflags & 1 ) {
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// ent->s.frame = 25;
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//} else if ( owner->spawnflags & 2 ) {
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// ent->s.frame = 75;
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//}
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ent->s.frame = 0; //TiM: 0
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// clientNum holds the rotate offset
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@ -489,9 +457,6 @@ void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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fire_comprifle( ent, ent->s.origin, dir );
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break;
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}
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//RPG-X: RedTechie - Sorry causes run time errors in game...
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//G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
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}
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@ -505,7 +470,7 @@ void InitShooter( gentity_t *ent, int weapon ) {
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ent->use = Use_Shooter;
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ent->s.weapon = weapon;
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RegisterItem( BG_FindItemForWeapon( weapon ) );
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RegisterItem( BG_FindItemForWeapon( (weapon_t)weapon ) );
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G_SetMovedir( ent->s.angles, ent->movedir );
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