Cleanup g_misc.c

This commit is contained in:
Walter Julius Hennecke 2012-11-12 12:42:22 +01:00
parent 35f67c3b88
commit 32d2c4c077

View file

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