diff --git a/code/game/g_active.c b/code/game/g_active.c index 4a6d42a..1c4d54f 100644 --- a/code/game/g_active.c +++ b/code/game/g_active.c @@ -22,7 +22,7 @@ static void TryUse( gentity_t *ent ) trace_t trace; vec3_t src, dest, vf; clientSession_t *sess; - + if(!ent || !ent->client) return; sess = &ent->client->sess; @@ -60,10 +60,10 @@ static void TryUse( gentity_t *ent ) } //FIXME: play sound? target->use( target, ent, ent ); - #ifdef G_LUA +#ifdef G_LUA if(target->luaUse) LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, ent-g_entities); - #endif +#endif return; } else if ( target && target->use && Q_stricmp("misc_ammo_station", target->classname) == 0 ) @@ -80,10 +80,10 @@ static void TryUse( gentity_t *ent ) } } target->use( target, ent, ent ); - #ifdef G_LUA +#ifdef G_LUA if(target->luaUse) LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, ent-g_entities); - #endif +#endif return; } else if ( (target && target->s.number == ENTITYNUM_WORLD) || (target->s.pos.trType == TR_STATIONARY && !(trace.surfaceFlags & SURF_NOIMPACT) && !target->takedamage) ) @@ -233,19 +233,19 @@ static void P_WorldEffects( gentity_t *ent ) { // if (waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { - if (ent->health > 0 - && ent->pain_debounce_time < level.time ) { + if (ent->health > 0 + && ent->pain_debounce_time < level.time ) { - if (ent->watertype & CONTENTS_LAVA) { - G_Damage (ent, NULL, NULL, NULL, NULL, - 30*waterlevel, 0, MOD_LAVA); - } + if (ent->watertype & CONTENTS_LAVA) { + G_Damage (ent, NULL, NULL, NULL, NULL, + 30*waterlevel, 0, MOD_LAVA); + } - if (ent->watertype & CONTENTS_SLIME) { - G_Damage (ent, NULL, NULL, NULL, NULL, - 10*waterlevel, 0, MOD_SLIME); + if (ent->watertype & CONTENTS_SLIME) { + G_Damage (ent, NULL, NULL, NULL, NULL, + 10*waterlevel, 0, MOD_SLIME); + } } - } } } @@ -344,12 +344,12 @@ void G_TouchTriggers( gentity_t *ent ) { for ( i=0 ; iluaTouch) { LuaHook_G_EntityTouch(hit->luaTouch, hit->s.number, ent->s.number); } - #endif +#endif if ( !hit->touch && !ent->touch ) { continue; @@ -363,7 +363,7 @@ void G_TouchTriggers( gentity_t *ent ) { { // this is ugly but adding a new ET_? type will // most likely cause network incompatibilities - if ( hit->s.eType != ET_TELEPORT_TRIGGER && hit->touch != Touch_DoorTrigger) + if ( hit->s.eType != ET_TELEPORT_TRIGGER && hit->touch != G_Mover_TouchDoorTrigger) { continue; } @@ -463,10 +463,10 @@ static qboolean ClientInactivityTimer( gclient_t *client ) client->inactivityWarning = qfalse; } else if ( cmd->forwardmove || - cmd->rightmove || - cmd->upmove || - (cmd->buttons & BUTTON_ATTACK) || - (cmd->buttons & BUTTON_ALT_ATTACK) ) + cmd->rightmove || + cmd->upmove || + (cmd->buttons & BUTTON_ATTACK) || + (cmd->buttons & BUTTON_ALT_ATTACK) ) { client->inactivityTime = level.time + g_inactivity.integer * 1000; client->inactivityWarning = qfalse; @@ -548,7 +548,7 @@ static void ClientTimerActions( gentity_t *ent, int msec ) { if( rpg_timedmessagetime.value ){ //Make sure its not less then one //TiM: Well... we can have under 1, just not toooo far under 1 - + if(rpg_timedmessagetime.value < 0.2) { //1 messageTime = 0.2; }else{ @@ -557,7 +557,7 @@ static void ClientTimerActions( gentity_t *ent, int msec ) { if (level.time > (level.message + (messageTime * 60000)) ) { level.message = level.time; - + //TiM - There. So with this working in conjunction with that reset //code above, this should be more efficient. :) message = TimedMessage(); //Since we're working with a gloabl scope variable, there's no need for this thing to have parameters:) @@ -618,27 +618,6 @@ static void ClientIntermissionThink( gclient_t *client ) { } } -/* -==================== -Cmd_Ready_f -==================== -*/ -/** -* This function is called from the ui_sp_postgame.c as a result of clicking on the -* "next" button in non GT_TOURNAMENT games. This replaces the old system of waiting -* for the user to click an ATTACK or USE button to signal ready -* (see ClientIntermissionThink()) -* -* when all clients have signaled ready, the game continues to the next match. -*/ -void Cmd_Ready_f (gentity_t *ent) -{ - gclient_t *client; - client = ent->client; - - client->readyToExit = qtrue; -} - typedef struct detHit_s @@ -954,7 +933,7 @@ static qhandle_t shieldDeactivateSound=0; /** * Remove a forcefield */ -void ShieldRemove(gentity_t *self) +void G_Active_ShieldRemove(gentity_t *self) { self->think = G_FreeEntity; self->nextthink = level.time + 300; @@ -989,7 +968,7 @@ void ShieldDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int d // Play damaging sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound); - ShieldRemove(self); + G_Active_ShieldRemove(self); } @@ -1019,7 +998,7 @@ void ShieldGoSolid(gentity_t *self) if (self->health <= 0) { - ShieldRemove(self); + G_Active_ShieldRemove(self); return; } @@ -1037,7 +1016,7 @@ void ShieldGoSolid(gentity_t *self) self->nextthink = level.time + 1000; self->think = ShieldThink; self->takedamage = qtrue;//RPG-X: - RedTechie use to be qtrue //TiM - made true again. should be okay so long as the health isn't decremented - + trap_LinkEntity(self); } @@ -1128,19 +1107,19 @@ void ShieldTouch(gentity_t *self, gentity_t *other, trace_t *trace) rpg_forcefielddamage.integer = 999; } other->health -= rpg_forcefielddamage.integer; - + //RPG-X: RedTechie - Fixed free ent if medic revive on if(rpg_medicsrevive.integer == 1){ if(other->health <= 1){ other->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_0 ); other->client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE; other->client->ps.stats[STAT_HEALTH] = other->health = 1; - player_die (other, other, other, 1, MOD_FORCEFIELD); + G_Client_Die (other, other, other, 1, MOD_FORCEFIELD); } }else{ if(other->health <= 1){ other->client->ps.stats[STAT_HEALTH] = other->health = 0; - player_die (other, other, other, 100000, MOD_FORCEFIELD); + G_Client_Die (other, other, other, 100000, MOD_FORCEFIELD); } } } @@ -1225,10 +1204,10 @@ void CreateShield(gentity_t *ent) } ent->clipmask = MASK_SHOT; -// xaxis - 1 bit -// height - 0-254 8 bits //10 -// posWidth - 0-255 8 bits //10 -// negWidth - 0 - 255 8 bits + // xaxis - 1 bit + // height - 0-254 8 bits //10 + // posWidth - 0-255 8 bits //10 + // negWidth - 0 - 255 8 bits paramData = (xaxis << 30) | ((height&1023) << 20) | ((posWidth&1023) << 10) | (negWidth&1023); //24 16 8 ent->s.time2 = paramData; @@ -1241,14 +1220,14 @@ void CreateShield(gentity_t *ent) { ent->team = "2"; } - + ent->health = ceil(SHIELD_HEALTH*g_dmgmult.value); - + ent->s.time = ent->health;//??? ent->pain = ShieldPain; ent->die = ShieldDie; ent->touch = ShieldTouch; - + ent->r.svFlags |= SVF_SHIELD_BBOX; // see if we're valid @@ -1409,18 +1388,18 @@ void flushDecoys( gentity_t *ent ) { while ( (decoy = G_Find( decoy, FOFS(classname), "decoy" )) != NULL ) { if ( decoy->parent != ent ) - //if ( decoy->s.clientNum != ent->client->ps.clientNum ) + //if ( decoy->s.clientNum != ent->client->ps.clientNum ) { continue; } foundDecoys[decoyCount++] = decoy->s.clientNum; } - + //now remove first ones we find until there are only 9 left decoy = NULL; orgCount = decoyCount; lowestTimeStamp = level.time; - + //RPG-X: TiM - Let's limit it to say... 64 decoys per player while ( decoyCount > 64 ) //9 { @@ -1432,7 +1411,7 @@ void flushDecoys( gentity_t *ent ) { continue; } decoy = &g_entities[foundDecoys[i]]; - + if ( decoy && decoy->timestamp < lowestTimeStamp ) { removeMe = i; @@ -1460,7 +1439,7 @@ void flushDecoys( gentity_t *ent ) { } } } - + /** * entities spawn non solid and through this function, * they'll become solid once nothing's detected in their boundaries. :) @@ -1534,7 +1513,7 @@ qboolean PlaceDecoy(gentity_t *ent) gentity_t *oldDecoy; for ( i = 0; iclassname, "decoy" ) && oldDecoy->s.eventParm == level.decoyIndex ) { G_FreeEntity( oldDecoy ); @@ -1609,7 +1588,7 @@ qboolean PlaceDecoy(gentity_t *ent) char height[9]; char weight[9]; char offset[6]; - + //TiM - ensure that we encapsulate this data better or else it sometimes //becomes null Q_strncpyz( model, Info_ValueForKey( userinfo, "model" ), sizeof( model ) ); @@ -1618,11 +1597,11 @@ qboolean PlaceDecoy(gentity_t *ent) Q_strncpyz( offset, Info_ValueForKey( userinfo, "modelOffset" ), sizeof( offset ) ); Com_sprintf( buffer, sizeof( buffer ), "model\\%s\\height\\%s\\weight\\%s\\moOf\\%s\\c\\%i", - model, - height, - weight, - offset, - ent->client->sess.sessionClass ); + model, + height, + weight, + offset, + ent->client->sess.sessionClass ); trap_SetConfigstring( CS_DECOYS + level.decoyIndex, buffer ); } @@ -1727,7 +1706,7 @@ static void ClientEvents( gentity_t *ent, int oldEventSequence ) { //TiM: Since we purge the vectors each cycle. I'll save us some memory by using the vectors themselves as a check. if ( TransDat[ps->clientNum].beamTime == 0 && VectorCompare( vec3_origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin ) && - VectorCompare( vec3_origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ) ) + VectorCompare( vec3_origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ) ) { VectorCopy( ps->origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin ); VectorCopy( ps->viewangles, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ); @@ -1739,7 +1718,7 @@ static void ClientEvents( gentity_t *ent, int oldEventSequence ) { if ( TransDat[ps->clientNum].beamTime == 0 && level.time > ps->powerups[PW_QUAD] ) { G_InitTransport( ps->clientNum, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin, - TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ); + TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ); memset( &TransDat[ps->clientNum].storedCoord[TPT_PORTABLE], 0, sizeof( TransDat[ps->clientNum].storedCoord[TPT_PORTABLE]) ); } @@ -1748,7 +1727,7 @@ static void ClientEvents( gentity_t *ent, int oldEventSequence ) { } ps->stats[STAT_USEABLE_PLACED] = 0; - + if (g_classData[client->sess.sessionClass].isMarine) { client->teleportTime = level.time + ( 3 * 1000 ); // 15 * 1000 @@ -1853,25 +1832,25 @@ void ThrowWeapon( gentity_t *ent, char *txt ) ucmd = &ent->client->pers.cmd; ps = &client->ps; - if ( rpg_allowWeaponDrop.integer == 0) { - return; - } + if ( rpg_allowWeaponDrop.integer == 0) { + return; + } if ( numTotalDropped >= MAX_DROPPED ) { WARNING(("RPG-X Warning: maximum of dropped items of %i reached.\n", MAX_DROPPED)); return; } - if ( ps->weapon == WP_1 || ( ucmd->buttons & BUTTON_ATTACK )) { + if ( ps->weapon == WP_1 || ( ucmd->buttons & BUTTON_ATTACK )) { return; - } + } numTotalDropped++; item = BG_FindItemForWeapon( ps->weapon ); - // admins don't lose weapon when thrown - if ( IsAdmin( ent ) == qfalse ) { + // admins don't lose weapon when thrown + if ( IsAdmin( ent ) == qfalse ) { ps->ammo[ ps->weapon ] -= 1; if (ps->ammo[ ps->weapon ] <= 0) { ps->stats[STAT_WEAPONS] &= ~( 1 << ps->weapon ); @@ -1883,10 +1862,10 @@ void ThrowWeapon( gentity_t *ent, char *txt ) } } } - } + } drop = DropWeapon( ent, item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM, txt ); - drop->parent = ent; + drop->parent = ent; drop->count = 1; } @@ -1925,7 +1904,7 @@ static void SendPendingPredictableEvents( playerState_t *ps ) { static void ClientCamThink(gentity_t *client) { if(!client->client->cam) return; G_SetOrigin(client, client->client->cam->s.origin); - SetClientViewAngle(client, client->client->cam->s.angles); + G_Client_SetViewAngle(client, client->client->cam->s.angles); trap_LinkEntity(client); } @@ -1935,17 +1914,17 @@ ClientThink ============== */ /** -* This will be called once for each client frame, which will -* usually be a couple times for each server frame on fast clients. +* This will be called once for each client frame, which will +* usually be a couple times for each server frame on fast clients. * -* If "g_synchronousClients 1" is set, this will be called exactly -* once for each server frame, which makes for smooth demo recording. +* If "g_synchronousClients 1" is set, this will be called exactly +* once for each server frame, which makes for smooth demo recording. */ static void ClientThink_real( gentity_t *ent ) { gclient_t *client; - pmove_t pm; - int oldEventSequence; - int msec; + pmove_t pm; + int oldEventSequence; + int msec; usercmd_t *ucmd; playerState_t *ps; @@ -2013,7 +1992,7 @@ static void ClientThink_real( gentity_t *ent ) { ent->r.contents = CONTENTS_CORPSE; } } - + //RPG-X: Checked to see if medics revive is on if so do as following if(rpg_medicsrevive.integer == 1){ if ( client->noclip ) { @@ -2032,7 +2011,7 @@ static void ClientThink_real( gentity_t *ent ) { ps->pm_type = PM_NORMAL; } } - + //RPG-X: J2J & Phenix - For the gravity ent if(client->SpecialGrav != qtrue) { @@ -2053,15 +2032,15 @@ static void ClientThink_real( gentity_t *ent ) { else if ( ps->stats[STAT_HEALTH] <= 20 ) { ps->speed *= 0.55; } - + if (( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 )) {//Evosuit time.. RPG-X | Phenix | 8/8/2004 ps->speed *= 1.3; } - + //RPG-X: Redtechie - n00bie stay.....good boy! if ( g_classData[client->sess.sessionClass].isn00b ){ - ps->speed = 0; + ps->speed = 0; } //TiM : SP Style Transporter. :) @@ -2072,9 +2051,9 @@ static void ClientThink_real( gentity_t *ent ) { //so bullets and other players will pass thru the transportee. :) if ( (level.time > TransDat[ps->clientNum].beamTime - 6000) && ( level.time < TransDat[ps->clientNum].beamTime - 2000 ) ) { - if ( ps->stats[STAT_HEALTH] > 1 ) { - ent->r.contents = CONTENTS_NONE; - } + if ( ps->stats[STAT_HEALTH] > 1 ) { + ent->r.contents = CONTENTS_NONE; + } } else { if ( ps->stats[STAT_HEALTH] > 1 ) { @@ -2083,13 +2062,13 @@ static void ClientThink_real( gentity_t *ent ) { } //If we're half-way thru the cycle, teleport the player now - if ( level.time > TransDat[ps->clientNum].beamTime - 4000 && - !TransDat[ps->clientNum].beamed ) { - TeleportPlayer( ent, TransDat[ps->clientNum].currentCoord.origin, - TransDat[ps->clientNum].currentCoord.angles, - TP_TRI_TP ); + if ( level.time > TransDat[ps->clientNum].beamTime - 4000 && + !TransDat[ps->clientNum].beamed ) { + TeleportPlayer( ent, TransDat[ps->clientNum].currentCoord.origin, + TransDat[ps->clientNum].currentCoord.angles, + TP_TRI_TP ); - TransDat[ps->clientNum].beamed = qtrue; + TransDat[ps->clientNum].beamed = qtrue; } } else { @@ -2100,8 +2079,8 @@ static void ClientThink_real( gentity_t *ent ) { ps->powerups[PW_QUAD] = 0; TransDat[ps->clientNum].beamed = qfalse; - memset( &TransDat[ps->clientNum].currentCoord, 0, - sizeof( TransDat[ps->clientNum].currentCoord.origin ) ); + memset( &TransDat[ps->clientNum].currentCoord, 0, + sizeof( TransDat[ps->clientNum].currentCoord.origin ) ); if(g_entities[ps->clientNum].flags & FL_CLAMPED) { //reset everything if player was beamed by trigger_transporter @@ -2111,13 +2090,13 @@ static void ClientThink_real( gentity_t *ent ) { } //TiM : Freeze their movement if they're halfway through a transport cycle - if ( level.time < TransDat[ps->clientNum].beamTime && + if ( level.time < TransDat[ps->clientNum].beamTime && level.time > TransDat[ps->clientNum].beamTime - 4000 ) { vec3_t endPoint; trace_t tr; VectorSet( endPoint, ps->origin[0], ps->origin[1], ps->origin[2] - 48 ); - //Do a trace down. If we're near ground, just re-enable gravity. Else we we get weird animations O_o + //Do a trace down. If we're near ground, just re-enable gravity. Else we we get weird animations O_o trap_Trace( &tr, ps->origin, NULL, NULL, endPoint, ps->clientNum, CONTENTS_SOLID ); if ( tr.fraction == 1.0 ) { @@ -2126,7 +2105,7 @@ static void ClientThink_real( gentity_t *ent ) { } ps->speed = 0; - + ps->velocity[0] = ps->velocity[1] = 0.0; } @@ -2155,7 +2134,7 @@ static void ClientThink_real( gentity_t *ent ) { pm.admin = (qboolean)(g_classData[client->sess.sessionClass].isAdmin || client->LoggedAsAdmin); //pm.admin = g_classData[client->sess.sessionClass].isAdmin; pm.medic = (qboolean)g_classData[client->sess.sessionClass].isMedical; - pm.borg = (qboolean)g_classData[client->sess.sessionClass].isBorg; + pm.borg = (qboolean)g_classData[client->sess.sessionClass].isBorg; // perform a pmove Pmove (&pm); @@ -2181,7 +2160,7 @@ static void ClientThink_real( gentity_t *ent ) { ClientEvents( ent, oldEventSequence ); if ( pm.useEvent ) - { //TODO: Use + { //TODO: Use TryUse( ent ); } @@ -2214,7 +2193,7 @@ static void ClientThink_real( gentity_t *ent ) { if ( level.time > client->respawnTime ) { // pressing attack or use is the normal respawn method if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { - respawn( ent ); + G_Client_Respawn( ent ); return; } } @@ -2309,7 +2288,7 @@ static void SpectatorClientEndFrame( gentity_t *ent ) { // drop them to free spectators unless they are dedicated camera followers if ( sess->spectatorClient >= 0 ) { sess->spectatorState = SPECTATOR_FREE; - ClientBegin( ent->client - level.clients, qfalse, qfalse, qfalse ); + G_Client_Begin( ent->client - level.clients, qfalse, qfalse, qfalse ); } } } diff --git a/code/game/g_arenas.c b/code/game/g_arenas.c index 2756ce2..a6ea19e 100644 --- a/code/game/g_arenas.c +++ b/code/game/g_arenas.c @@ -117,7 +117,7 @@ void UpdateTournamentInfo( void ) { } playerClientNum = i; - CalculateRanks( qfalse ); + G_Client_CalculateRanks( qfalse ); // put info for the top three players into the msg Com_sprintf(msg, AWARDS_MSG_LENGTH, "awards %d", level.numNonSpectatorClients); for( j = 0; j < level.numNonSpectatorClients; j++ ) diff --git a/code/game/g_bot.c b/code/game/g_bot.c index 154fa1f..e79226d 100644 --- a/code/game/g_bot.c +++ b/code/game/g_bot.c @@ -470,7 +470,7 @@ void G_CheckBotSpawn( void ) { if ( botSpawnQueue[n].spawnTime > level.time ) { continue; } - ClientBegin( botSpawnQueue[n].clientNum, qfalse, qtrue, qfalse ); + G_Client_Begin( botSpawnQueue[n].clientNum, qfalse, qtrue, qfalse ); botSpawnQueue[n].spawnTime = 0; if( g_gametype.integer == GT_SINGLE_PLAYER ) { @@ -498,7 +498,7 @@ static void AddBotToSpawnQueue( int clientNum, int delay ) { } G_Printf( S_COLOR_YELLOW "Unable to delay spawn\n" ); - ClientBegin( clientNum, qfalse, qtrue, qfalse ); + G_Client_Begin( clientNum, qfalse, qtrue, qfalse ); } @@ -632,7 +632,7 @@ static void G_AddBot( const char *name, float skill, const char *team, const cha // initialize the bot settings if( !team || !*team ) { if( g_gametype.integer >= GT_TEAM ) { - if( PickTeam(clientNum) == TEAM_RED) { + if( G_Client_PickTeam(clientNum) == TEAM_RED) { team = "red"; } else { @@ -666,14 +666,14 @@ static void G_AddBot( const char *name, float skill, const char *team, const cha } else { - bot->client->sess.sessionTeam = PickTeam( -1 ); + bot->client->sess.sessionTeam = G_Client_PickTeam( -1 ); } } preTeam = bot->client->sess.sessionTeam; // have it connect to the game as a normal client - if ( ClientConnect( clientNum, qtrue, qtrue ) ) { + if ( G_Client_Connect( clientNum, qtrue, qtrue ) ) { return; } @@ -702,11 +702,11 @@ static void G_AddBot( const char *name, float skill, const char *team, const cha bot->client->ps.persistant[ PERS_TEAM ] = bot->client->sess.sessionTeam; G_ReadSessionData( bot->client ); - ClientUserinfoChanged( clientNum ); + G_Client_UserinfoChanged( clientNum ); } if( delay == 0 ) { - ClientBegin( clientNum, qfalse, qfalse, qfalse ); + G_Client_Begin( clientNum, qfalse, qfalse, qfalse ); return; } diff --git a/code/game/g_cinematic.c b/code/game/g_cinematic.c index 209ad2b..88afc63 100644 --- a/code/game/g_cinematic.c +++ b/code/game/g_cinematic.c @@ -32,7 +32,7 @@ void Cinematic_ActivateCameraMode(gentity_t *ent, gentity_t *target) { client->cam = target; VectorCopy(client->ps.viewangles, client->origViewAngles); VectorCopy(ent->r.currentOrigin, client->origOrigin); - SetClientViewAngle(ent, target->s.angles); + G_Client_SetViewAngle(ent, target->s.angles); G_SetOrigin(ent, target->r.currentOrigin); VectorCopy(target->r.currentOrigin, ent->client->ps.origin); trap_LinkEntity(ent); @@ -46,7 +46,7 @@ void Cinematic_DeactivateCameraMode(gentity_t *ent) { ent->flags ^= FL_CCAM; G_SetOrigin(ent, client->origOrigin); - SetClientViewAngle(ent, client->origViewAngles); + G_Client_SetViewAngle(ent, client->origViewAngles); trap_LinkEntity(ent); } diff --git a/code/game/g_client.c b/code/game/g_client.c index 9b1a375..43d2ec1 100644 --- a/code/game/g_client.c +++ b/code/game/g_client.c @@ -18,7 +18,7 @@ extern pclass_t ValueNameForClass ( /*gentity_t *ent,*/ char* s ); extern qboolean levelExiting; // g_client.c -- client functions that don't happen every frame -void G_StoreClientInitialStatus( gentity_t *ent ); +void G_Client_StoreClientInitialStatus( gentity_t *ent ); //! players mins static vec3_t playerMins = {-12, -12, -24}; //RPG-X : TiM - {-15, -15, -24} @@ -127,21 +127,21 @@ void SP_info_player_intermission( gentity_t *ent ) { /* ======================================================================= - SelectSpawnPoint + G_Client_SelectSpawnPoint ======================================================================= */ /* ================ -SpotWouldTelefrag +G_Client_SpotWouldTelefrag ================ */ /** * Check if beaming to a point will result in a teleporter frag. */ -qboolean SpotWouldTelefrag( gentity_t *spot ) { +qboolean G_Client_SpotWouldTelefrag( gentity_t *spot ) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; @@ -222,7 +222,7 @@ static gentity_t *SelectRandomDeathmatchSpawnPoint( void ) { spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { - if ( SpotWouldTelefrag( spot ) ) { + if ( G_Client_SpotWouldTelefrag( spot ) ) { continue; } spots[ count ] = spot; @@ -240,7 +240,7 @@ static gentity_t *SelectRandomDeathmatchSpawnPoint( void ) { /* =========== -SelectSpawnPoint +G_Client_SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ @@ -248,7 +248,7 @@ Chooses a player start, deathmatch start, etc /** * Chooses a player start, deathmatch start, etc */ -gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { +gentity_t *G_Client_SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { gentity_t *spot; gentity_t *nearestSpot; @@ -299,8 +299,8 @@ static gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) { } } - if ( !spot || SpotWouldTelefrag( spot ) ) { - return SelectSpawnPoint( vec3_origin, origin, angles ); + if ( !spot || G_Client_SpotWouldTelefrag( spot ) ) { + return G_Client_SelectSpawnPoint( vec3_origin, origin, angles ); } VectorCopy (spot->s.origin, origin); @@ -338,10 +338,10 @@ static int bodyFadeSound=0; /* =============== -InitBodyQue +G_Client_InitBodyQue =============== */ -void InitBodyQue (void) { +void G_Client_InitBodyQue (void) { int i; gentity_t *ent; @@ -493,11 +493,11 @@ static void CopyToBodyQue( gentity_t *ent ) { /* ================== -SetClientViewAngle +G_Client_SetViewAngle ================== */ -void SetClientViewAngle( gentity_t *ent, vec3_t angle ) { +void G_Client_SetViewAngle( gentity_t *ent, vec3_t angle ) { int i; // set the delta angle @@ -513,18 +513,18 @@ void SetClientViewAngle( gentity_t *ent, vec3_t angle ) { /* ================ -respawn +G_Client_Respawn ================ */ extern char *ClassNameForValue( pclass_t pClass ); -void respawn( gentity_t *ent ) { +void G_Client_Respawn( gentity_t *ent ) { qboolean borg = qfalse; gentity_t *tent; playerState_t *ps; CopyToBodyQue (ent); - ClientSpawn(ent, 0, qfalse);//RPG-X: RedTechie - Modifyed + G_Client_Spawn(ent, 0, qfalse);//RPG-X: RedTechie - Modifyed ps = &ent->client->ps; @@ -542,7 +542,7 @@ void respawn( gentity_t *ent ) { /* ================ -TeamCount +G_Client_TeamCount Returns number of players on a team ================ @@ -550,7 +550,7 @@ Returns number of players on a team /** * Returns number of players on a team */ -team_t TeamCount( int ignoreClientNum, int team ) { +team_t G_Client_TeamCount( int ignoreClientNum, int team ) { int i; int count = 0; @@ -572,15 +572,15 @@ team_t TeamCount( int ignoreClientNum, int team ) { /* ================ -PickTeam +G_Client_PickTeam ================ */ -team_t PickTeam( int ignoreClientNum ) { +team_t G_Client_PickTeam( int ignoreClientNum ) { int counts[TEAM_NUM_TEAMS]; - counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE ); - counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED ); + counts[TEAM_BLUE] = G_Client_TeamCount( ignoreClientNum, TEAM_BLUE ); + counts[TEAM_RED] = G_Client_TeamCount( ignoreClientNum, TEAM_RED ); if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) { return TEAM_RED; @@ -965,17 +965,17 @@ void SetCSTeam( team_t team, char *teamname ) } /* =========== -ClientUserInfoChanged +G_Client_UserinfoChanged ============ */ /** -* Called from ClientConnect when the player first connects and +* Called from G_Client_Connect when the player first connects and * directly by the server system when the player updates a userinfo variable. * * The game can override any of the settings and call trap_SetUserinfo * if desired. */ -void ClientUserinfoChanged( int clientNum ) { +void G_Client_UserinfoChanged( int clientNum ) { gentity_t *ent; int i; char *s; @@ -1280,7 +1280,7 @@ void ClientUserinfoChanged( int clientNum ) { /* =========== -ClientConnect +G_Client_Connect ============ */ /** @@ -1293,13 +1293,13 @@ ClientConnect * a string with the reason for denial. * * Otherwise, the client will be sent the current gamestate -* and will eventually get to ClientBegin. +* and will eventually get to G_Client_Begin. * * firstTime will be qtrue the very first time a client connects * to the server machine, but qfalse on map changes and tournement * restarts. */ -char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { +char *G_Client_Connect( int clientNum, qboolean firstTime, qboolean isBot ) { char *value; gclient_t *client; char userinfo[MAX_INFO_STRING]; @@ -1444,7 +1444,7 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { //======================================================== } - ClientUserinfoChanged( clientNum ); + G_Client_UserinfoChanged( clientNum ); //RPG-X: Save the ip for later - has to be down here, since it gets flushed in the above function Q_strncpyz( ent->client->pers.ip, ip, sizeof( ent->client->pers.ip ) ); @@ -1491,7 +1491,7 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { } // count current clients and rank for scoreboard - //CalculateRanks( qfalse ); + //G_Client_CalculateRanks( qfalse ); //RPG-X: J2J - Reset Variables DragDat[clientNum].AdminId = -1; @@ -1602,7 +1602,7 @@ static void G_SendTransData(int clientNum) { /* =========== -ClientBegin +G_Client_Begin ============ */ /** @@ -1610,7 +1610,7 @@ ClientBegin * to be placed into the level. This will happen every level load, * and on transition between teams, but doesn't happen on respawns */ -void ClientBegin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first ) { +void G_Client_Begin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first ) { gentity_t *ent; gclient_t *client; gentity_t *tent; @@ -1661,7 +1661,7 @@ void ClientBegin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qbool SetScore( ent, score ); // locate ent at a spawn point - ClientSpawn( ent, 0, qfalse );//RPG-X: RedTechie - Modifyed + G_Client_Spawn( ent, 0, qfalse );//RPG-X: RedTechie - Modifyed if ( client->sess.sessionTeam != TEAM_SPECTATOR /*&& g_holoIntro.integer==0 */ ) { // Don't use transporter FX for spectators or those watching the holodoors. @@ -1674,7 +1674,7 @@ void ClientBegin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qbool G_LogPrintf( "ClientBegin: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip ); // count current clients and rank for scoreboard - CalculateRanks( qfalse ); + G_Client_CalculateRanks( qfalse ); //TiM - This appears to be a flaw in Raven's design //When a client connects, or if they enter admin or medics class @@ -1822,7 +1822,7 @@ void ClientBegin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qbool } // WEAPONS - PHENIX1 -void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass ) +void G_Client_WeaponsForClass ( gclient_t *client, pclass_t pclass ) { int i; int Bits; @@ -1845,7 +1845,7 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass ) } } -void ClientHoldablesForClass ( gclient_t *client, pclass_t pclass ) +void G_Client_HoldablesForClass ( gclient_t *client, pclass_t pclass ) { if ( g_classData[pclass].isMarine ) client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_TRANSPORTER ) - bg_itemlist; @@ -1854,7 +1854,7 @@ void ClientHoldablesForClass ( gclient_t *client, pclass_t pclass ) client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_SHIELD ) - bg_itemlist; } -void G_StoreClientInitialStatus( gentity_t *ent ) +void G_Client_StoreClientInitialStatus( gentity_t *ent ) { char userinfo[MAX_INFO_STRING]; @@ -1915,17 +1915,17 @@ void G_RestoreClientInitialStatus( gentity_t *ent ) /* =========== -ClientSpawn +G_Client_Spawn Called every time a client is placed fresh in the world: -after the first ClientBegin, and after each respawn +after the first G_Client_Begin, and after each respawn Initializes all non-persistant parts of playerState ------------------------------------ Modifyed By: RedTechie And also by Marcin - 30/12/2008 ============ */ -void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) { +void G_Client_Spawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) { int index=0; vec3_t spawn_origin, spawn_angles; gclient_t *client=NULL; @@ -1959,7 +1959,7 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) { spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles ); } else { // don't spawn near existing origin if possible - spawnPoint = SelectSpawnPoint ( + spawnPoint = G_Client_SelectSpawnPoint ( client->ps.origin, spawn_origin, spawn_angles); } @@ -2039,7 +2039,7 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) { ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; - ent->die = player_die; + ent->die = G_Client_Die; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; @@ -2058,7 +2058,7 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) { if ( oClass != client->sess.sessionClass ) {//need to send the class change - ClientUserinfoChanged( client->ps.clientNum ); + G_Client_UserinfoChanged( client->ps.clientNum ); } client->ps.persistant[PERS_CLASS] = client->sess.sessionClass; @@ -2070,11 +2070,11 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) { } if ( !fromDeath || !rpg_dropOnDeath.integer || !rpg_allowWeaponDrop.integer ) { - ClientWeaponsForClass( client, pClass ); + G_Client_WeaponsForClass( client, pClass ); } else { // Marcin: just a hand - ClientWeaponsForClass( client, 0 ); + G_Client_WeaponsForClass( client, 0 ); } - ClientHoldablesForClass( client, pClass ); + G_Client_HoldablesForClass( client, pClass ); if(rpgx_spawn != 1){ G_SetOrigin( ent, spawn_origin ); @@ -2088,7 +2088,7 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) { trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); if(rpgx_spawn != 1){ - SetClientViewAngle( ent, spawn_angles ); + G_Client_SetViewAngle( ent, spawn_angles ); } if(rpgx_spawn != 1){ @@ -2251,7 +2251,7 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) { //store intial client values //FIXME: when purposely change teams, this gets confused? - G_StoreClientInitialStatus( ent ); + G_Client_StoreClientInitialStatus( ent ); //RPG-X: Marcin: stuff was here previously - 22/12/2008 } @@ -2291,7 +2291,7 @@ gentity_t *SpawnBeamOutPlayer( gentity_t *ent ) { /* =========== -ClientDisconnect +G_Client_Disconnect Called when a player drops from the server. Will not be called between levels. @@ -2301,7 +2301,7 @@ call trap_DropClient(), which will call this and do server system housekeeping. ============ */ -void ClientDisconnect( int clientNum ) { +void G_Client_Disconnect( int clientNum ) { gentity_t *ent; gentity_t *tent; int i; @@ -2389,7 +2389,7 @@ void ClientDisconnect( int clientNum ) { if ( g_gametype.integer == GT_TOURNAMENT && !level.intermissiontime && !level.warmupTime && level.sortedClients[1] == clientNum ) { level.clients[ level.sortedClients[0] ].sess.wins++; - ClientUserinfoChanged( level.sortedClients[0] ); + G_Client_UserinfoChanged( level.sortedClients[0] ); } if ( g_gametype.integer == GT_TOURNAMENT && ent->client->sess.sessionTeam == TEAM_FREE && level.intermissiontime ) @@ -2413,7 +2413,7 @@ void ClientDisconnect( int clientNum ) { trap_SetConfigstring( CS_PLAYERS + clientNum, ""); - CalculateRanks( qfalse ); + G_Client_CalculateRanks( qfalse ); if ( ent->r.svFlags & SVF_BOT ) { BotAIShutdownClient( clientNum ); @@ -2706,3 +2706,4 @@ void G_Client_LocationsMessage( gentity_t *ent ) { + diff --git a/code/game/g_cmds.c b/code/game/g_cmds.c index 68fd6e1..16fa138 100644 --- a/code/game/g_cmds.c +++ b/code/game/g_cmds.c @@ -539,7 +539,7 @@ static void Cmd_LevelShot_f( gentity_t *ent ) { level.intermissiontime = -1; // Special 'level shot' setting -- Terrible ABUSE!!! HORRIBLE NASTY HOBBITTESSSES - BeginIntermission(); + G_Client_BeginIntermission(); trap_SendServerCommand( ent-g_entities, "clientLevelShot" ); } @@ -608,10 +608,10 @@ static void Cmd_Kill_f( gentity_t *ent ) ps->stats[STAT_WEAPONS] = ( 1 << WP_0 ); ps->stats[STAT_HOLDABLE_ITEM] = HI_NONE; ps->stats[STAT_HEALTH] = ent->health = 1; - player_die (ent, ent, ent, 1, meansOfDeath ); //MOD_SUICIDE + G_Client_Die (ent, ent, ent, 1, meansOfDeath ); //MOD_SUICIDE }else{ ps->stats[STAT_HEALTH] = ent->health = 0; - player_die (ent, ent, ent, 100000, meansOfDeath ); //MOD_SUICIDE + G_Client_Die (ent, ent, ent, 100000, meansOfDeath ); //MOD_SUICIDE } if ( rpg_kicksuiciders.integer > 0 ) @@ -733,7 +733,7 @@ qboolean SetTeam( gentity_t *ent, char *s ) { // pick the team with the least number of players if ( isBot ) { - team = PickTeam( clientNum ); + team = G_Client_PickTeam( clientNum ); } else { @@ -746,8 +746,8 @@ qboolean SetTeam( gentity_t *ent, char *s ) { { int counts[TEAM_NUM_TEAMS]; - counts[TEAM_BLUE] = TeamCount( clNum, TEAM_BLUE ); - counts[TEAM_RED] = TeamCount( clNum, TEAM_RED ); + counts[TEAM_BLUE] = G_Client_TeamCount( clNum, TEAM_BLUE ); + counts[TEAM_RED] = G_Client_TeamCount( clNum, TEAM_RED ); // We allow a spread of two if ( team == TEAM_RED && counts[TEAM_RED] - counts[TEAM_BLUE] > 1 ) @@ -800,7 +800,7 @@ qboolean SetTeam( gentity_t *ent, char *s ) { // Kill him (makes sure he loses flags, etc) ent->flags &= ~FL_GODMODE; ent->client->ps.stats[STAT_HEALTH] = ent->health = 0; - player_die (ent, NULL, NULL, 100000, MOD_RESPAWN); + G_Client_Die (ent, NULL, NULL, 100000, MOD_RESPAWN); } // they go to the end of the line for tournements @@ -815,9 +815,9 @@ qboolean SetTeam( gentity_t *ent, char *s ) { BroadcastTeamChange( client, oldTeam ); // get and distribute relevent paramters - ClientUserinfoChanged( clientNum ); + G_Client_UserinfoChanged( clientNum ); - ClientBegin( clientNum, qfalse, qfalse, qfalse ); + G_Client_Begin( clientNum, qfalse, qfalse, qfalse ); return qtrue; } @@ -953,7 +953,7 @@ qboolean SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar else {//not changing teams or couldn't change teams // get and distribute relevent paramters - ClientUserinfoChanged( clientNum ); + G_Client_UserinfoChanged( clientNum ); //if in the game already, kill and respawn him, else just wait to join if ( sess->sessionTeam == TEAM_SPECTATOR ) @@ -965,7 +965,7 @@ qboolean SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar //RPG-X: RedTechie - No respawn for n00bs set all info and frap that a n00b needs HERE this eliminates respawns for n00bs if(g_classData[pclass].isn00b/*pclass == PC_N00B*/){ - ClientSpawn(ent, 1, qfalse); + G_Client_Spawn(ent, 1, qfalse); ps->stats[STAT_WEAPONS] = ( 1 << WP_0 ); ps->stats[STAT_HOLDABLE_ITEM] = HI_NONE; @@ -990,8 +990,8 @@ qboolean SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar ent->flags &= ~FL_GODMODE; ps->stats[STAT_HEALTH] = ent->health = 0; - player_die (ent, NULL, NULL, 100000, MOD_RESPAWN); - ClientBegin( clientNum, qfalse, qfalse, qfalse ); + G_Client_Die (ent, NULL, NULL, 100000, MOD_RESPAWN); + G_Client_Begin( clientNum, qfalse, qfalse, qfalse ); } } } @@ -1086,6 +1086,26 @@ static void Cmd_Team_f( gentity_t *ent ) { ent->client->switchTeamTime = level.time + 2000; } +/* +==================== +Cmd_Ready_f +==================== +*/ +/** +* This function is called from the ui_sp_postgame.c as a result of clicking on the +* "next" button in non GT_TOURNAMENT games. This replaces the old system of waiting +* for the user to click an ATTACK or USE button to signal ready +* (see ClientIntermissionThink()) +* +* when all clients have signaled ready, the game continues to the next match. +*/ +void Cmd_Ready_f (gentity_t *ent) +{ + gclient_t *client; + client = ent->client; + + client->readyToExit = qtrue; +} /* ================= @@ -2262,10 +2282,10 @@ static void Cmd_ForceKill_f( gentity_t *ent ) { ps->stats[STAT_WEAPONS] = ( 1 << WP_0 ); ps->stats[STAT_HOLDABLE_ITEM] = HI_NONE; ps->stats[STAT_HEALTH] = target->health = 1; - player_die (target, target, target, 100000, MOD_FORCEDSUICIDE); + G_Client_Die (target, target, target, 100000, MOD_FORCEDSUICIDE); }else{ ps->stats[STAT_HEALTH] = target->health = 0; - player_die (target, target, target, 100000, MOD_FORCEDSUICIDE); + G_Client_Die (target, target, target, 100000, MOD_FORCEDSUICIDE); } } // end iterations @@ -2299,10 +2319,10 @@ static void Cmd_ForceKill_f( gentity_t *ent ) { ps->stats[STAT_WEAPONS] = ( 1 << WP_0 ); ps->stats[STAT_HOLDABLE_ITEM] = HI_NONE; ps->stats[STAT_HEALTH] = target->health = 1; - player_die (target, target, target, 100000, MOD_FORCEDSUICIDE); + G_Client_Die (target, target, target, 100000, MOD_FORCEDSUICIDE); }else{ ps->stats[STAT_HEALTH] = target->health = 0; - player_die (target, target, target, 100000, MOD_FORCEDSUICIDE); + G_Client_Die (target, target, target, 100000, MOD_FORCEDSUICIDE); } Com_sprintf (send, sizeof(send), "%s ^7forced %s^7's death", ent->client->pers.netname, target->client->pers.netname); @@ -2433,10 +2453,10 @@ static void Cmd_ForceKillRadius_f( gentity_t *ent) oPs->stats[STAT_WEAPONS] = ( 1 << WP_0 ); oPs->stats[STAT_HOLDABLE_ITEM] = HI_NONE; oPs->stats[STAT_HEALTH] = OtherPlayer->health = 1; - player_die(OtherPlayer,OtherPlayer,OtherPlayer,100000, MOD_FORCEDSUICIDE); + G_Client_Die(OtherPlayer,OtherPlayer,OtherPlayer,100000, MOD_FORCEDSUICIDE); }else{ oPs->stats[STAT_HEALTH] = OtherPlayer->health = 0; - player_die(OtherPlayer,OtherPlayer,OtherPlayer,100000, MOD_FORCEDSUICIDE); + G_Client_Die(OtherPlayer,OtherPlayer,OtherPlayer,100000, MOD_FORCEDSUICIDE); } } @@ -2453,10 +2473,10 @@ static void Cmd_ForceKillRadius_f( gentity_t *ent) ePs->stats[STAT_WEAPONS] = ( 1 << WP_0 ); ePs->stats[STAT_HOLDABLE_ITEM] = HI_NONE; ePs->stats[STAT_HEALTH] = ent->health = 1; - player_die(ent,ent,ent,100000, MOD_FORCEDSUICIDE); + G_Client_Die(ent,ent,ent,100000, MOD_FORCEDSUICIDE); }else{ ePs->stats[STAT_HEALTH] = ent->health = 0; - player_die(ent,ent,ent,100000, MOD_FORCEDSUICIDE); + G_Client_Die(ent,ent,ent,100000, MOD_FORCEDSUICIDE); } } @@ -3122,7 +3142,7 @@ static void Cmd_AdminLogin_f( gentity_t *ent) if(!arg[0] && ent->client->LoggedAsAdmin) { ent->client->LoggedAsAdmin = qfalse; trap_SendServerCommand( ent-g_entities, va("print \"You are now logged out.\n\"") ); - ClientUserinfoChanged( ent-g_entities ); + G_Client_UserinfoChanged( ent-g_entities ); return; } else if ( !arg[0] ) { //if user added no args (ie wanted the parameters) @@ -3140,7 +3160,7 @@ static void Cmd_AdminLogin_f( gentity_t *ent) if ( IsAdmin( ent ) == qfalse ) { ent->client->LoggedAsAdmin = qtrue; trap_SendServerCommand( ent-g_entities, va("print \"You are logged in as an admin.\n\"") ); - ClientUserinfoChanged( ent-g_entities ); + G_Client_UserinfoChanged( ent-g_entities ); return; } else { trap_SendServerCommand( ent-g_entities, va("print \"You are already logged in as an admin or in the admin class.\n\"") ); @@ -3233,7 +3253,7 @@ static void Cmd_Revive_f( gentity_t *ent) { if( (g_entities[i].client) && (g_entities[i].health == 1) && (g_entities[i].client->ps.pm_type == PM_DEAD)) { - ClientSpawn(&g_entities[i], 1, qtrue); + G_Client_Spawn(&g_entities[i], 1, qtrue); ps = &g_entities[i].client->ps; @@ -3269,7 +3289,7 @@ static void Cmd_Revive_f( gentity_t *ent) //Just me if( (ent && ent->client) && (ent->health <= 1) && (ent->client->ps.pm_type == PM_DEAD)) { - ClientSpawn(ent, 1, qtrue); + G_Client_Spawn(ent, 1, qtrue); ps = &ent->client->ps; @@ -3304,7 +3324,7 @@ static void Cmd_Revive_f( gentity_t *ent) if( (other && other->client) && (other->health == 1) && (other->client->ps.pm_type == PM_DEAD)) { - ClientSpawn(other, 1, qtrue); + G_Client_Spawn(other, 1, qtrue); ps = &other->client->ps; @@ -5549,7 +5569,7 @@ static void Cmd_Respawn_f(gentity_t *ent) { if(!ent->client) return; - ClientSpawn(ent, 0, qfalse); + G_Client_Spawn(ent, 0, qfalse); if(ent->client->sess.sessionTeam != TEAM_SPECTATOR) { ent->client->ps.powerups[PW_QUAD] = level.time + 4000; tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TRANSPORT_IN ); @@ -7425,10 +7445,10 @@ void Cmd_CamtestEnd_f(gentity_t *ent) { /* ================= -ClientCommand +G_Client_Command ================= */ -void ClientCommand( int clientNum ) +void G_Client_Command( int clientNum ) { gentity_t *ent; char cmd[MAX_TOKEN_CHARS]; diff --git a/code/game/g_combat.c b/code/game/g_combat.c index 683f39b..4b449b4 100644 --- a/code/game/g_combat.c +++ b/code/game/g_combat.c @@ -11,12 +11,12 @@ extern void SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCv /* ============ -AddScore +G_Client_AddScore Adds score to both the client and his team ============ */ -void AddScore( gentity_t *ent, int score ) { +void G_Client_AddScore( gentity_t *ent, int score ) { if ( !ent ) { return; @@ -36,7 +36,7 @@ void AddScore( gentity_t *ent, int score ) { {//this isn't capture score level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; } - CalculateRanks( qfalse ); + G_Client_CalculateRanks( qfalse ); //RPG-X: RedTechie - Lets enable score updating without this scores will not be updated ent->client->UpdateScore = qfalse; @@ -64,7 +64,7 @@ void SetScore( gentity_t *ent, int score ) { } ent->client->ps.persistant[PERS_SCORE] = score; - CalculateRanks( qfalse ); + G_Client_CalculateRanks( qfalse ); // TiM: send the current scoring to all clients SendScoreboardMessageToAllClients(); @@ -251,14 +251,14 @@ extern void DetonateDetpack(gentity_t *ent); /* ================== -player_die +G_Client_Die Heavly Modifyed By: RedTechie RPG-X: Marcin: a little bit modified - 30/12/2008 ================== */ extern char *ClassNameForValue( pclass_t pClass ); extern qboolean IsAdmin( gentity_t *ent); -void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { +void G_Client_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { //--------------------- //RPG-X: RedTechie - Check to see if medics revive people and not respawn if true use my fake death insead :) //--------------------- @@ -479,11 +479,11 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int BG_PlayerStateToEntityState( &self->client->ps, &self->s, qtrue ); - ClientUserinfoChanged( self->s.clientNum ); + G_Client_UserinfoChanged( self->s.clientNum ); ClientEndFrame( self ); - G_StoreClientInitialStatus( self ); + G_Client_StoreClientInitialStatus( self ); //--------------------- //RPG-X: RedTechie - If it dose equal 0 use regular die //--------------------- @@ -605,13 +605,13 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int { if ( meansOfDeath != MOD_RESPAWN ) {//just changing class - AddScore( attacker, -1 ); + G_Client_AddScore( attacker, -1 ); } } else { attacker->client->pers.teamState.frags++; - AddScore( attacker, 1 ); + G_Client_AddScore( attacker, 1 ); // Check to see if the player is on a streak. attacker->client->streakCount++; @@ -623,7 +623,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int { if ( meansOfDeath != MOD_RESPAWN ) {//not just changing class - AddScore( self, -1 ); + G_Client_AddScore( self, -1 ); } } //////////////////////////////////////////////////////////////////////// @@ -1349,7 +1349,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, client->ps.stats[STAT_WEAPONS] = ( 1 << WP_0 ); //?!!!!! client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE; targ->health = 1; - player_die( targ, inflictor, attacker, take, mod ); + G_Client_Die( targ, inflictor, attacker, take, mod ); } }else{ if ( targ->health <= 0 ) { @@ -1512,7 +1512,7 @@ qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, floa } } - if( LogAccuracyHit( ent, attacker ) ) { + if( G_Weapon_LogAccuracyHit( ent, attacker ) ) { hitClient = qtrue; } VectorSubtract (ent->r.currentOrigin, origin, dir); diff --git a/code/game/g_local.h b/code/game/g_local.h index 5bffa41..9f4093c 100644 --- a/code/game/g_local.h +++ b/code/game/g_local.h @@ -480,7 +480,7 @@ void SetScore( gentity_t *ent, int score ); /** * \brief client data that stays across multiple respawns, * -* but is cleared on each level change or team change at ClientBegin() +* but is cleared on each level change or team change at G_Client_Begin() */ typedef struct { clientConnected_t connected; @@ -502,7 +502,7 @@ typedef struct { /** \struct gclient_s * -* this structure is cleared on each ClientSpawn(), +* this structure is cleared on each G_Client_Spawn(), * except for 'client->pers' and 'client->sess' */ struct gclient_s { @@ -727,6 +727,7 @@ void StopFollowing( gentity_t *ent ); void BroadcastTeamChange( gclient_t *client, int oldTeam ); qboolean SetTeam( gentity_t *ent, char *s ); void Cmd_FollowCycle_f( gentity_t *ent, int dir ); +void Cmd_Ready_f (gentity_t *ent); // // g_roff.c @@ -853,8 +854,7 @@ void G_Repair(gentity_t *ent, gentity_t *tr_ent, float rate); //RPG-X | GSIO01 | // // g_missile.c // -void G_RunMissile( gentity_t *ent ); - +void G_Missile_Run( gentity_t *ent ); gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_quantum (gentity_t *self, vec3_t start, vec3_t aimdir); @@ -862,16 +862,15 @@ gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir); gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir); gentity_t *fire_comprifle (gentity_t *self, vec3_t start, vec3_t dir); -//RPG-X: - RedTechie Added this for curiosity -void ShieldRemove(gentity_t *self); + // // g_mover.c // -void G_RunMover( gentity_t *ent ); -void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ); -void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ); +void G_Mover_Run( gentity_t *ent ); +void G_Mover_TouchDoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ); +void G_Mover_UseBinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ); // // g_trigger.c @@ -891,38 +890,105 @@ void target_turbolift_start( gentity_t *ent ); // // g_weapon.c // -qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ); -void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float projsize); -void SnapVectorTowards( vec3_t v, vec3_t to ); -//qboolean SeekerAcquiresTarget ( gentity_t *ent, vec3_t pos ); -//void FireSeeker( gentity_t *owner, gentity_t *target, vec3_t origin); +qboolean G_Weapon_LogAccuracyHit( gentity_t *target, gentity_t *attacker ); +void G_Weapon_CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float projsize); +void G_Weapon_SnapVectorTowards( vec3_t v, vec3_t to ); // // g_client.c // -team_t TeamCount( int ignoreClientNum, int team ); -team_t PickTeam( int ignoreClientNum ); -void SetClientViewAngle( gentity_t *ent, vec3_t angle ); -gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); -void respawn (gentity_t *ent); -void BeginIntermission (void); -void InitClientPersistant (gclient_t *client); -void InitClientResp (gclient_t *client); -void InitBodyQue (void); -void ClientSpawn( gentity_t *ent, int rpgx_spawn, qboolean fromDeath ); -void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); -void AddScore( gentity_t *ent, int score ); -void CalculateRanks( qboolean fromExit ); -qboolean SpotWouldTelefrag( gentity_t *spot ); -//RPG-X: RedTechie - Class info -//void ClientMaxHealthForClass ( gclient_t *client, pclass_t pclass ); -//void ClientPowerupsForClass ( gentity_t *ent, pclass_t pclass ); -void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass ); -void ClientHoldablesForClass ( gclient_t *client, pclass_t pclass ); -void G_StoreClientInitialStatus( gentity_t *ent ); +/** + * Get number of clients in team. + */ +team_t G_Client_TeamCount( int ignoreClientNum, int team ); +/** + * Pick a random team. + */ +team_t G_Client_PickTeam( int ignoreClientNum ); +/** + * Set the clients view angle. + */ +void G_Client_SetViewAngle( gentity_t *ent, vec3_t angle ); +/** + * Select a spawnpoint. + */ +gentity_t* G_Client_SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); +/** + * Respawn client. + */ +void G_Client_Respawn(gentity_t *ent); +/** + * Begin intermission. + */ +void G_Client_BeginIntermission(void); +/** + * Init the body que. + */ +void G_Client_InitBodyQue(void); +/** + * Spawn client. + */ +void G_Client_Spawn( gentity_t *ent, int rpgx_spawn, qboolean fromDeath ); +/** + * Let the client die. + */ +void G_Client_Die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); +/** + * Add score for the client. + */ +void G_Client_AddScore( gentity_t *ent, int score ); +/** + * Calculate clients ranks. + */ +void G_Client_CalculateRanks( qboolean fromExit ); +/** + * Determine whether spot would telefrag. + */ +qboolean G_Client_SpotWouldTelefrag( gentity_t *spot ); +/** + * Get weapons for a class. + */ +void G_Client_WeaponsForClass( gclient_t *client, pclass_t pclass ); +/** + * Get holdable items for a class. + */ +void G_Client_HoldablesForClass( gclient_t *client, pclass_t pclass ); +/** + * Store the clients initial status. + */ +void G_Client_StoreClientInitialStatus( gentity_t *ent ); +/** + * Get location message for a client. + */ qboolean G_Client_GetLocationMsg(gentity_t *ent, char *loc, int loclen); +/** + * Check client statuses. + */ void G_Client_CheckClientStatus(void); +/** + * Send client location information. + */ void G_Client_LocationsMessage( gentity_t *ent ); +/** + * Client connect. + */ +char* G_Client_Connect( int clientNum, qboolean firstTime, qboolean isBot ); +/** + * Clients user info changed. + */ +void G_Client_UserinfoChanged( int clientNum ); +/** + * Disconnect client. + */ +void G_Client_Disconnect( int clientNum ); +/** + * Initialize client. + */ +void G_Client_Begin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first ); +/** + * Client command. + */ +void G_Client_Command( int clientNum ); // // g_svcmds.c @@ -1131,18 +1197,57 @@ typedef enum #define AWARDS_MSG_LENGTH 256 +/** + * Print message to log. + */ void QDECL G_LogPrintf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2))); +/** + * Log weapon pickup. + */ void QDECL G_LogWeaponPickup(int client, int weaponid); +/** + * Log weapon fire. + */ void QDECL G_LogWeaponFire(int client, int weaponid); +/** + * Log weapon damage. + */ void QDECL G_LogWeaponDamage(int client, int mod, int amount); +/** + * Log weapon kill. + */ void QDECL G_LogWeaponKill(int client, int mod); +/** + * Log weapon death. + */ void QDECL G_LogWeaponDeath(int client, int weaponid); +/** + * Log weapon frag. + */ void QDECL G_LogWeaponFrag(int attacker, int deadguy); +/** + * Log weapon powerup. + */ void QDECL G_LogWeaponPowerup(int client, int powerupid); +/** + * Log weapon item. + */ void QDECL G_LogWeaponItem(int client, int itemid); +/** + * Log weapon init. + */ void QDECL G_LogWeaponInit(void); +/** + * Log weapon output. + */ void QDECL G_LogWeaponOutput(void); +/** + * Log exit. + */ void QDECL G_LogExit( const char *string ); +/** + * Clear client log. + */ void QDECL G_ClearClientLog(int client); void CalculateAwards(gentity_t *ent, char *msg); @@ -1153,17 +1258,7 @@ int GetFavoriteTargetForClient(int nClient); int GetWorstEnemyForClient(int nClient); int GetFavoriteWeaponForClient(int nClient); - - -// -// g_client.c -// -char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ); -//TiM - changed to allow override of 'clampinfo' -void ClientUserinfoChanged( int clientNum ); -void ClientDisconnect( int clientNum ); -void ClientBegin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first ); -void ClientCommand( int clientNum ); +/*----------------------------------------------------------------------------------------*/ //TiM - Delayed Transport Beam void G_InitTransport( int clientNum, vec3_t origin, vec3_t angles ); @@ -1183,10 +1278,10 @@ typedef struct // g_active.c // -void ClientThink( int clientNum ); -void ClientEndFrame( gentity_t *ent ); -void G_RunClient( gentity_t *ent ); -void Cmd_Ready_f (gentity_t *ent); +void ClientThink( int clientNum ); // TODO move me to g_client.c +void ClientEndFrame( gentity_t *ent ); // TODO move me to g_client.c +void G_RunClient( gentity_t *ent ); // TODO move me to g_client.c +void G_Active_ShieldRemove(gentity_t *self); //RPG-X | Marcin | 03/12/2008 void ThrowWeapon( gentity_t *ent, char *txt ); diff --git a/code/game/g_main.c b/code/game/g_main.c index 11b1ee6..4387189 100644 --- a/code/game/g_main.c +++ b/code/game/g_main.c @@ -514,21 +514,21 @@ intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, G_ShutdownGame( arg0 ); return 0; case GAME_CLIENT_CONNECT: - return (size_t)ClientConnect( arg0, (qboolean)arg1, (qboolean)arg2 ); + return (size_t)G_Client_Connect( arg0, (qboolean)arg1, (qboolean)arg2 ); case GAME_CLIENT_THINK: ClientThink( arg0 ); return 0; case GAME_CLIENT_USERINFO_CHANGED: - ClientUserinfoChanged( arg0 ); //TiM - this means a user just tried to change it + G_Client_UserinfoChanged( arg0 ); //TiM - this means a user just tried to change it return 0; case GAME_CLIENT_DISCONNECT: - ClientDisconnect( arg0 ); + G_Client_Disconnect( arg0 ); return 0; case GAME_CLIENT_BEGIN: - ClientBegin( arg0, qtrue, qfalse, qtrue ); + G_Client_Begin( arg0, qtrue, qfalse, qtrue ); return 0; case GAME_CLIENT_COMMAND: - ClientCommand( arg0 ); + G_Client_Command( arg0 ); return 0; case GAME_RUN_FRAME: G_RunFrame( arg0 ); @@ -1825,7 +1825,7 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) { &level.clients[0].ps, sizeof( level.clients[0] ) ); // reserve some spots for dead player bodies - InitBodyQue(); + G_Client_InitBodyQue(); ClearRegisteredItems(); @@ -2079,13 +2079,13 @@ static void AdjustTournamentScores( void ) { clientNum = level.sortedClients[0]; if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) { level.clients[ clientNum ].sess.wins++; - ClientUserinfoChanged( clientNum ); + G_Client_UserinfoChanged( clientNum ); } clientNum = level.sortedClients[1]; if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) { level.clients[ clientNum ].sess.losses++; - ClientUserinfoChanged( clientNum ); + G_Client_UserinfoChanged( clientNum ); } } @@ -2160,7 +2160,7 @@ int QDECL SortRanks( const void *a, const void *b ) { /* ============ -CalculateRanks +G_Client_CalculateRanks Recalculates the score ranks of all players This will be called on every client connect, begin, disconnect, death, @@ -2169,7 +2169,7 @@ and team change. FIXME: for elimination, the last man standing must be ranked first ============ */ -void CalculateRanks( qboolean fromExit ) { +void G_Client_CalculateRanks( qboolean fromExit ) { int i; int rank; int score; @@ -2286,7 +2286,7 @@ MAP CHANGING ======================== SendScoreboardMessageToAllClients -Do this at BeginIntermission time and whenever ranks are recalculated +Do this at G_Client_BeginIntermission time and whenever ranks are recalculated due to enters/exits/forced team changes ======================== */ @@ -2351,7 +2351,7 @@ void FindIntermissionPoint( void ) { // find the intermission spot ent = G_Find (NULL, FOFS(classname), "info_player_intermission"); if ( !ent ) { // the map creator forgot to put in an intermission point... - SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle ); + G_Client_SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle ); } else { VectorCopy (ent->s.origin, level.intermission_origin); VectorCopy (ent->s.angles, level.intermission_angle); @@ -2392,10 +2392,10 @@ static void ClearFiringFlags(void) /* ================== -BeginIntermission +G_Client_BeginIntermission ================== */ -void BeginIntermission( void ) { +void G_Client_BeginIntermission( void ) { int i; gentity_t *client; qboolean doingLevelshot; @@ -2434,7 +2434,7 @@ void BeginIntermission( void ) { if (!client->inuse) continue; if (client->health <= 0) { - respawn(client); + G_Client_Respawn(client); } MoveClientToIntermission( client ); @@ -2717,7 +2717,7 @@ void G_RunFrame( int levelTime ) { } if ( (es->eType == ET_MISSILE) || (es->eType == ET_ALT_MISSILE) ) { - G_RunMissile( ent ); + G_Missile_Run( ent ); continue; } @@ -2727,7 +2727,7 @@ void G_RunFrame( int levelTime ) { } if ( es->eType == ET_MOVER || es->eType == ET_MOVER_STR ) { //RPG-X | GSIO01 | 13/05/2009 - G_RunMover( ent ); + G_Mover_Run( ent ); continue; } diff --git a/code/game/g_misc.c b/code/game/g_misc.c index 79aeff8..711ebac 100644 --- a/code/game/g_misc.c +++ b/code/game/g_misc.c @@ -96,7 +96,7 @@ void TransportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, int speed ps->eFlags ^= EF_TELEPORT_BIT; // set angles - SetClientViewAngle( player, angles ); + G_Client_SetViewAngle( player, angles ); // kill anything at the destination if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) { @@ -204,7 +204,7 @@ void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, tpType_t t ps->eFlags ^= EF_TELEPORT_BIT; // set angles - SetClientViewAngle( player, angles ); + G_Client_SetViewAngle( player, angles ); // kill anything at the destination if ( sess->sessionTeam != TEAM_SPECTATOR ) { diff --git a/code/game/g_missile.c b/code/game/g_missile.c index c4a14c1..2391653 100644 --- a/code/game/g_missile.c +++ b/code/game/g_missile.c @@ -237,10 +237,10 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { if(other && ((other->classname && !Q_stricmp(other->classname, "holdable_shield")))){ if(IsAdmin(ent->parent)){ G_FreeEntity(ent); - ShieldRemove(other); + G_Active_ShieldRemove(other); return; }else{ - // can't call grenadeSpewShrapnel right here or G_RunMissile will puke + // can't call grenadeSpewShrapnel right here or G_Missile_Run will puke ent->think = grenadeSpewShrapnel; // set our next think to right now. our think fn will get called this frame. ent->nextthink = level.time; @@ -248,7 +248,7 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { return; } }else{ - // can't call grenadeSpewShrapnel right here or G_RunMissile will puke + // can't call grenadeSpewShrapnel right here or G_Missile_Run will puke ent->think = grenadeSpewShrapnel; // set our next think to right now. our think fn will get called this frame. ent->nextthink = level.time; @@ -301,7 +301,7 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; - SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth + G_Weapon_SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); @@ -367,11 +367,11 @@ static void G_RunStuckMissile( gentity_t *ent ) /* ================ -G_RunMissile +G_Missile_Run ================ */ -void G_RunMissile( gentity_t *ent ) { +void G_Missile_Run( gentity_t *ent ) { vec3_t origin; trace_t tr; diff --git a/code/game/g_mover.c b/code/game/g_mover.c index 5662918..bb65881 100644 --- a/code/game/g_mover.c +++ b/code/game/g_mover.c @@ -359,11 +359,11 @@ static void G_MoverTeam( gentity_t *ent ) { /* ================ -G_RunMover +G_Mover_Run ================ */ -void G_RunMover( gentity_t *ent ) { +void G_Mover_Run( gentity_t *ent ) { // if not a team captain, don't do anything, because // the captain will handle everything if ( ent->flags & FL_TEAMSLAVE ) { @@ -703,7 +703,7 @@ void Reached_BinaryMover( gentity_t *ent ) { } if ( ent->wait < 0 ) - ent->use = Use_BinaryMover; + ent->use = G_Mover_UseBinaryMover; // close areaportals if ( ent->teammaster == ent || !ent->teammaster ) { @@ -745,7 +745,7 @@ void Reached_BinaryMover( gentity_t *ent ) { } if(ent->wait < 0) - ent->use = Use_BinaryMover; + ent->use = G_Mover_UseBinaryMover; // close areaportals if ( ent->teammaster == ent || !ent->teammaster ) { @@ -777,10 +777,10 @@ void Reached_BinaryMover( gentity_t *ent ) { /* ================ -Use_BinaryMover +G_Mover_UseBinaryMover ================ */ -void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) { +void G_Mover_UseBinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) { int total; int partial; @@ -825,7 +825,7 @@ void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) { // only the master should be used if ( ent->flags & FL_TEAMSLAVE ) { - Use_BinaryMover( ent->teammaster, other, activator ); + G_Mover_UseBinaryMover( ent->teammaster, other, activator ); return; } @@ -1017,7 +1017,7 @@ void InitMover( gentity_t *ent ) { } - ent->use = Use_BinaryMover; + ent->use = G_Mover_UseBinaryMover; if(Q_stricmp(ent->classname, "func_mover")) ent->reached = Reached_BinaryMover; else @@ -1126,7 +1126,7 @@ void InitRotator( gentity_t *ent ) { } - ent->use = Use_BinaryMover; + ent->use = G_Mover_UseBinaryMover; ent->reached = Reached_BinaryMover; ent->moverState = ROTATOR_POS1; @@ -1184,7 +1184,7 @@ void Blocked_Door( gentity_t *ent, gentity_t *other ) { } // reverse direction - Use_BinaryMover( ent, ent, other ); + G_Mover_UseBinaryMover( ent, ent, other ); } /* @@ -1219,10 +1219,10 @@ void DoorTriggerReactivate(gentity_t *ent); /* ================ -Touch_DoorTrigger +G_Mover_TouchDoorTrigger ================ */ -void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) { +void G_Mover_TouchDoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) { #if 0 vec3_t vec, doorcenter, movedir; float dot, dist ; @@ -1270,7 +1270,7 @@ void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) { else if ( ent->parent->moverState != MOVER_1TO2 && ent->parent->moverState != ROTATOR_1TO2 ) { - Use_BinaryMover( ent->parent, ent, other ); + G_Mover_UseBinaryMover( ent->parent, ent, other ); } if(ent->parent->flags & FL_LOCKED) { ent->touch = 0; @@ -1279,7 +1279,7 @@ void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) { } void DoorTriggerReactivate(gentity_t *ent) { - ent->touch = Touch_DoorTrigger; + ent->touch = G_Mover_TouchDoorTrigger; ent->nextthink = -1; } @@ -1348,7 +1348,7 @@ void Think_SpawnNewDoorTrigger( gentity_t *ent ) { VectorCopy (maxs, other->r.maxs); other->parent = ent; other->r.contents = CONTENTS_TRIGGER; - other->touch = Touch_DoorTrigger; + other->touch = G_Mover_TouchDoorTrigger; // remember the thinnest axis other->count = best; //RPG-X | GSIO01 | 08/05/2009 | SOE = START OF EDIT ... lol @@ -1620,13 +1620,13 @@ void Touch_PlatCenterTrigger(gentity_t *ent, gentity_t *other, trace_t *trace ) #endif if ( ent->parent->moverState == MOVER_POS1 ) { - Use_BinaryMover( ent->parent, ent, other ); + G_Mover_UseBinaryMover( ent->parent, ent, other ); } } void func_plat_use(gentity_t *ent, gentity_t *other, gentity_t *activator) { if (ent->parent->moverState == MOVER_POS1 ) { - Use_BinaryMover(ent->parent, other, activator); + G_Mover_UseBinaryMover(ent->parent, other, activator); } } @@ -1770,7 +1770,7 @@ void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace ) { #endif if ( ent->moverState == MOVER_POS1 ) { - Use_BinaryMover( ent, other, other ); + G_Mover_UseBinaryMover( ent, other, other ); } } @@ -2446,7 +2446,7 @@ void SP_func_rotating (gentity_t *ent) { ent->distance = 0; } - //ent->use = func_rotating_use; //RPG-X | GSIO01 --- weren't you aware that InitMover sets the use func to Use_BinaryMover Phenix?? + //ent->use = func_rotating_use; //RPG-X | GSIO01 --- weren't you aware that InitMover sets the use func to G_Mover_UseBinaryMover Phenix?? if (!ent->booleanstate) { @@ -2963,7 +2963,7 @@ ADVANCED MOVER */ void Move_AdvancedMover(gentity_t *ent) { - Use_BinaryMover(ent, NULL, ent->activator); + G_Mover_UseBinaryMover(ent, NULL, ent->activator); } @@ -3000,7 +3000,7 @@ void Reached_AdvancedMover(gentity_t *ent) { if( touched->wait < 0) { ent->nextthink = -1; // wait here until used again - ent->use = Use_BinaryMover; + ent->use = G_Mover_UseBinaryMover; if(ent->damage) { temp = G_Find(NULL, FOFS(targetname), touched->target); if(!temp) { diff --git a/code/game/g_weapon.c b/code/game/g_weapon.c index 8ebf4b7..83ef9fb 100644 --- a/code/game/g_weapon.c +++ b/code/game/g_weapon.c @@ -70,7 +70,7 @@ into a wall. @param v vector to round @param to rounded vector */ -void SnapVectorTowards( vec3_t v, vec3_t to ) { +void G_Weapon_SnapVectorTowards( vec3_t v, vec3_t to ) { int i; for ( i = 0 ; i < 3 ; i++ ) { @@ -1318,7 +1318,7 @@ static void WP_FireQuantumBurst( gentity_t *ent, qboolean alt_fire ) * @param target the target entity * @param attacker the attacker entity */ -qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) { +qboolean G_Weapon_LogAccuracyHit( gentity_t *target, gentity_t *attacker ) { if( !target->takedamage ) { return qfalse; } @@ -1394,7 +1394,7 @@ static void CorrectForwardVector(gentity_t *ent, vec3_t fwd, vec3_t muzzlePoint, /* =============== -CalcMuzzlePoint +G_Weapon_CalcMuzzlePoint set muzzle location relative to pivoting eye =============== @@ -1493,7 +1493,7 @@ static float WP_ShotAltSize[WP_NUM_WEAPONS] = * @param muzzlePoint the muzzle point * @param projsize projsize */ -void CalcMuzzlePoint ( gentity_t *ent, vec3_t fwd, vec3_t rt, vec3_t vup, vec3_t muzzlePoint, float projsize) +void G_Weapon_CalcMuzzlePoint ( gentity_t *ent, vec3_t fwd, vec3_t rt, vec3_t vup, vec3_t muzzlePoint, float projsize) { int weapontype; @@ -1669,7 +1669,7 @@ static void WP_SprayVoyagerHypo( gentity_t *ent, qboolean alt_fire ) if( (tr_ent && tr_ent->client) && (tr_ent->health == 1) && (tr_ent->client->ps.pm_type == PM_DEAD)){ tr_entPs = &tr_ent->client->ps; if(rpg_medicsrevive.integer == 1){ - ClientSpawn(tr_ent, 1, qtrue); + G_Client_Spawn(tr_ent, 1, qtrue); /* TiM : Hard coded emote. Makes the player play a 'get up' animation :) */ /* G_MoveBox( tr_ent ); */ @@ -1692,7 +1692,7 @@ static void WP_SprayVoyagerHypo( gentity_t *ent, qboolean alt_fire ) tr_entPs = &tr_ent->client->ps; if(alt_fire && rpg_hypoMelee.integer) { /* alt fire and hypo melee enabled */ tr_ent->health = 0; - player_die( tr_ent, ent, ent, 100, MOD_KNOCKOUT ); + G_Client_Die( tr_ent, ent, ent, 100, MOD_KNOCKOUT ); G_LogWeaponFire( ent->s.number, WP_12 ); } else { /* else just heal */ if ( tr_ent->health < tr_entPs->stats[STAT_MAX_HEALTH] ) @@ -1742,7 +1742,7 @@ void FireWeapon( gentity_t *ent, qboolean alt_fire ) { projsize = WP_ShotSize[ent->s.weapon]; } - CalcMuzzlePoint ( ent, forward, right, up, muzzle, projsize); + G_Weapon_CalcMuzzlePoint ( ent, forward, right, up, muzzle, projsize); /* fire the specific weapon */ switch( ent->s.weapon )