mirror of
https://github.com/UberGames/rpgxEF.git
synced 2025-02-23 20:41:11 +00:00
Reduced scope in cg_consolecmds.c and cg_draw.c
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
parent
1059d56e85
commit
6915192f33
2 changed files with 23 additions and 34 deletions
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@ -385,7 +385,6 @@ void CG_LocEdit_f(void) {
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char path[MAX_QPATH];
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char buffer[MAX_STRING_CHARS];
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const char *argptr;
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int i;
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argptr = CG_Argv(1);
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@ -407,7 +406,7 @@ void CG_LocEdit_f(void) {
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if(f) {
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if((argptr = CG_Argv(2)) != NULL) {
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i = atoi(argptr);
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int i = atoi(argptr);
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if(i) {
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trap_FS_Write("LocationsList2\n", 15, f);
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} else {
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@ -445,7 +445,6 @@ void CG_DrawLensFlare( lensFlare_t *flare )
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int h = flare->h1;
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float x, y, streakX, streakY;
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int xCart, yCart;
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int i;
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vec4_t color, reflecColor, strkColor;
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int xMax, yMax;
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vec3_t distDif, black = {0.0, 0.0, 0.0};
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@ -545,6 +544,7 @@ void CG_DrawLensFlare( lensFlare_t *flare )
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//Lens Reflections - those cool circly bits that go in the opposite direction of the flare
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if ( reflecAlpha != 0.0 ) {//Sheez, only do this if we really WANT it O_o
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int i;
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for( i = 0; i < 10; i++ ) {
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//if they wanted the cool photoshoppy style reflections
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@ -664,7 +664,6 @@ void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t head
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clientInfo_t *ci;
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playerState_t *ps;
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float value;
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float len;
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vec3_t origin;
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vec3_t mins, maxs;
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@ -688,7 +687,7 @@ void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t head
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// calculate distance so the head nearly fills the box
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// assume heads are taller than wide
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len = 0.7 * ( maxs[2] - mins[2] );
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float len = 0.7 * ( maxs[2] - mins[2] );
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origin[0] = len / 0.268; // len / tan( fov/2 )
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// allow per-model tweaking
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@ -721,7 +720,6 @@ Used for both the status bar and the scoreboard
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*/
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void CG_DrawFlagModel( float x, float y, float w, float h, int team ) {
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qhandle_t cm;
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float len;
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vec3_t origin, angles;
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vec3_t mins, maxs;
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@ -739,7 +737,7 @@ void CG_DrawFlagModel( float x, float y, float w, float h, int team ) {
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// calculate distance so the flag nearly fills the box
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// assume heads are taller than wide
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len = 0.5 * ( maxs[2] - mins[2] );
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float len = 0.5 * ( maxs[2] - mins[2] );
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origin[0] = len / 0.268; // len / tan( fov/2 )
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angles[YAW] = 60 * sin( cg.time / 2000.0 );;
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@ -759,7 +757,7 @@ I dont know who commented this out but it's going back in ;)
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*/
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static int CG_DrawStatusBarHead( float x ) {
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vec3_t angles;
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float size, stretch;
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float size;
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float frac;
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VectorClear( angles );
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@ -768,7 +766,7 @@ static int CG_DrawStatusBarHead( float x ) {
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frac = (float)(cg.time - cg.damageTime ) / DAMAGE_TIME;
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size = ICON_SIZE * 1.25 * ( 1.5 - frac * 0.5 );
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stretch = size - ICON_SIZE * 1.25;
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float stretch = size - ICON_SIZE * 1.25;
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// kick in the direction of damage
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x -= stretch * 0.5 + cg.damageX * stretch * 0.5;
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@ -865,7 +863,6 @@ static int CG_DrawHealth(centity_t *cent)
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int health_barwidth;
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vec_t *health_txtcolor = NULL;
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int health_txteffect = 0;
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int x, y;
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ps = &cg.snap->ps;
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@ -910,8 +907,8 @@ static int CG_DrawHealth(centity_t *cent)
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return health_barwidth;
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} else {
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x = 3;
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y = 435;
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int x = 3;
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int y = 435;
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//Draw the text
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UI_DrawProportionalString(x + 46, y + 11, health_str, health_txteffect, health_txtcolor);
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@ -968,7 +965,6 @@ static void CG_DrawStatusBar( void )
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vec3_t angles;
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int y=0;
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vec4_t whiteA;
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int x, z, i, h, yZ;
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vec3_t tmpVec, eAngle, forward, dAngle;
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int healthBarWidth;
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@ -1021,7 +1017,7 @@ static void CG_DrawStatusBar( void )
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//
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if(cg.predictedPlayerState.powerups[PW_EVOSUIT] || cg.predictedPlayerState.powerups[PW_FLIGHT] || cg.predictedPlayerState.powerups[PW_INVIS]){
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//RPG-X | Phenix | 08/06/2005
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yZ = 478 - SMALLCHAR_HEIGHT;
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int yZ = 478 - SMALLCHAR_HEIGHT;
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// UI_BIGFONT
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//DEBUG
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if(cg.predictedPlayerState.powerups[PW_EVOSUIT]) {
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@ -1052,21 +1048,22 @@ static void CG_DrawStatusBar( void )
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vec4_t radColor;
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CG_DrawPic(40, 100, 100, 100, cgs.media.radarShader);
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int i;
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for (i = 0; i < cg.snap->numEntities; i++) // Go through all entities in VIS range
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{
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if ( cg.snap->entities[i].eType == ET_PLAYER ) // If the Entity is a Player
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{
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// Calculate How Far Away They Are
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x = (cg.snap->entities[i].pos.trBase[0] - cg.predictedPlayerState.origin[0]);
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int x = (cg.snap->entities[i].pos.trBase[0] - cg.predictedPlayerState.origin[0]);
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y = (cg.snap->entities[i].pos.trBase[1] - cg.predictedPlayerState.origin[1]);
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z = (cg.snap->entities[i].pos.trBase[2] - cg.predictedPlayerState.origin[2]);
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int z = (cg.snap->entities[i].pos.trBase[2] - cg.predictedPlayerState.origin[2]);
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tmpVec[0] = x;
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tmpVec[1] = y;
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tmpVec[2] = 0.0;
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// Convert Vector to Angle
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vectoangles(tmpVec, eAngle);
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h = sqrt((x*x) + (y*y)); // Get Range
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int h = sqrt((x*x) + (y*y)); // Get Range
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// We only Want "YAW" value
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dAngle[0] = 0.0;
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@ -1251,11 +1248,8 @@ CG_DrawFPS
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#define FPS_FRAMES 4
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static float CG_DrawFPS( float y ) {
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char *s;
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int w;
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static int previousTimes[FPS_FRAMES];
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static int index;
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int i, total;
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int fps;
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static int previous;
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int t, frameTime;
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@ -1269,17 +1263,17 @@ static float CG_DrawFPS( float y ) {
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index++;
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if ( index > FPS_FRAMES ) {
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// average multiple frames together to smooth changes out a bit
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total = 0;
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int total = 0, i;
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for ( i = 0 ; i < FPS_FRAMES ; i++ ) {
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total += previousTimes[i];
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}
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if ( !total ) {
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total = 1;
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}
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fps = 1000 * FPS_FRAMES / total;
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int fps = 1000 * FPS_FRAMES / total;
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s = va( "%ifps", fps );
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w = UI_ProportionalStringWidth(s,UI_BIGFONT);
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int w = UI_ProportionalStringWidth(s,UI_BIGFONT);
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//RPG-X | Phenix | 08/06/2005
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// Changed "- w" to "- (w + 50)" to account for lagometer
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if ( !cg_lagometer.integer ) {
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@ -1864,17 +1858,14 @@ CG_DrawSelfdestructTimer
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static float CG_DrawSelfdestructTimer( void ) {
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char *s;
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int w;
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int mins, tens, seconds, remainder;
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int msec;
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msec = cg.selfdestructTime - cg.time;
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int msec = cg.selfdestructTime - cg.time;
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if (msec > 0){
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mins = msec / 60000;
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tens = (msec - (mins * 60000)) / 10000;
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seconds = (msec - (mins * 60000) - (tens * 10000)) / 1000;
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remainder = msec - (mins * 60000) - (tens * 10000) - (seconds * 1000);
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int mins = msec / 60000;
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int tens = (msec - (mins * 60000)) / 10000;
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int seconds = (msec - (mins * 60000) - (tens * 10000)) / 1000;
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int remainder = msec - (mins * 60000) - (tens * 10000) - (seconds * 1000);
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s = va( "%i:%i%i.%i", mins, tens, seconds, remainder );
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@ -2597,7 +2588,6 @@ CG_ScanForCrosshairEntity
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static void CG_ScanForCrosshairEntity( void ) {
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trace_t trace;
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vec3_t start, end;
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int content;
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vec3_t pitchConstraint, df_f;
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VectorCopy( cg.predictedPlayerState.origin, start ); //cg.refdef.vieworg
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@ -2626,7 +2616,7 @@ static void CG_ScanForCrosshairEntity( void ) {
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}
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// if the player is in fog, don't show it
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content = trap_CM_PointContents( trace.endpos, 0 );
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int content = trap_CM_PointContents( trace.endpos, 0 );
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if ( content & CONTENTS_FOG ) {
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return;
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}
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@ -3108,7 +3098,6 @@ static void CG_DrawZoomMask( void )
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float amt = 1, size, /*val,*/ start_x, start_y;
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int width, height, i;
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vec4_t color1;
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int x, y;
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//TiM: New system. :) Base zoom on current active weapon. :)
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if ( !(cg.snap->ps.weapon == WP_6 || cg.snap->ps.weapon == WP_7) )
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@ -3205,6 +3194,7 @@ static void CG_DrawZoomMask( void )
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}
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// Convert zoom and view axis into some numbers to throw onto the screen
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int x, y;
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if ( cg.snap->ps.weapon == WP_7 ) {
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x = 74;
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y = 340;
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