Make all game code projects compile as cpp code

- Fixed all errors that occured due to using c++ compiler
- changed c++ standart to c++17
- removed lua, added library instead
- made all bg_* and q_* file into a shared item project
This commit is contained in:
Walter Julius Hennecke 2017-09-30 21:49:00 +02:00
parent 6ef92d2d05
commit 9cac290629
233 changed files with 3748 additions and 22955 deletions

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@ -20,7 +20,7 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "bg_list.h"
#include <string.h>
#include <cstring>
/*
* Create a list_iter object for the linked_list list. The flag init can be

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@ -25,13 +25,13 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
/* A C implementation of a doubly-linked list. Contains void pointer values.
Can be used as a LIFO stack of FIFO queue. */
#include <stdlib.h>
#include <cstdlib>
#ifdef _MSC_VER
#include <stddef.h>
#include <stdint.h>
#include <cstddef>
#include <cstdint>
#else
#include <stdint.h>
#include <cstdint>
#endif
static const char LIST_FRONT = 0;

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@ -6,12 +6,11 @@
#define BG_LOCAL_H_
#ifdef _MSC_VER
#include <stddef.h>
#include <stdint.h>
#else
#include <stdint.h>
#include <cstddef>
#endif
#include <cstdint>
static const double MIN_WALK_NORMAL = 0.7; // can't walk on very steep slopes
static const uint32_t STEPSIZE = 18;

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@ -6,11 +6,11 @@
#define BG_PUBLIC_H_
#ifdef _MSC_VER
#include <stddef.h>
#include <stdint.h>
#else
#include <stdint.h>
#endif
#include <cstddef>
#endif
#include <cstdint>
// meh somehow preprocessor G_LUA won't work for me
#define G_LUA 1

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@ -2,12 +2,11 @@
#define Q__MATH_H
#ifdef _MSC_VER
#include <stddef.h>
#include <stdint.h>
#else
#include <stdint.h>
#include <cstddef>
#endif
#include <cstdint>
double Q_fabs(double f);
double Q_rsqrt(double f); // reciprocal square root
@ -16,7 +15,7 @@ double Q_rsqrt(double f); // reciprocal square root
int32_t Q_rand(int32_t *seed);
double Q_random(int32_t *seed);
float Q_random(int32_t *seed);
double Q_crandom(int32_t *seed);

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@ -6,7 +6,7 @@
//cg_players_c
#include "../game/q_shared.h"
#include "../base_game/q_shared.h"
typedef enum {
BOTH_ASSIMILATED1=0,

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@ -8,7 +8,7 @@
#include "cg_local.h"
#include "cg_text.h"
#include "cg_screenfx.h"
#include "../game/q_math.h"
#include "../base_game/q_math.h"
/* set in CG_ParseTeamInfo */
int32_t sortedTeamPlayers[TEAM_MAXOVERLAY];

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@ -1574,7 +1574,7 @@ qboolean CG_LoadRanks(void) {
continue;
}
cgs.defaultRankData.rankModelData.admiralRank = i;
cgs.defaultRankData.rankModelData.admiralRank = static_cast<qboolean>(i);
continue;
}
else if (!Q_stricmp(token, "}")) {
@ -1696,7 +1696,7 @@ qboolean CG_LoadRanks(void) {
continue;
}
cgs.ranksData[rankCount].rankModelData.admiralRank = i;
cgs.ranksData[rankCount].rankModelData.admiralRank = static_cast<qboolean>(i);
continue;
}

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@ -5,7 +5,7 @@
#include "cg_local.h"
#include "fx_local.h"
#include "../game/q_math.h"
#include "../base_game/q_math.h"
/*

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@ -32,7 +32,7 @@ void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
}
// had to cast away the const to avoid compiler problems...
MatrixMultiply( (double**)lerped.axis, (double**)((refEntity_t *)parent)->axis, (double**)entity->axis );
MatrixMultiply(lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
entity->backlerp = parent->backlerp;
}
@ -63,8 +63,8 @@ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *pare
}
// had to cast away the const to avoid compiler problems...
MatrixMultiply((double**)entity->axis, (double**)lerped.axis, (double**)tempAxis);
MatrixMultiply((double**)tempAxis, (double**)((refEntity_t *)parent)->axis, (double**)entity->axis);
MatrixMultiply(entity->axis, lerped.axis, tempAxis);
MatrixMultiply(tempAxis, ((refEntity_t *)parent)->axis, entity->axis);
}

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@ -241,7 +241,7 @@ static void CG_Obituary( entityState_t *ent ) {
{ // Killed self
if ( cg_disablekillmsgs.integer == 0 )
{
CG_Printf(S_COLOR_CYAN"%s: "S_COLOR_WHITE"%10s "S_COLOR_CYAN"%s: "S_COLOR_WHITE"%s\n", ingame_text[IGT_CASUALTY],targetName,ingame_text[IGT_METHOD], method);
CG_Printf(S_COLOR_CYAN "%s: " S_COLOR_WHITE "%10s " S_COLOR_CYAN "%s: " S_COLOR_WHITE "%s\n", ingame_text[IGT_CASUALTY],targetName,ingame_text[IGT_METHOD], method);
}
return;
}
@ -273,7 +273,7 @@ static void CG_Obituary( entityState_t *ent ) {
if ( cg_disablekillmsgs.integer == 0 )
{
CG_Printf(S_COLOR_CYAN"%s: "S_COLOR_WHITE"%10s "S_COLOR_CYAN"%s: "S_COLOR_WHITE"%10s "S_COLOR_CYAN"%s: "S_COLOR_WHITE"%s\n", ingame_text[IGT_OBITELIMINATED],targetName,ingame_text[IGT_CREDIT],attackerName, ingame_text[IGT_METHOD], method);
CG_Printf(S_COLOR_CYAN"%s: " S_COLOR_WHITE "%10s " S_COLOR_CYAN "%s: " S_COLOR_WHITE"%10s " S_COLOR_CYAN "%s: " S_COLOR_WHITE "%s\n", ingame_text[IGT_OBITELIMINATED],targetName,ingame_text[IGT_CREDIT],attackerName, ingame_text[IGT_METHOD], method);
}
}
@ -1142,7 +1142,7 @@ case EV_SHAKE_SOUND:
case EV_FX_CHUNKS:
DEBUGNAME("EV_FX_CHUNKS");
UnVectorShort( cent->currentState.angles2 );
CG_Chunks( cent->lerpOrigin, cent->currentState.angles2, cent->currentState.time2, cent->currentState.powerups );
CG_Chunks( cent->lerpOrigin, cent->currentState.angles2, cent->currentState.time2, static_cast<material_type_t>(cent->currentState.powerups) );
break;
case EV_FX_GARDEN_FOUNTAIN_SPURT:
@ -1165,7 +1165,7 @@ case EV_SHAKE_SOUND:
}
CG_SurfaceExplosion( cent->lerpOrigin, cent->currentState.origin2, cent->currentState.angles2[0], cent->currentState.angles2[1],
!(cent->currentState.time2 & 1) );
qboolean(!((cent->currentState.time2 & 1) != 0)) );
break;
case EV_FX_SMOKE:

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@ -1,11 +1,11 @@
// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "../game/q_shared.h"
#include "../base_game/q_shared.h"
#include "tr_types.h"
#include "../game/bg_public.h"
#include "../base_game/bg_public.h"
#include "cg_public.h"
#include "../game/bg_list.h"
#include "../base_game/bg_list.h"
#ifndef CG_LOCAL_H_
#define CG_LOCAL_H_

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@ -1,6 +1,7 @@
#include "cg_logger.h"
void QDECL CG_Logger (int level, char* fmt, ...) {
void QDECL CG_Logger(int level, char* fmt, ...)
{
va_list argptr;
char text[1024];
@ -36,7 +37,8 @@ void QDECL CG_Logger (int level, char* fmt, ...) {
}
}
void QDECL _CG_LocLogger (const char* file, int line, int level, char* fmt, ...) {
void QDECL _CG_LocLogger(const char* file, int line, int level, char* fmt, ...)
{
va_list argptr;
char text[1024];

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@ -1,373 +0,0 @@
// g_lua.c
#include "cg_lua.h"
#ifdef CG_LUA
lvm_t *lVM[NUM_VMS];
fileHandle_t lualog;
void QDECL LUA_DEBUG(const char *fmt, ...)
{
va_list argptr;
char text[1024];
if(cg_debugLua.integer >= 1)
{
va_start(argptr, fmt);
Com_sprintf(text, sizeof(text), fmt, argptr);
va_end(argptr);
CG_Printf(S_COLOR_YELLOW "LUA DEBUG:" S_COLOR_WHITE " %s\n", text);
}
}
void QDECL LUA_LOG(const char *fmt, ...)
{
va_list argptr;
char buff[1024], string[1024];
int32_t min, tens, sec;
va_start(argptr, fmt);
Com_sprintf(buff, sizeof(buff), fmt, argptr);
va_end(argptr);
if(cg_logLua.integer) {
sec = cg.time / 1000;
min = sec / 60;
sec -= min * 60;
tens = sec / 10;
sec -= tens * 10;
Com_sprintf(string, sizeof(string), "%i:%i%i %s", min, tens, sec, buff);
trap_FS_Write(string, strlen(string), lualog);
}
}
qboolean LoadLuaFile(char *path, int32_t num_vm)
{
int32_t flen = 0;
char *code;
fileHandle_t f;
lvm_t *vm;
flen = trap_FS_FOpenFile(path, &f, FS_READ);
if(f == 0 || flen <= 0)
{
LUA_LOG("Lua: can not open file %s\n", path);
CG_Printf(S_COLOR_YELLOW "Lua: can not open file %s\n", path);
trap_FS_FCloseFile(f);
return qfalse;
}
else
{
code = (char *)malloc(flen + 1);
if(!code) return qfalse;
trap_FS_Read(code, flen, f);
*(code + flen) = '\0';
trap_FS_FCloseFile(f);
vm = (lvm_t *) malloc(sizeof(lvm_t));
if(vm == NULL)
{
LUA_LOG("Lua: failed to allocate memory for lua VM\n");
CG_Printf(S_COLOR_YELLOW "Lua: failed to allocate memory for lua VM\n");
return qfalse;
}
memset(vm, 0, sizeof(lvm_t));
vm->id = -1;
Q_strncpyz(vm->filename, path, sizeof(vm->filename));
vm->code = code;
vm->code_size = flen;
vm->error = 0;
if(CG_LuaStartVM(vm) == qfalse)
{
CG_LuaStopVM(vm);
vm = NULL;
return qfalse;
}
else
{
vm->id = num_vm;
lVM[num_vm] = vm;
return qtrue;
}
}
//return qfalse;
}
qboolean CG_LuaInit()
{
//char fxfilename[MAX_QPATH];
//fileHandle_t fxfile;
CG_Printf("------- CG_LuaInit -------\n");
// read map fx file
// open log file
if(cg_logLua.integer) {
trap_FS_FOpenFile("cg_lua.log", &lualog, FS_APPEND);
}
CG_Printf("------- CG_LuaInit Finish -------\n");
return qtrue;
}
qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int32_t nargs) {
int32_t res = lua_resume(T, NULL, nargs);
if(res == LUA_ERRRUN) {
LUA_LOG("Lua: %s error running lua script: %s\n", func, lua_tostring(T, -1));
CG_Printf(S_COLOR_YELLOW "Lua: %s error running lua script: %s\n", func, lua_tostring(T, -1));
lua_pop(T, 1);
vm->error++;
return qfalse;
} else if(res == LUA_ERRMEM) {
LUA_LOG("Lua: memory allocation error #2 ( %s )\n", vm->filename);
vm->error++;
return qfalse;
} else if(res == LUA_ERRERR) {
LUA_LOG("Lua: traceback error ( %s )\n", vm->filename);
CG_Printf(S_COLOR_YELLOW "Lua: traceback error ( %s )\n", vm->filename);
vm->error++;
return qfalse;
}
return qtrue;
}
qboolean CG_LuaCall(lvm_t * vm, char *func, int32_t nargs, int32_t nresults)
{
int32_t res = lua_pcall(vm->L, nargs, nresults, 0);
if(res == LUA_ERRRUN)
{
LUA_LOG("Lua: %s error running lua script: %s\n", func, lua_tostring(vm->L, -1));
CG_Printf(S_COLOR_YELLOW "Lua: %s error running lua script: %s\n", func, lua_tostring(vm->L, -1));
lua_pop(vm->L, 1);
vm->error++;
return qfalse;
}
else if(res == LUA_ERRMEM)
{
LUA_LOG("Lua: memory allocation error #2 ( %s )\n", vm->filename);
vm->error++;
return qfalse;
}
else if(res == LUA_ERRERR)
{
LUA_LOG("Lua: traceback error ( %s )\n", vm->filename);
CG_Printf(S_COLOR_YELLOW "Lua: traceback error ( %s )\n", vm->filename);
vm->error++;
return qfalse;
}
return qtrue;
}
#define SAY_ALL 0
#define SAY_TEAM 1
qboolean CG_LuaGetFunctionT(lua_State *T, char *name)
{
if(T)
{
lua_getglobal(T, name);
if(lua_isfunction(T, -1))
{
return qtrue;
}
else
{
lua_pop(T, 1);
return qfalse;
}
}
return qfalse;
}
qboolean CG_LuaGetFunction(lvm_t * vm, char *name)
{
if(vm->L)
{
lua_getglobal(vm->L, name);
if(lua_isfunction(vm->L, -1))
{
return qtrue;
}
else
{
lua_pop(vm->L, 1);
return qfalse;
}
}
return qfalse;
}
qboolean CG_LuaStartVM(lvm_t * vm)
{
int32_t res = 0;
char homepath[MAX_QPATH], gamepath[MAX_QPATH];
vm->L = luaL_newstate();
if(!vm->L)
{
LUA_LOG("Lua: Lua failed to initialise.\n");
return qfalse;
}
luaL_openlibs(vm->L);
trap_Cvar_VariableStringBuffer("fs_homepath", homepath, sizeof(homepath));
trap_Cvar_VariableStringBuffer("fs_game", gamepath, sizeof(gamepath));
lua_getglobal(vm->L, LUA_LOADLIBNAME);
if(lua_istable(vm->L, -1))
{
lua_pushstring(vm->L, va("%s%s%s%s?.lua;%s%s%s%slualib%slua%s?.lua",
homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP,
homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, LUA_DIRSEP));
lua_setfield(vm->L, -2, "path");
lua_pushstring(vm->L, va("%s%s%s%s?.%s;%s%s%s%slualib%sclibs%s?.%s",
homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, EXTENSION,
homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, LUA_DIRSEP, EXTENSION));
lua_setfield(vm->L, -2, "cpath");
}
lua_pop(vm->L, 1);
Lua_RegisterGlobal(vm->L, "LUA_PATH", va("%s%s%s%s?.lua;%s%s%s%slualib%slua%s?.lua",
homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP,
homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, LUA_DIRSEP));
Lua_RegisterGlobal(vm->L, "LUA_CPATH", va("%s%s%s%s?.%s;%s%s%s%slualib%sclibs%s?.%s",
homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, EXTENSION,
homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, LUA_DIRSEP, EXTENSION));
Lua_RegisterGlobal(vm->L, "LUA_DIRSEP", LUA_DIRSEP);
lua_newtable(vm->L);
Lua_RegConstInteger(vm->L, CS_PLAYERS);
Lua_RegConstInteger(vm->L, EXEC_NOW);
Lua_RegConstInteger(vm->L, EXEC_INSERT);
Lua_RegConstInteger(vm->L, EXEC_APPEND);
Lua_RegConstInteger(vm->L, FS_READ);
Lua_RegConstInteger(vm->L, FS_WRITE);
Lua_RegConstInteger(vm->L, FS_APPEND);
Lua_RegConstInteger(vm->L, FS_APPEND_SYNC);
Lua_RegConstInteger(vm->L, SAY_ALL);
Lua_RegConstInteger(vm->L, SAY_TEAM);
Lua_RegConstString(vm->L, HOSTARCH);
luaopen_base(vm->L);
luaopen_string(vm->L);
luaopen_coroutine(vm->L);
Luaopen_Qmath(vm->L);
Luaopen_Vector(vm->L);
res = luaL_loadbuffer(vm->L, vm->code, vm->code_size, vm->filename);
if(res == LUA_ERRSYNTAX)
{
LUA_LOG("Lua: syntax error during pre-compilation: %s\n", (char *)lua_tostring(vm->L, -1));
CG_Printf(S_COLOR_YELLOW "Lua: syntax error: %s\n", (char *)lua_tostring(vm->L, -1));
lua_pop(vm->L, 1);
vm->error++;
return qfalse;
}
else if(res == LUA_ERRMEM)
{
LUA_LOG("Lua: memory allocation error #1 ( %s )\n", vm->filename);
vm->error++;
return qfalse;
}
if(!CG_LuaCall(vm, "CG_LuaStartVM", 0, 0))
return qfalse;
LUA_LOG("Lua: Loading %s\n", vm->filename);
return qtrue;
}
void CG_LuaStopVM(lvm_t * vm)
{
if(vm == NULL)
return;
if(vm->code != NULL)
{
free(vm->code);
vm->code = NULL;
}
if(vm->id >= 0)
{
if(lVM[vm->id] == vm)
lVM[vm->id] = NULL;
if(!vm->error)
{
LUA_LOG("Lua: Lua module [%s] unloaded.\n", vm->filename);
}
}
free(vm);
}
void CG_LuaShutdown()
{
int32_t i;
lvm_t *vm;
for(i = 0; i < NUM_VMS; i++)
{
vm = lVM[i];
if(vm)
{
CG_LuaStopVM(vm);
}
}
trap_FS_FCloseFile(lualog);
}
void CG_LuaStatus(void)
{
int32_t i, cnt = 0;
for(i = 0; i < NUM_VMS; i++)
if(lVM[i])
cnt++;
if(cnt == 0)
{
CG_Printf("Lua: no scripts loaded.\n");
return;
}
else if(cnt == 1)
{
CG_Printf("Lua: showing lua information ( 1 module loaded )\n");
}
else
{
CG_Printf("Lua: showing lua information ( %d modules loaded )\n", cnt);
}
CG_Printf("%-2s %-24s\n", "VM", "Filename");
CG_Printf("-- ------------------------\n");
for(i = 0; i < NUM_VMS; i++)
{
if(lVM[i])
{
CG_Printf("%2d %-24s\n", lVM[i]->id, lVM[i]->filename);
}
}
CG_Printf("-- ------------------------\n");
}
lvm_t *CG_LuaGetVM(lua_State * L)
{
int32_t i;
for(i = 0; i < NUM_VMS; i++)
if(lVM[i] && lVM[i]->L == L)
return lVM[i];
return NULL;
}
#endif

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@ -1,106 +0,0 @@
#ifndef _G_LUA_H
#define _G_LUA_H
#include "cg_local.h"
#ifndef CG_LUA_H_
#define CG_LUA_H_
#if (defined __linux__ || defined __WIN32__) // linux or mingw
#include "../game/lua.h"
#include "../game/lauxlib.h"
#include "../game/lualib.h"
#else
#include "../game/lua.h"
#include "../game/lauxlib.h"
#include "../game/lualib.h"
#endif
enum cg_luaLimits_e {
NUM_VMS = 1
};
#if defined __linux__
#define HOSTARCH "UNIX"
#define EXTENSION "so"
#elif defined WIN32
#define HOSTARCH "WIN32"
#define EXTENSION "dll"
#elif defined __APPLE__
#define HOSTARCH "UNIX"
#define EXTENSION "dylib"
#endif
#define Lua_RegisterGlobal(L, n, v) (lua_pushstring(L, v), lua_setglobal(L, n))
#define Lua_RegConstInteger(L, n) (lua_pushstring(L, #n), lua_pushinteger(L, n), lua_settable(L, -3))
#define Lua_RegConstString(L, n) (lua_pushstring(L, #n), lua_pushstring(L, n), lua_settable(L, -3))
typedef struct {
int32_t id;
char filename[MAX_QPATH];
char *code;
int32_t code_size;
int32_t error;
lua_State *L;
} lvm_t;
extern lvm_t *lVM[NUM_VMS];
void QDECL LUA_DEBUG(const char *fmt, ...);
void QDECL LUA_LOG(const char *fmt, ...);
qboolean CG_LuaInit(void);
qboolean CG_LuaCall(lvm_t *vm, char *func, int32_t nargs, int32_t nresults);
qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int32_t nargs);
qboolean CG_LuaGetFunction(lvm_t *vm, char *name);
qboolean CG_LuaGetFunctionT(lua_State *T, char *name);
qboolean CG_LuaStartVM(lvm_t *vm);
void CG_LuaStopVM(lvm_t *vm);
void CG_LuaShutdown(void);
void CG_LuaStatus(void);
lvm_t *CG_LuaGetVM(lua_State *L);
// lua_cgame.c
int32_t Luaopen_CGame(lua_State *L);
// lua_qmath.c
int32_t Luaopen_Qmath(lua_State *L);
// lua_vector.c
int32_t Luaopen_Vector(lua_State *L);
void Lua_PushVector(lua_State *L, vec3_t v);
vec_t *Lua_GetVector(lua_State *L, int32_t argNum);
int32_t Lua_IsVector(lua_State *L, int32_t index);
vec3_t *Lua_GetVectorMisc(lua_State *L, int32_t *index);
// lua_cfx.c
typedef struct {
char luaFunc[MAX_QPATH];
} cfx_t;
typedef struct {
cfx_t **cfx;
int32_t cnt;
} cfxList_t;
void Lua_CFX_LoadMapFxFile(void);
// lua_cent.c
typedef struct {
centity_t *e;
} cent_t;
int32_t Luaopen_Cent(lua_State *L);
void Lua_PushCent(lua_State *L, centity_t *ent);
cent_t *Lua_GetCent(lua_State *L, int32_t argNum);
// lua_refent.c
typedef struct {
refEntity_t *r;
} rent_t;
int32_t Luaopen_Rent(lua_State *L);
void Lua_PushRent(lua_State *L, refEntity_t *rent);
rent_t *Lua_GetRent(lua_State *L, int32_t argNum);
#endif /* CG_LUA_H_ */
#endif

View file

@ -154,7 +154,7 @@ void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir,
// get the fragments
VectorScale( dir, -20, projection );
numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints,
numFragments = trap_CM_MarkFragments( 4, (const vec3_t *)originalPoints,
projection, MAX_MARK_POINTS, markPoints[0],
MAX_MARK_FRAGMENTS, markFragments );

View file

@ -6,8 +6,8 @@
#include "cg_local.h"
#include "cg_screenfx.h"
#include "fx_local.h"
#include "../game/bg_misc.h"
#include "../game/q_math.h"
#include "../base_game/bg_misc.h"
#include "../base_game/q_math.h"
//#include "cg_anims.h" //RPG-X: J2J - Added for animation string table.
const char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
@ -689,7 +689,7 @@ for this model.
static qboolean CG_ParseSkinSetDataFile( clientInfo_t *ci, const char *skinSetFrame, const char *charName, const char *skinName )
{
char* skinStar;
const char* skinStar;
char skinSetName[MAX_QPATH];
char skinSetRoute[MAX_QPATH];
char* token;
@ -1880,7 +1880,7 @@ void CG_NewClientInfo( int32_t clientNum ) {
// team
v = Info_ValueForKey( configstring, "t" );
newInfo.team = atoi( v );
newInfo.team = static_cast<team_t>(atoi( v ));
// playerclass
v = Info_ValueForKey( configstring, "p" );
@ -1935,7 +1935,7 @@ void CG_NewClientInfo( int32_t clientNum ) {
//(ie mistakes and stuff) along the way.
//step 1, take the first bit of the string and put it in the charName var.
if ( ( model = strchr( v, '/') ) == NULL ) { //if there's no slash
if ( ( model = const_cast<char*>(strchr( v, '/')) ) == NULL ) { //if there's no slash
Q_strncpyz( newInfo.charName, v, sizeof( newInfo.charName ) ); //just set it
} else { //otherwise, isolate the first bit, and copy that
len = strlen( v );
@ -2012,7 +2012,7 @@ void CG_NewClientInfo( int32_t clientNum ) {
//CG_Printf( "Set modeloffset as: %f\n", newInfo.modelOffset );
v = Info_ValueForKey( configstring, "admin" );
newInfo.isAdmin = atoi( v );
newInfo.isAdmin = static_cast<qboolean>(atoi( v ) != 0);
//ensure the health value is carried over
//it normally only gets updated when it itself is changed
@ -2024,7 +2024,7 @@ void CG_NewClientInfo( int32_t clientNum ) {
if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
qboolean forceDefer;
forceDefer = trap_MemoryRemaining() < 2000000;
forceDefer = static_cast<qboolean>(trap_MemoryRemaining() < 2000000);
// if we are defering loads, just have it pick the first valid
if ( forceDefer ||
@ -2101,7 +2101,7 @@ void CG_NewDecoyInfo( int32_t decoyNum ) {
qboolean noMemoryLeft=qfalse;
ci = &cgs.decoyInfo[decoyNum];
noMemoryLeft = ( trap_MemoryRemaining() < 4000000 );
noMemoryLeft = static_cast<qboolean>( trap_MemoryRemaining() < 4000000 );
//First, check if force player models is on. if so, copy all the data from us to the decoy.
//Or, if we're low on memory, let's do this anyway
@ -2421,7 +2421,7 @@ static void CG_PlayerAnimation( centity_t *cent, int32_t *legsOld, int32_t *legs
qboolean newLegsFrame = qfalse;
qboolean newTorsoFrame = qfalse;
//float speed;
qboolean isDecoy = cent->currentState.eFlags & EF_ITEMPLACEHOLDER;
qboolean isDecoy = static_cast<qboolean>(cent->currentState.eFlags & EF_ITEMPLACEHOLDER);
clientNum = cent->currentState.clientNum;
@ -4111,7 +4111,7 @@ void CG_Player( centity_t *cent ) {
CG_Error( "Bad clientNum on player entity");
}
isDecoy = cent->currentState.eFlags & EF_ITEMPLACEHOLDER;
isDecoy = static_cast<qboolean>(cent->currentState.eFlags & EF_ITEMPLACEHOLDER);
//if we're a decoy, use the decoy info instead
if ( isDecoy )
@ -5078,7 +5078,7 @@ A player just came into view or teleported, so reset all animation info
void CG_ResetPlayerEntity( centity_t *cent ) {
qboolean isDecoy=qfalse;
isDecoy = (cent->currentState.eFlags & EF_ITEMPLACEHOLDER);
isDecoy = static_cast<qboolean>(cent->currentState.eFlags & EF_ITEMPLACEHOLDER);
cent->errorTime = -99999; // guarantee no error decay added
cent->extrapolated = qfalse;

View file

@ -393,7 +393,7 @@ static void CG_TouchTriggerPrediction( void ) {
return;
}
spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR );
spectator = static_cast<qboolean>( cg.predictedPlayerState.pm_type == PM_SPECTATOR );
if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) {
return;
@ -534,8 +534,8 @@ void CG_PredictPlayerState( void ) {
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR /*|| (cg.snap->ps.eFlags&EF_ELIMINATED)*/ ) {
cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies
}
cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;
cg_pmove.pModDisintegration = cgs.pModDisintegration > 0;
cg_pmove.noFootsteps = static_cast<qboolean>(( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0);
cg_pmove.pModDisintegration = static_cast<qboolean>(cgs.pModDisintegration > 0);
// save the state before the pmove so we can detect transitions
oldPlayerState = cg.predictedPlayerState;

View file

@ -430,7 +430,7 @@ static int32_t CG_TeamScoreboard( int32_t y, team_t team, float fade, int32_t ma
{
//RPG-X BOOKMARK
//UI_DrawProportionalString(60,y + lineHeight * count,va("%i",cg_entities[i].currentState.clientNum), UI_TINYFONT, colorTable[CT_LTGOLD1]);
CG_DrawClientScore( y + lineHeight * count, score, color, fade, lineHeight == SB_NORMAL_HEIGHT );
CG_DrawClientScore( y + lineHeight * count, score, color, fade, static_cast<qboolean>(lineHeight == SB_NORMAL_HEIGHT) );
count++;
}
}
@ -647,7 +647,7 @@ qboolean CG_DrawScoreboard( void )
Q_strncpyz( gamename, s, sizeof(gamename) );
strcat( gamename, " "S_COLOR_YELLOW );
strcat( gamename, " " S_COLOR_YELLOW );
//CG_AddGameModNameToGameName( gamename );
//RPG-X: RedTechie - Number of Characters in server

View file

@ -47,7 +47,7 @@ static void CG_ParseScores( void ) {
}
cgs.clientinfo[ cg.scores[i].client ].score = cg.scores[i].score;
cgs.clientinfo[ cg.scores[i].client ].powerups = powerups;
cgs.clientinfo[ cg.scores[i].client ].eliminated = eliminated;
cgs.clientinfo[ cg.scores[i].client ].eliminated = static_cast<qboolean>(eliminated);
}
}
@ -121,7 +121,7 @@ void CG_ParseServerinfo( void ) {
cgs.capturelimit = atoi( Info_ValueForKey( info, "capturelimit" ) );
cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) );
cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) );
cgs.ForceClassColor = atoi( Info_ValueForKey( info, "rpg_forceClassColor" ) );
cgs.ForceClassColor = static_cast<qboolean>(atoi( Info_ValueForKey( info, "rpg_forceClassColor" ) ));
mapname = Info_ValueForKey( info, "mapname" );
Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname );
@ -131,7 +131,7 @@ void CG_ParseServerinfo( void ) {
Q_strncpyz( cgs.classSet, Info_ValueForKey( info, "rpg_classSet" ), sizeof( cgs.classSet ) );
//scannable panels
cgs.scannablePanels = atoi( Info_ValueForKey( info, "rpg_scannablePanels" ) );
cgs.scannablePanels = static_cast<qboolean>(atoi( Info_ValueForKey( info, "rpg_scannablePanels" ) ));
}
/*
@ -322,7 +322,7 @@ static void CG_ConfigStringModified( void ) {
} else if ( num == CS_VOTE_STRING ) {
Q_strncpyz( cgs.voteString, str, sizeof( cgs.voteString ) );
} else if ( num == CS_INTERMISSION ) {
cg.intermissionStarted = atoi( str );
cg.intermissionStarted = static_cast<qboolean>(atoi( str ));
} else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) {
cgs.gameModels[ num-CS_MODELS ] = trap_R_RegisterModel( str );
} else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) {
@ -631,7 +631,7 @@ void CG_ShaderStateChanged(void) {
if(!o) return;
while (o && *o) {
n = strstr(o, "=");
n = const_cast<char*>(strstr(o, "="));
if (n && *n) {
strncpy(originalShader, o, n-o);
originalShader[n-o] = 0;

View file

@ -255,11 +255,11 @@ void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
}
qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot );
return static_cast<qboolean>(syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot ));
}
qboolean trap_GetServerCommand( int serverCommandNumber ) {
return syscall( CG_GETSERVERCOMMAND, serverCommandNumber );
return static_cast<qboolean>(syscall( CG_GETSERVERCOMMAND, serverCommandNumber ));
}
int trap_GetCurrentCmdNumber( void ) {
@ -267,7 +267,7 @@ int trap_GetCurrentCmdNumber( void ) {
}
qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
return syscall( CG_GETUSERCMD, cmdNumber, ucmd );
return static_cast<qboolean>(syscall( CG_GETUSERCMD, cmdNumber, ucmd ));
}
void trap_SetUserCmdValue( int stateValue, float sensitivityScale ) {

View file

@ -4,7 +4,7 @@
// for a 3D rendering
#include "cg_local.h"
#include "cg_screenfx.h"
#include "../game/q_math.h"
#include "../base_game/q_math.h"
#define MAX_SHAKE_INTENSITY 16.0f
@ -1256,8 +1256,8 @@ static int32_t CG_CalcFov( void ) {
// warp if underwater //TiM Also do it if we're critically injured
contents = CG_PointContents( cg.refdef.vieworg, -1 );
warpEffect = ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
|| ( !cg.renderingThirdPerson && cg.predictedPlayerState.stats[STAT_HEALTH] <= INJURED_MODE_HEALTH && cg.predictedPlayerState.stats[STAT_HEALTH] > 1 );
warpEffect = static_cast<qboolean>(( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
|| ( !cg.renderingThirdPerson && cg.predictedPlayerState.stats[STAT_HEALTH] <= INJURED_MODE_HEALTH && cg.predictedPlayerState.stats[STAT_HEALTH] > 1 ));
if ( warpEffect ){
//phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
@ -1635,7 +1635,7 @@ void CG_DrawActiveFrame( int32_t serverTime, stereoFrame_t stereoView, qboolean
CG_PredictPlayerState();
// decide on third person view
cg.renderingThirdPerson = ( cg_thirdPerson.integer && !cg.zoomed && cg.predictedPlayerState.pm_type != PM_SPECTATOR ) || (cg.snap->ps.stats[STAT_HEALTH] <= 1 ) ; //TiM - So we'll always be first person in zooming //0
cg.renderingThirdPerson = static_cast<qboolean>(( cg_thirdPerson.integer && !cg.zoomed && cg.predictedPlayerState.pm_type != PM_SPECTATOR ) || (cg.snap->ps.stats[STAT_HEALTH] <= 1 )); //TiM - So we'll always be first person in zooming //0
// build cg.refdef
inwater = CG_CalcViewValues();

View file

@ -3,7 +3,7 @@
// cg_weapons.c -- events and effects dealing with weapons
#include "cg_local.h"
#include "fx_local.h"
#include "../game/q_math.h"
#include "../base_game/q_math.h"
//RPG-X : TiM - Weapons Arrays
static int32_t RAweapons[8] = { WP_3,
@ -804,7 +804,7 @@ static float CG_MachinegunSpinAngle( centity_t *cent ) {
if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
cent->pe.barrelTime = cg.time;
cent->pe.barrelAngle = AngleMod( angle );
cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
cent->pe.barrelSpinning = static_cast<qboolean>(!!(cent->currentState.eFlags & EF_FIRING));
}
return angle;
@ -1080,7 +1080,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
char filename[MAX_QPATH];
char* skinColor;
weaponNum = cent->currentState.weapon;
weaponNum = static_cast<weapon_t>(cent->currentState.weapon);
CG_RegisterWeapon( weaponNum );
weapon = &cg_weapons[weaponNum];
@ -2263,7 +2263,7 @@ void CG_MissileHitWall( centity_t *cent, int32_t weapon, vec3_t origin, vec3_t d
//
// impact mark
//
alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color
alphaFade = static_cast<qboolean>((mark == cgs.media.energyMarkShader)); // plasma fades alpha, all others fade color
CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
}

View file

@ -13,6 +13,7 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{EBB0D9E9-00FC-4DBA-AF4A-4052FE9B17B1}</ProjectGuid>
<RootNamespace>cgame</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
@ -28,6 +29,9 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
<Import Project="..\..\misc\msvc10\base_game\base_game.vcxitems" Label="Shared" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
@ -38,11 +42,9 @@
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\Debug\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\Debug\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\Release\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\Release\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)..\..\Build\$(Configuration)\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)..\..\Build\$(Configuration)\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
@ -50,7 +52,12 @@
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">C:\MinGW\include;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<TargetName>cgamex86</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<TargetName>cgamex86</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
@ -63,47 +70,39 @@
</HeaderFileName>
</Midl>
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<WholeProgramOptimization>true</WholeProgramOptimization>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>lua\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;XTRA;G_LUA;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>__WIN32__;WIN32;_DEBUG;_WINDOWS;XTRA;G_LUA;LUA_COMPAT_MODULE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<PrecompiledHeaderOutputFile>.\Release/cgame.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>.\Release/</AssemblerListingLocation>
<ObjectFileName>.\Release/</ObjectFileName>
<ProgramDataBaseFileName>.\Release/</ProgramDataBaseFileName>
<BrowseInformation>true</BrowseInformation>
<BrowseInformation>false</BrowseInformation>
<WarningLevel>Level4</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
<LanguageStandard>stdcpp17</LanguageStandard>
<CompileAs>CompileAsCpp</CompileAs>
<StringPooling>false</StringPooling>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>odbc32.lib;odbccp32.lib;lua52.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>C:\Program Files\Raven\Star Trek Voyager Elite Force\RPG-X2\cgamex86.dll</OutputFile>
<AdditionalDependencies>odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<ModuleDefinitionFile>.\cgame.def</ModuleDefinitionFile>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>.\Release/cgamex86.pdb</ProgramDatabaseFile>
<GenerateMapFile>true</GenerateMapFile>
<MapFileName>.\Release/cgamex86.map</MapFileName>
<SubSystem>Windows</SubSystem>
<LinkTimeCodeGeneration>UseLinkTimeCodeGeneration</LinkTimeCodeGeneration>
<BaseAddress>0x30000000</BaseAddress>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<DataExecutionPrevention>
</DataExecutionPrevention>
<ImportLibrary>.\Release/cgamex86.lib</ImportLibrary>
<TargetMachine>MachineX86</TargetMachine>
<OutputFile>$(OutDir)cgamex86$(TargetExt)</OutputFile>
<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -117,7 +116,6 @@
</HeaderFileName>
</Midl>
<ClCompile>
<AdditionalOptions>/analyze %(AdditionalOptions)</AdditionalOptions>
<Optimization>MaxSpeed</Optimization>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@ -127,15 +125,12 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<PrecompiledHeaderOutputFile>.\Release/cgame.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>.\Release/</AssemblerListingLocation>
<ObjectFileName>.\Release/</ObjectFileName>
<ProgramDataBaseFileName>.\Release/</ProgramDataBaseFileName>
<BrowseInformation>
</BrowseInformation>
<WarningLevel>Level4</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>CompileAsC</CompileAs>
<CompileAs>CompileAsCpp</CompileAs>
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@ -143,34 +138,19 @@
</ResourceCompile>
<Link>
<AdditionalDependencies>odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>../Release/cgamex86.dll</OutputFile>
<OutputFile>$(OutDir)cgamex86$(TargetExt)</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<ModuleDefinitionFile>.\cgame.def</ModuleDefinitionFile>
<ProgramDatabaseFile>.\Release/cgamex86.pdb</ProgramDatabaseFile>
<GenerateMapFile>true</GenerateMapFile>
<MapFileName>.\Release/cgamex86.map</MapFileName>
<SubSystem>Windows</SubSystem>
<BaseAddress>0x30000000</BaseAddress>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<DataExecutionPrevention>
</DataExecutionPrevention>
<ImportLibrary>.\Release/cgamex86.lib</ImportLibrary>
<TargetMachine>MachineX86</TargetMachine>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\game\bg_lib.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="..\game\bg_list.c" />
<ClCompile Include="..\game\bg_misc.c">
<ClCompile Include="cg_consolecmds.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -178,7 +158,7 @@
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="..\game\bg_oums.c">
<ClCompile Include="cg_draw.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -186,7 +166,7 @@
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="..\game\bg_pmove.c">
<ClCompile Include="cg_drawtools.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -194,7 +174,7 @@
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="..\game\bg_slidemove.c">
<ClCompile Include="cg_effects.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -202,7 +182,7 @@
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="cg_consolecmds.c">
<ClCompile Include="cg_ents.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -210,7 +190,7 @@
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="cg_draw.c">
<ClCompile Include="cg_env.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -218,7 +198,7 @@
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="cg_drawtools.c">
<ClCompile Include="cg_event.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -226,7 +206,7 @@
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="cg_effects.c">
<ClCompile Include="cg_info.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -234,7 +214,7 @@
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</BrowseInformation>
</ClCompile>
<ClCompile Include="cg_ents.c">
<ClCompile Include="cg_localents.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">WIN32;_DEBUG;_WINDOWS</PreprocessorDefinitions>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</BrowseInformation>
@ -242,7 +222,7 @@
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<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="fx_item.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="fx_lib.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="fx_misc.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="fx_phaser.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="fx_quantum.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="fx_tetrion.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="fx_transporter.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="cg_anims.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="cg_local.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="cg_public.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="cg_screenfx.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="cg_text.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="fx_local.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="tr_types.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="cgame.def">
<Filter>Header Files</Filter>
</None>
</ItemGroup>
<ItemGroup>
<CustomBuildStep Include="cg_syscalls.asm" />
<CustomBuildStep Include="cgame.bat" />
<CustomBuildStep Include="cgame.q3asm" />
</ItemGroup>
</Project>

View file

@ -1,6 +1,6 @@
#include "cg_local.h"
#include "fx_local.h"
#include "../game/q_math.h"
#include "../base_game/q_math.h"
/*

View file

@ -1,75 +0,0 @@
#include "cg_lua.h"
#ifdef CG_LUA
static int32_t Cent_GC(lua_State * L)
{
return 0;
}
static int32_t Cent_ToString(lua_State * L)
{
cent_t *cent;
centity_t *ent;
char buf[MAX_STRING_CHARS];
cent = Lua_GetCent(L, 1);
ent = cent->e;
Com_sprintf(buf, sizeof(buf), "centity: id=%d pointer=%p\n", ent - cg_entities, ent);
lua_pushstring(L, buf);
return 1;
}
static const luaL_Reg Centity_ctor[] = {
{NULL, NULL}
};
static const luaL_Reg Centity_meta[] = {
{"__gc", Cent_GC},
{"__tostring", Cent_ToString},
{NULL, NULL}
};
/*void dummy(gentity_t *ent) {
ent->timestamp;
}*/
int32_t Luaopen_Cent(lua_State * L)
{
luaL_newmetatable(L, "cgame.centity");
lua_pushstring(L, "__index");
lua_pushvalue(L, -2);
lua_settable(L, -3);
luaL_register(L, NULL, Centity_meta);
luaL_register(L, "centity", Centity_ctor);
return 1;
}
void Lua_PushCent(lua_State * L, centity_t * ent)
{
cent_t *cent;
if(!ent)
lua_pushnil(L);
else {
cent = (cent_t *)lua_newuserdata(L, sizeof(cent_t));
luaL_getmetatable(L, "cgame.centity");
lua_setmetatable(L, -2);
cent->e = ent;
}
}
cent_t *Lua_GetCent(lua_State * L, int32_t argNum)
{
void *ud;
ud = luaL_checkudata(L, argNum, "cgame.centity");
luaL_argcheck(L, ud != NULL, argNum, "\'centity\' expected");
return (cent_t *) ud;
}
#endif

View file

@ -1,19 +0,0 @@
#include "cg_lua.h"
#ifdef CG_LUA
void Lua_CFX_ParseMapFxFile(fileHandle_t *f) {
// TODO
}
void Lua_CFX_LoadMapFxFile(void) {
char filename[MAX_QPATH];
fileHandle_t file;
sprintf(filename, "maps/%s.fx", cgs.mapname);
trap_FS_FOpenFile(filename, &file, FS_READ);
if(!file) return;
Lua_CFX_ParseMapFxFile(&file);
}
#endif

View file

@ -1,475 +0,0 @@
#include "cg_lua.h"
#ifdef CG_LUA
#include "cg_lua.h"
#ifdef CG_LUA
static int32_t Refent_GC(lua_State * L)
{
return 0;
}
static int32_t Refent_ToString(lua_State * L)
{
rent_t *rent;
refEntity_t *ent;
char buf[MAX_STRING_CHARS];
rent = Lua_GetRent(L, 1);
ent = rent->r;
Com_sprintf(buf, sizeof(buf), "centity: pointer=%p\n", ent);
lua_pushstring(L, buf);
return 1;
}
static int32_t Refent_GetRenderfx(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushinteger(L, rent->r->renderfx);
return 1;
}
static int32_t Refent_SetRenderfx(lua_State *L) {
rent_t *rent;
int32_t renderfx;
rent = Lua_GetRent(L, 1);
renderfx = (int32_t)luaL_checknumber(L, 2);
rent->r->renderfx = renderfx;
return 1;
}
static int32_t Refent_GetType(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushinteger(L, rent->r->reType);
return 1;
}
static int32_t Refent_SetType(lua_State *L) {
//rent_t *rent;
refEntityType_t type;
//rent = Lua_GetRent(L, 1);
type = (refEntityType_t)((int32_t)luaL_checknumber(L, 2));
if(type < 0 || type >= RT_MAX_REF_ENTITY_TYPE)
return 1;
return 1;
}
static int32_t Refent_GetHmodel(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushinteger(L, rent->r->hModel);
return 1;
}
static int32_t Refent_SetHmodel(lua_State *L) {
rent_t *rent;
int32_t hmodel;
rent = Lua_GetRent(L, 1);
hmodel = (int32_t)luaL_checknumber(L, 2);
rent->r->hModel = hmodel;
return 1;
}
static int32_t Refent_GetLightingOrigin(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
Lua_PushVector(L, rent->r->lightingOrigin);
return 1;
}
static int32_t Refent_SetLightingOrigin(lua_State *L) {
rent_t *rent;
vec_t *origin;
rent = Lua_GetRent(L, 1);
origin = Lua_GetVector(L, 2);
VectorCopy(origin, rent->r->lightingOrigin);
return 1;
}
static int32_t Refent_GetShadowPlane(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushnumber(L, rent->r->shadowPlane);
return 1;
}
static int32_t Refent_SetShadowPlane(lua_State *L) {
rent_t *rent;
float sp;
rent = Lua_GetRent(L, 1);
sp = (float)luaL_checknumber(L, 2);
rent->r->shadowPlane = sp;
return 1;
}
static int32_t Refent_GetAxis0(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
Lua_PushVector(L, rent->r->axis[0]);
return 1;
}
static int32_t Refent_SetAxis0(lua_State *L) {
rent_t *rent;
vec_t *axis;
rent = Lua_GetRent(L, 1);
axis = Lua_GetVector(L, 2);
VectorCopy(axis, rent->r->axis[0]);
return 1;
}
static int32_t Refent_GetAxis1(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
Lua_PushVector(L, rent->r->axis[1]);
return 1;
}
static int32_t Refent_SetAxis1(lua_State *L) {
rent_t *rent;
vec_t *axis;
rent = Lua_GetRent(L, 1);
axis = Lua_GetVector(L, 2);
VectorCopy(axis, rent->r->axis[1]);
return 1;
}
static int32_t Refent_GetAxis2(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
Lua_PushVector(L, rent->r->axis[2]);
return 1;
}
static int32_t Refent_SetAxis2(lua_State *L) {
rent_t *rent;
vec_t *axis;
rent = Lua_GetRent(L, 1);
axis = Lua_GetVector(L, 2);
VectorCopy(axis, rent->r->axis[2]);
return 1;
}
static int32_t Refent_UseNormAxis(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushboolean(L, (int32_t)(!(rent->r->nonNormalizedAxes)));
return 1;
}
static int32_t Refent_SetUseNormAxis(lua_State *L) {
rent_t *rent;
qboolean b;
rent = Lua_GetRent(L, 1);
b = (qboolean)lua_toboolean(L, 2);
rent->r->nonNormalizedAxes = (qboolean)(!b);
return 1;
}
static int32_t Refent_GetOrigin(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
Lua_PushVector(L, rent->r->origin);
return 1;
}
static int32_t Refent_SetOrigin(lua_State *L) {
rent_t *rent;
vec_t *origin;
rent = Lua_GetRent(L, 1);
origin = Lua_GetVector(L, 1);
VectorCopy(origin, rent->r->origin);
return 1;
}
static int32_t Refent_GetFrame(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushinteger(L, rent->r->frame);
return 1;
}
static int32_t Refent_SetFrame(lua_State *L) {
rent_t *rent;
int32_t frame;
rent = Lua_GetRent(L, 1);
frame = (int32_t)luaL_checknumber(L, 2);
rent->r->frame = frame;
return 1;
}
static int32_t Refent_GetOldOrigin(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
Lua_PushVector(L, rent->r->oldorigin);
return 1;
}
static int32_t Refent_SetOldOrigin(lua_State *L) {
rent_t *rent;
vec_t *vec;
rent = Lua_GetRent(L, 1);
vec = Lua_GetVector(L, 2);
VectorCopy(vec, rent->r->oldorigin);
return 1;
}
static int32_t Refent_GetOldFrame(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushinteger(L, rent->r->oldframe);
return 1;
}
static int32_t Refent_SetOldFrame(lua_State *L) {
rent_t *rent;
int32_t of;
rent = Lua_GetRent(L, 1);
of = (int32_t)luaL_checknumber(L, 2);
rent->r->oldframe = of;
return 1;
}
static int32_t Refent_GetBacklerp(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushnumber(L, rent->r->backlerp);
return 1;
}
static int32_t Refent_SetBacklerp(lua_State *L) {
rent_t *rent;
float bl;
rent = Lua_GetRent(L, 1);
bl = (float)luaL_checknumber(L, 2);
rent->r->backlerp = bl;
return 1;
}
static int32_t Refent_GetSkinNum(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushinteger(L, rent->r->skinNum);
return 1;
}
static int32_t Refent_SetSkinNum(lua_State *L) {
rent_t *rent;
int32_t sn;
rent = Lua_GetRent(L, 1);
sn = (int32_t)luaL_checknumber(L, 2);
rent->r->skinNum = sn;
return 1;
}
static int32_t Refent_GetCustomSkin(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushinteger(L, rent->r->customSkin);
return 1;
}
static int32_t Refent_SetCustomSkin(lua_State *L) {
rent_t *rent;
int32_t cs;
rent = Lua_GetRent(L, 1);
cs = (int32_t)luaL_checknumber(L, 2);
rent->r->customSkin = cs;
return 1;
}
static int32_t Refent_GetCustomShader(lua_State *L) {
rent_t *rent;
rent = Lua_GetRent(L, 1);
lua_pushinteger(L, rent->r->customShader);
return 1;
}
static int32_t Refent_SetCustomShader(lua_State *L) {
rent_t *rent;
int32_t cs;
rent = Lua_GetRent(L, 1);
cs = (int32_t)luaL_checknumber(L, 2);
rent->r->customShader = cs;
return 1;
}
static const luaL_Reg Refentity_ctor[] = {
{NULL, NULL}
};
static const luaL_Reg Refentity_meta[] = {
{"__gc", Refent_GC},
{"__tostring", Refent_ToString},
{"GetType", Refent_GetType},
{"SetType", Refent_SetType},
{"GetRenderfx", Refent_GetRenderfx},
{"SetRenderfx", Refent_SetRenderfx},
{"GetHmodel", Refent_GetHmodel},
{"SetHmodel", Refent_SetHmodel},
{"GetLightingOrigin", Refent_GetLightingOrigin},
{"SetLightingOrigin", Refent_SetLightingOrigin},
{"GetShadowPlane", Refent_GetShadowPlane},
{"SetShadowPlane", Refent_SetShadowPlane},
{"GetAxis0", Refent_GetAxis0},
{"SetAxis0", Refent_SetAxis0},
{"GetAxis1", Refent_GetAxis1},
{"SetAxis1", Refent_SetAxis1},
{"GetAxis2", Refent_GetAxis2},
{"SetAxis2", Refent_SetAxis2},
{"UseNormalizedAxis", Refent_UseNormAxis},
{"SetUseNormalizedAxis", Refent_SetUseNormAxis},
{"GetOrigin", Refent_GetOrigin},
{"GetBeamFrom", Refent_GetOrigin},
{"SetOrigin", Refent_SetOrigin},
{"SetBeamFrom", Refent_SetOrigin},
{"GetFrame", Refent_GetFrame},
{"GetModelBeamDiameter", Refent_GetFrame},
{"SetFrame", Refent_SetFrame},
{"SetModelBeamDiameter", Refent_SetFrame},
{"GetOldOrigin", Refent_GetOldOrigin},
{"GetModelBeamTo", Refent_GetOldOrigin},
{"SetOldOrigin", Refent_SetOldOrigin},
{"SetModelBeamTo", Refent_SetOldOrigin},
{"GetOldFrame", Refent_GetOldFrame},
{"SetOldFrame", Refent_SetOldFrame},
{"GetBacklerp", Refent_GetBacklerp},
{"SetBacklerp", Refent_SetBacklerp},
{"GetSkinNum", Refent_GetSkinNum},
{"SetSkinNum", Refent_SetSkinNum},
{"GetCustomSkin", Refent_GetCustomSkin},
{"SetCustomSkin", Refent_SetCustomSkin},
{"GetCustomShader", Refent_GetCustomShader},
{"SetCustomShader", Refent_SetCustomShader},
{NULL, NULL}
};
int32_t Luaopen_Rent(lua_State * L)
{
luaL_newmetatable(L, "cgame.refentity");
lua_pushstring(L, "__index");
lua_pushvalue(L, -2);
lua_settable(L, -3);
luaL_register(L, NULL, Refentity_meta);
luaL_register(L, "refentity", Refentity_ctor);
return 1;
}
void Lua_PushRent(lua_State * L, refEntity_t * rent)
{
rent_t *refent;
if(!rent)
lua_pushnil(L);
else {
refent = (rent_t *)lua_newuserdata(L, sizeof(cent_t));
luaL_getmetatable(L, "cgame.refentity");
lua_setmetatable(L, -2);
refent->r = rent;
}
}
rent_t *Lua_GetRent(lua_State * L, int32_t argNum)
{
void *ud;
ud = luaL_checkudata(L, argNum, "cgame.refentity");
luaL_argcheck(L, ud != NULL, argNum, "\'refentity\' expected");
return (rent_t *) ud;
}
#endif
#endif

View file

@ -19,12 +19,11 @@
#ifndef AI_DMQ3_H_
#define AI_DMQ3_H_
#ifdef _MSC_VER
#include <stddef.h>
#include <stdint.h>
#else
#include <stdint.h>
#endif
#ifdef _MSC_VER
#include <cstddef>
#endif
#include <cstdint>
//!setup the deathmatch AI
void BotSetupDeathmatchAI(void);

View file

@ -16,7 +16,7 @@
#include "g_local.h"
#include "q_shared.h"
#include "../base_game/q_shared.h"
#include "botlib.h" //bot lib interface
#include "be_aas.h"
#include "be_ea.h"
@ -36,7 +36,7 @@
#include "chars.h"
#include "inv.h"
#include "syn.h"
#include "q_math.h"
#include "../base_game/q_math.h"
#include "g_syscalls.h"

View file

@ -5,7 +5,7 @@
#pragma warning(disable:4005)
#endif
#include "q_shared.h"
#include "../base_game/q_shared.h"
#include "bg_lex.h"
#define YY_FATAL_ERROR(msg) bgLexFatalError(msg, yyscanner)

View file

@ -1,7 +1,7 @@
#ifndef BG_LEX_H
#define BG_LEX_H
#include "q_shared.h"
#include "../base_game/q_shared.h"
#define LEX_DEBUG
#ifdef LEX_DEBUG

View file

@ -5,7 +5,7 @@
#pragma warning(disable:4005)
#endif
#include "q_shared.h"
#include "../base_game/q_shared.h"
#include "bg_lex.h"
#define YY_FATAL_ERROR(msg) bgLexFatalError(msg, yyscanner)

File diff suppressed because it is too large Load diff

View file

@ -1,82 +0,0 @@
#include "g_cinematic.h"
#include "g_local.h"
#include "g_client.h"
#include "g_spawn.h"
#include "g_syscalls.h"
extern void InitMover( gentity_t *ent );
/*QUAKED cinematic_camera (0 0.5 0) (-4 -4 -4) (4 4 4)
-----DESCRIPTION-----
Camera for cinematic. Normally spawn by Lua script.
-----SPAWNFLAGS-----
none
-----KEYS-----
none
-----LUA-----
To be written later.
*/
void SP_cinematic_camera(gentity_t *ent) {
ent->type = ENT_CINEMATIC_CAMMERA;
trap_LinkEntity(ent);
InitMover(ent);
}
void Cinematic_ActivateCameraMode(gentity_t *ent, gentity_t *target) {
gclient_t *client;
if(!ent || !ent->client || (ent->flags & FL_CCAM)) return;
client = ent->client;
ent->flags ^= FL_CCAM;
client->ps.pm_type = PM_CCAM;
client->cam = target;
VectorCopy(client->ps.viewangles, client->origViewAngles);
VectorCopy(ent->r.currentOrigin, client->origOrigin);
G_Client_SetViewAngle(ent, target->s.angles);
G_SetOrigin(ent, target->r.currentOrigin);
VectorCopy(target->r.currentOrigin, ent->client->ps.origin);
trap_LinkEntity(ent);
}
void Cinematic_DeactivateCameraMode(gentity_t *ent) {
gclient_t *client;
if(!ent || !ent->client || !(ent->flags & FL_CCAM)) return;
client = ent->client;
client->cam = NULL;
G_Printf("resetting origin to %s\n", vtos(client->origOrigin));
G_SetOrigin(ent, client->origOrigin);
VectorCopy(client->origOrigin, ent->client->ps.origin);
G_Client_SetViewAngle(ent, client->origViewAngles);
trap_LinkEntity(ent);
}
void Cinematic_ActivateGlobalCameraMode(gentity_t *target) {
int i;
gentity_t *ent;
for(i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if(!ent || !ent->client) continue;
Cinematic_ActivateCameraMode(ent, target);
}
}
void Cinematic_DeactivateGlobalCameraMode(void) {
int i;
gentity_t *ent;
for(i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if(!ent || !ent->client) continue;
Cinematic_DeactivateCameraMode(ent);
}
}

View file

@ -1,2 +1,82 @@
#include "g_cinematic.h"
#include "g_cinematic.h"
#include "g_local.h"
#include "g_client.h"
#include "g_spawn.h"
#include "g_syscalls.h"
extern void InitMover( gentity_t *ent );
/*QUAKED cinematic_camera (0 0.5 0) (-4 -4 -4) (4 4 4)
-----DESCRIPTION-----
Camera for cinematic. Normally spawn by Lua script.
-----SPAWNFLAGS-----
none
-----KEYS-----
none
-----LUA-----
To be written later.
*/
void SP_cinematic_camera(gentity_t *ent) {
ent->type = ENT_CINEMATIC_CAMMERA;
trap_LinkEntity(ent);
InitMover(ent);
}
void Cinematic_ActivateCameraMode(gentity_t *ent, gentity_t *target) {
gclient_t *client;
if(!ent || !ent->client || (ent->flags & FL_CCAM)) return;
client = ent->client;
ent->flags ^= FL_CCAM;
client->ps.pm_type = PM_CCAM;
client->cam = target;
VectorCopy(client->ps.viewangles, client->origViewAngles);
VectorCopy(ent->r.currentOrigin, client->origOrigin);
G_Client_SetViewAngle(ent, target->s.angles);
G_SetOrigin(ent, target->r.currentOrigin);
VectorCopy(target->r.currentOrigin, ent->client->ps.origin);
trap_LinkEntity(ent);
}
void Cinematic_DeactivateCameraMode(gentity_t *ent) {
gclient_t *client;
if(!ent || !ent->client || !(ent->flags & FL_CCAM)) return;
client = ent->client;
client->cam = NULL;
G_Printf("resetting origin to %s\n", vtos(client->origOrigin));
G_SetOrigin(ent, client->origOrigin);
VectorCopy(client->origOrigin, ent->client->ps.origin);
G_Client_SetViewAngle(ent, client->origViewAngles);
trap_LinkEntity(ent);
}
void Cinematic_ActivateGlobalCameraMode(gentity_t *target) {
int i;
gentity_t *ent;
for(i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if(!ent || !ent->client) continue;
Cinematic_ActivateCameraMode(ent, target);
}
}
void Cinematic_DeactivateGlobalCameraMode(void) {
int i;
gentity_t *ent;
for(i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if(!ent || !ent->client) continue;
Cinematic_DeactivateCameraMode(ent);
}
}

View file

@ -4,10 +4,10 @@
#ifndef _G_LOCAL_H_
#define _G_LOCAL_H_
#include "q_shared.h"
#include "bg_public.h"
#include "../base_game/q_shared.h"
#include "../base_game/bg_public.h"
#include "g_public.h"
#include "bg_list.h"
#include "../base_game/bg_list.h"
//==================================================================

View file

@ -3,15 +3,7 @@
#include "g_local.h"
#if (defined __linux__ || defined __WIN32__) // linux or mingw
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#else
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#endif
#include "lua.hpp"
enum g_luaLimits_e {
NUM_VMS = 3

View file

@ -9,7 +9,7 @@
#include "g_cmds.h"
#include "g_items.h"
#include "bg_lex.h"
#include "bg_misc.h"
#include "../base_game/bg_misc.h"
#include "g_logger.h"
#include "g_usable.h"
#include "g_lua.h"

View file

@ -7,7 +7,7 @@
#include "g_combat.h"
#include "g_lua.h"
#include "g_utils.h"
#include "q_math.h"
#include "../base_game/q_math.h"
#include "g_syscalls.h"
extern qboolean G_CallSpawn(gentity_t *ent);

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