diff --git a/code/game/g_items.c b/code/game/g_items.c index a23a388..0e9bec7 100644 --- a/code/game/g_items.c +++ b/code/game/g_items.c @@ -156,15 +156,6 @@ void Padd_Add( gentity_t *key, gentity_t *who, char *txt ) Q_strncpyz( empty->owner, who->client->pers.netname, sizeof( empty->owner ) ); ++paddDataNum; - - - //Inform admins - //for ( i = 0; i < level.maxclients; ++i ) { - // gentity_t *player = &g_entities[i]; - // if ( !player->client->noAdminChat && IsAdmin( player ) && player != who ) { - // trap_SendServerCommand( player-g_entities, va("print \"%s" S_COLOR_CYAN" (padd drop) " S_COLOR_WHITE "%s\n\"", who->client->pers.netname, txt ) ); - // } - //} } /* @@ -391,42 +382,6 @@ int Pickup_Ammo (gentity_t *ent, gentity_t *other) int Pickup_Weapon (gentity_t *ent, gentity_t *other) { char *msg; - // Marcin - ammo is constant -/* - if ( ent->count < 0 ) { - quantity = 0; // None for you, sir! - } else { - if ( ent->count ) { - quantity = ent->count; - } else { - quantity = ent->item->quantity; - } - - // dropped items and teamplay weapons always have full ammo - if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) { - // respawning rules - - // New method: If the player has less than half the minimum, give them the minimum, else add 1/2 the min. - - // drop the quantity if the already have over the minimum - if ( other->client->ps.ammo[ ent->item->giTag ] < quantity*0.5 ) { - quantity = quantity - other->client->ps.ammo[ ent->item->giTag ]; - } else { - quantity = quantity*0.5; // only add half the value. - } - - // Old method: If the player has less than the minimum, give them the minimum, else just add 1. -/\* - // drop the quantity if the already have over the minimum - if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) { - quantity = quantity - other->client->ps.ammo[ ent->item->giTag ]; - } else { - quantity = 1; // only add a single shot - } - *\/ - } - } -*/ // add the weapon other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag ); Add_Ammo( other, ent->item->giTag, 1 ); @@ -573,13 +528,6 @@ void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) { other->client->pressedUse = qtrue; } - // If ghosted, then end the ghost-ness in favor of the pickup. - //RPG-X: RedTechie - Keep ghost all the time - /*if (other->client->ps.powerups[PW_GHOST] >= level.time) - { - other->client->ps.powerups[PW_GHOST] = 0; // Unghost the player. This - }*/ - // the same pickup rules are used for client side and server side if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps, Max_Weapon(other->client->ps.weapon) ) && IsAdmin( other ) == qfalse ) @@ -751,7 +699,6 @@ gentity_t *LaunchItem( gitem_t *item, gentity_t *who, vec3_t origin, vec3_t velo // cdr if ( item->giTag == WP_3 ) { - //Q_strncpyz(item->paddMsg, txt, sizeof(item->paddMsg)); Padd_Add(dropped, who, txt); } @@ -767,15 +714,6 @@ gentity_t *LaunchItem( gitem_t *item, gentity_t *who, vec3_t origin, vec3_t velo // make the sound call for a dropped flag te = G_TempEntity( dropped->s.pos.trBase, EV_TEAM_SOUND ); te->s.eventParm = DROPPED_FLAG_SOUND; - /*if (dropped->item->giTag == PW_REDFLAG) - { - te->s.otherEntityNum = TEAM_RED; - } - else - { - te->s.otherEntityNum = TEAM_BLUE; - }*/ - te->r.svFlags |= SVF_BROADCAST; } else { // auto-remove after 30 seconds @@ -901,12 +839,6 @@ void FinishSpawningItem( gentity_t *ent ) { Com_Printf("print \"giType %i!\n\"", ent->item->giType); - //Commeted out because if statement causes sharing vialation - /*if ( ent->item->giType == IT_TEAM ) - { - VectorSet( ent->r.mins, -23, -23, 0 ); - VectorSet( ent->r.maxs, 23, 23, 47 ); - }*/ if ( ent->spawnflags & 1 ) { // suspended @@ -939,26 +871,6 @@ void FinishSpawningItem( gentity_t *ent ) { return; } - // powerups don't spawn in for a while - - //Commeted out because if statement causes sharing vialation - /* if ( ent->item->giType == IT_POWERUP ) { - float respawn; - -#ifdef _DEBUG - respawn = 1; // This makes powerups spawn immediately in debug. -#else // _DEBUG - respawn = 45 + crandom() * 15; -#endif // _DEBUG - - ent->s.eFlags |= EF_NODRAW; - ent->r.contents = 0; - ent->nextthink = level.time + respawn * 1000; - ent->think = RespawnItem; - return; - }*/ - - trap_LinkEntity (ent); } @@ -987,7 +899,7 @@ qboolean FinishSpawningDetpack( gentity_t *ent, int itemIndex ) ent->classname = bg_itemlist[itemIndex].classname; ent->r.contents = CONTENTS_CORPSE;//CONTENTS_TRIGGER; - ent->takedamage = 1; + ent->takedamage = qtrue; ent->health = 5; ent->touch = 0; ent->die = detpack_shot; @@ -1034,14 +946,7 @@ qboolean FinishSpawningDecoy( gentity_t *ent, int itemIndex ) trace_t tr; vec3_t dest; - // OLD RADIUS SETTINGS -// VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS ); -// VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); -// ent->s.eType = ET_USEABLE; -// ent->s.modelindex = bg_itemlist[itemIndex].giTag; // this'll be used in CG_Useable() - ent->classname = bg_itemlist[itemIndex].classname; -// ent->r.contents = CONTENTS_CORPSE; ent->touch = 0; // null touch function pointer // useing an item causes it to respawn ent->use = Use_Item; @@ -1115,11 +1020,7 @@ void ClearRegisteredItems( void ) { RegisterItem( BG_FindItemForWeapon( WP_6 ) ); //this is for the podium at the end, make sure we have the model RegisterItem( BG_FindItemForWeapon( WP_1 ) ); -// RegisterItem( BG_FindItemForWeapon( WP_4 ) ); RegisterItem( BG_FindItemForWeapon( WP_10 ) ); -// RegisterItem( BG_FindItemForWeapon( WP_8 ) ); -// RegisterItem( BG_FindItemForWeapon( WP_7 ) ); -// RegisterItem( BG_FindItemForWeapon( WP_9 ) ); RegisterItem( BG_FindItemForWeapon( WP_13 ) ); RegisterItem( BG_FindItemForWeapon( WP_12 ) ); RegisterItem( BG_FindItemForWeapon( WP_14 ) ); @@ -1229,7 +1130,6 @@ void G_SpawnItem (gentity_t *ent, gitem_t *item) { { return; } - //item = G_CheckReplaceItem( ent, item ); G_SpawnFloat( "random", "0", &ent->random ); G_SpawnFloat( "wait", "0", &ent->wait ); diff --git a/code/game/g_log.c b/code/game/g_log.c index 73b3a9a..b077286 100644 --- a/code/game/g_log.c +++ b/code/game/g_log.c @@ -912,78 +912,6 @@ void G_LogWeaponOutput(void) #endif //LOGGING_WEAPONS } -// -// kef -- synchronized with ui_local.h -// -/* -typedef enum { - AWARD_EFFICIENCY, // Accuracy - AWARD_SHARPSHOOTER, // Most compression rifle frags - AWARD_UNTOUCHABLE, // Perfect (no deaths) - AWARD_LOGISTICS, // Most pickups - AWARD_TACTICIAN, // Kills with all weapons - AWARD_DEMOLITIONIST, // Most explosive damage kills - AWARD_STREAK, // Ace/Expert/Master/Champion - AWARD_TEAM, // MVP/Defender/Warrior/Carrier/Interceptor/Bravery - AWARD_SECTION31, // All-around god - AWARD_MAX -} awardType_t; - -typedef enum -{ - TEAM_NONE, // ha ha! you suck! - TEAM_MVP, // most overall points - TEAM_DEFENDER, // killed the most baddies near your flag - TEAM_WARRIOR, // most frags - TEAM_CARRIER, // infected the most people with plague - TEAM_INTERCEPTOR, // returned your own flag the most - TEAM_BRAVERY, // Red Shirt Award (tm). you died more than anybody. - TEAM_MAX -} teamAward_e; -*/ - -// did this player earn the efficiency award? -/*qboolean CalculateEfficiency(gentity_t *ent, int *efficiency) -{ -#ifdef LOGGING_WEAPONS - float fAccuracyRatio = 0, fBestRatio = 0; - int i = 0, nShotsFired = 0, nShotsHit = 0, nBestPlayer = -1, tempEff = 0; - gentity_t *player = NULL; - - - for (i = 0; i < g_maxclients.integer; i++) - { - player = g_entities + i; - if (!player->inuse) - continue; - nShotsFired = player->client->ps.persistant[PERS_ACCURACY_SHOTS]; - nShotsHit = player->client->ps.persistant[PERS_ACCURACY_HITS]; - fAccuracyRatio = ( ((float)nShotsHit)/((float)nShotsFired) ); - if (fAccuracyRatio > fBestRatio) - { - fBestRatio = fAccuracyRatio; - nBestPlayer = i; - } - } - if (-1 == nBestPlayer) - { - // huh? - return qfalse; - } - if (nBestPlayer == ent->s.number) - { - tempEff = (int)(100*fBestRatio); - if (tempEff > 50) - { - *efficiency = tempEff; - return qtrue; - } - return qfalse; - } -#endif // LOGGING_WEAPONS - return qfalse; -}*/ - // did this player earn the sharpshooter award? qboolean CalculateSharpshooter(gentity_t *ent, int *frags) { @@ -1247,22 +1175,7 @@ qboolean CalculateDemolitionist(gentity_t *ent, int *kills) int CalculateStreak(gentity_t *ent) { - /*if (ent->client->ps.persistant[PERS_STREAK_COUNT] >= STREAK_CHAMPION) - { - return STREAK_CHAMPION; - } - if (ent->client->ps.persistant[PERS_STREAK_COUNT] >= STREAK_MASTER) - { - return STREAK_MASTER; - } - if (ent->client->ps.persistant[PERS_STREAK_COUNT] >= STREAK_EXPERT) - { - return STREAK_EXPERT; - } - if (ent->client->ps.persistant[PERS_STREAK_COUNT] >= STREAK_ACE) - { - return STREAK_ACE; - }*/ + /* TODO: remove me */ return 0; } @@ -1301,7 +1214,7 @@ qboolean CalculateTeamMVPByRank(gentity_t *ent) playerState_t *ps = &ent->client->ps; int i = 0, nBestPlayer = -1, nScore = 0, nHighestScore = 0, team = ps->persistant[PERS_RANK]+1; - qboolean bTied = (team == 3); + qboolean bTied = (qboolean)(team == 3); gentity_t *player = NULL; for (i = 0; i < g_maxclients.integer; i++) @@ -1341,12 +1254,6 @@ qboolean CalculateTeamDefender(gentity_t *ent) team = ent->client->ps.persistant[PERS_TEAM]; gentity_t *player = NULL; - /* - if (CalculateTeamMVP(ent)) - { - return qfalse; - } - */ for (i = 0; i < g_maxclients.integer; i++) { nScore = 0; @@ -1377,12 +1284,6 @@ qboolean CalculateTeamWarrior(gentity_t *ent) team = ent->client->ps.persistant[PERS_TEAM]; gentity_t *player = NULL; - /* - if (CalculateTeamMVP(ent) || CalculateTeamDefender(ent)) - { - return qfalse; - } - */ for (i = 0; i < g_maxclients.integer; i++) { nScore = 0; @@ -1413,12 +1314,6 @@ qboolean CalculateTeamCarrier(gentity_t *ent) team = ent->client->ps.persistant[PERS_TEAM]; gentity_t *player = NULL; - /* - if (CalculateTeamMVP(ent) || CalculateTeamDefender(ent) || CalculateTeamWarrior(ent)) - { - return qfalse; - } - */ for (i = 0; i < g_maxclients.integer; i++) { nScore = 0; @@ -1449,13 +1344,6 @@ qboolean CalculateTeamInterceptor(gentity_t *ent) team = ent->client->ps.persistant[PERS_TEAM]; gentity_t *player = NULL; - /* - if (CalculateTeamMVP(ent) || CalculateTeamDefender(ent) || CalculateTeamWarrior(ent) || - CalculateTeamCarrier(ent)) - { - return qfalse; - } - */ for (i = 0; i < g_maxclients.integer; i++) { nScore = 0; @@ -1487,13 +1375,6 @@ qboolean CalculateTeamRedShirt(gentity_t *ent) team = ent->client->ps.persistant[PERS_TEAM]; gentity_t *player = NULL; - /* - if (CalculateTeamMVP(ent) || CalculateTeamDefender(ent) || CalculateTeamWarrior(ent) || - CalculateTeamCarrier(ent) || CalculateTeamInterceptor(ent)) - { - return qfalse; - } - */ for (i = 0; i < g_maxclients.integer; i++) { nScore = 0; @@ -1555,7 +1436,7 @@ int CalculateTeamAward(gentity_t *ent) qboolean CalculateSection31Award(gentity_t *ent) { - int i = 0; //, frags = 0, efficiency = 0; + int i = 0; gentity_t *player = NULL; for (i = 0; i < g_maxclients.integer; i++) @@ -1563,21 +1444,7 @@ qboolean CalculateSection31Award(gentity_t *ent) player = g_entities + i; if (!player->inuse) continue; -// -// kef -- heh. -// -// if (strcmp("JaxxonPhred", ent->client->pers.netname)) -// { -// continue; -// } - /*CalculateEfficiency(ent, &efficiency); - if (!CalculateSharpshooter(ent, &frags) || - !CalculateUntouchable(ent) || - (CalculateStreak(ent) < STREAK_CHAMPION) || - (efficiency < 75)) - { - continue; - }*/ + return qtrue; } return qfalse; @@ -1587,15 +1454,10 @@ void CalculateAwards(gentity_t *ent, char *msg) { #ifdef LOGGING_WEAPONS char buf1[AWARDS_MSG_LENGTH], buf2[AWARDS_MSG_LENGTH]; - int awardFlags = 0, /*efficiency = 0,*/ stuffUsed = 0, kills = 0, streak = 0, teamAwards = 0; + int awardFlags = 0, stuffUsed = 0, kills = 0, streak = 0, teamAwards = 0; memset(buf1, 0, AWARDS_MSG_LENGTH); memset(buf2, 0, AWARDS_MSG_LENGTH); - /*if (CalculateEfficiency(ent, &efficiency)) - { - awardFlags |= (1< MAX_FSIZE) - { - LUA_LOG("Lua: ignoring file %s (too big)\n", path); - G_Printf(S_COLOR_YELLOW "Lua: ignoring file %s (too big)\n", path); - trap_FS_FCloseFile(f); - return qfalse; - }*/ else { code = (char *)malloc(flen + 1); @@ -107,13 +99,12 @@ qboolean LoadLuaFile(char *path, int num_vm) return qtrue; } } - //return qfalse; } qboolean G_LuaInit() { - int i, /*len,*/ num_vm = 0; - char buff[128]; //, *crt; + int i, num_vm = 0; + char buff[128]; int numdirs; int numFiles;