From f2b7356ed43468f5975766f96229529e958c96ab Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Wed, 17 Oct 2012 16:26:50 +0200 Subject: [PATCH] More reformating and cleanup --- code/cgame/cg_consolecmds.c | 72 +-- code/cgame/cg_draw.c | 901 +++--------------------------------- code/game/bg_slidemove.c | 2 - 3 files changed, 80 insertions(+), 895 deletions(-) diff --git a/code/cgame/cg_consolecmds.c b/code/cgame/cg_consolecmds.c index 1d043a6..0970751 100644 --- a/code/cgame/cg_consolecmds.c +++ b/code/cgame/cg_consolecmds.c @@ -181,10 +181,7 @@ void CG_RankList_cmd( void ) { CG_Printf( S_COLOR_GREEN "Console Name \t - \t Formal Name\n" ); /* Loop thru each val and print them */ - for ( i = 0; i < MAX_RANKS; i++ ) { - /*if ( strlen( cgs.ranksData[i].consoleName ) < 1 || strlen( cgs.ranksData[i].formalName ) < 1 ) - return; */ - + for ( i = 0; i < MAX_RANKS; i++ ) { if ( cgs.ranksData[i].consoleName[0] ) CG_Printf( "%s \t - \t %s\n", cgs.ranksData[i].consoleName, cgs.ranksData[i].formalName ); else @@ -207,10 +204,7 @@ void CG_ClassList_cmd( void ) { CG_Printf( S_COLOR_GREEN "Formal Name\n" ); /* Loop thru each val and print them */ - for ( i = 0; i < MAX_CLASSES; i++ ) { - /* if ( strlen( cgs.ranksData[i].consoleName ) < 1 || strlen( cgs.ranksData[i].formalName ) < 1 ) - return; */ - + for ( i = 0; i < MAX_CLASSES; i++ ) { if ( cgs.classData[i].formalName[0] ) CG_Printf( "%s\n", cgs.classData[i].formalName ); else @@ -275,8 +269,6 @@ void CG_Emote_f( void ) { int i; animation_t *anims; int animLength; - /* int animLengthUpper; - int animLengthLower; */ qboolean emoteFound=qfalse; argStr = CG_Argv( 1 ); @@ -301,32 +293,16 @@ void CG_Emote_f( void ) { /* find out emote in the list value of numEmotes calced in bg_misc.c or if an int was supplied as an arg, use that */ - /*if ( !argStr[0] >= '0' && argStr[0] <= '9' ) - { - i = atoi( argStr ); + for ( i = 0; i < bg_numEmotes; i++ ) + { + emote = &bg_emoteList[i]; - if ( i > 0 || i < bg_numEmotes ) { - emote = &bg_emoteList[i]; + if ( emote && !Q_stricmp( emote->name, argStr ) ) + { emoteFound = qtrue; - } - else { - CG_Printf( S_COLOR_RED "ERROR: An invalid emote number was given.\n" ); - return; + break; } } - else - {*/ - for ( i = 0; i < bg_numEmotes; i++ ) - { /* i < sizeof( emoteList ) / sizeof( emoteList[0] ) */ - emote = &bg_emoteList[i]; - - if ( emote && !Q_stricmp( emote->name, argStr ) ) - { - emoteFound = qtrue; - break; - } - } - /*} */ if ( !emoteFound ) { CG_Printf( S_COLOR_RED "ERROR: Specified emote not found\n" ); @@ -343,7 +319,6 @@ void CG_Emote_f( void ) { /* Anim length for lower model */ if ( !( emote->animFlags & EMOTE_LOOP_UPPER ) && !( emote->animFlags & EMOTE_LOOP_LOWER ) ) { - /* numFrames * (1000 / fps = frameLerp ) = time length */ animLength = anims->numFrames * anims->frameLerp; } else { @@ -644,7 +619,6 @@ void CG_ThirdPersonRevert_f ( void ) { for (i = 0; i < 5; i++ ){ trap_Cvar_VariableStringBuffer ( cVars[i], value, sizeof( value ) ); TPSVars[i]->value = atof( value ); - /* Q_strncpyz( TPSVars[i]->string, value, 256 ); */ } } @@ -687,32 +661,6 @@ void CG_ToggleThirdPerson_f ( void ) { trap_Cvar_Set( "cg_thirdPerson", va( "%i", value ) ); } -/*TiM - Test the ability to handle binary data streams -void CG_LoadBinaryData( void ) -{ - const char *fileRoute = "rpgx.idkey"; - fileHandle_t f; - int len; - byte buffer[SECURITY_SIZE]; - rpgxSecurityFile_t *c; - - if (!fileRoute) - return; - - len = trap_FS_FOpenFile( fileRoute, &f, FS_READ ); - - if ( !len ) - return; - - trap_FS_Read( buffer, len, f ); - trap_FS_FCloseFile( f ); - - c = (rpgxSecurityFile_t *)((byte *)buffer); - - CG_Printf( "ID: %i, Hash: %i, PID: %i\n", c->ID, c->hash > 0xFFFF ? 1 : 0, c->playerID > 0xFFFF ? 1 : 0); - CG_Printf( "%i\n", (unsigned)atoi( sv_securityHash.string ) > 0xFFFF ? 1 : 0 ); -}*/ - /*================================================================================*/ typedef struct { @@ -772,15 +720,12 @@ static consoleCommand_t commands[] = { { "loaddefered", CG_LoadDeferredPlayers }, /* spelled wrong, but not changing for demo... */ { "+analysis", CG_ObjectivesDown_f }, { "-analysis", CG_ObjectivesUp_f }, - /*{ "+shake", CG_ShakeCamera_cmd },*/ { "iloverpg-x", CG_Cough_cmd }, - /*{ "commandList", CG_CmdList_cmd },*/ { "rankList", CG_RankList_cmd }, { "locationList", CG_BeamList_cmd }, { "classList", CG_ClassList_cmd }, { "emote", CG_Emote_f }, { "locedit", CG_LocEdit_f }, - /*{ "fileID", CG_LoadBinaryData }*/ }; @@ -836,7 +781,6 @@ void CG_InitConsoleCommands( void ) { trap_AddCommand ("say_team"); /* START MOD */ trap_AddCommand ("say_class"); - /*trap_AddCommand ("giveTo");*/ trap_AddCommand ("forceName"); trap_AddCommand ("forceKill"); trap_AddCommand ("forceKillRadius"); diff --git a/code/cgame/cg_draw.c b/code/cgame/cg_draw.c index c3973b7..d186ef5 100644 --- a/code/cgame/cg_draw.c +++ b/code/cgame/cg_draw.c @@ -39,12 +39,6 @@ char *ingame_text[IGT_MAX]; /* Holds pointers to ingame text */ int zoomFlashTime=0; -/*typedef enum { - RADAR_UP, - RADAR_MIDDLE, - RADAR_DOWN -} radarType_t;*/ - interfacegraphics_s interface_graphics[IG_MAX] = { /* type timer x y width height file/text graphic, min max color style ptr */ @@ -119,13 +113,11 @@ void CG_InitLensFlare( vec3_t worldCoord, for (i = 0; i < MAX_LENS_FLARES; i++) { /* find the next free slot */ if ( !lensFlare[i].qfull ) { - /* VectorCopy(worldCoord, lensFlare[i].worldCoord); */ lensFlare[i].worldCoord[0] = worldCoord[0]; lensFlare[i].worldCoord[1] = worldCoord[1]; lensFlare[i].worldCoord[2] = worldCoord[2]; lensFlare[i].w1 = w1; lensFlare[i].h1 = h1; - /* VectorCopy(glowColor, lensFlare[i].glowColor); */ lensFlare[i].glowColor[0] = glowColor[0]; lensFlare[i].glowColor[1] = glowColor[1]; lensFlare[i].glowColor[2] = glowColor[2]; @@ -133,7 +125,6 @@ void CG_InitLensFlare( vec3_t worldCoord, lensFlare[i].hazeOffset = hazeOffset; lensFlare[i].minDist = minDist; lensFlare[i].maxDist = maxDist; - /* VectorCopy(streakColor, lensFlare[i].streakColor); */ lensFlare[i].streakColor[0] = streakColor[0]; lensFlare[i].streakColor[1] = streakColor[1]; lensFlare[i].streakColor[2] = streakColor[2]; @@ -181,16 +172,11 @@ static qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, float *x, float *y vec3_t up; float xzi; float yzi; - -/* xcenter = cg.refdef.width / 2;*//*gives screen coords adjusted for resolution*/ -/* ycenter = cg.refdef.height / 2;*//*gives screen coords adjusted for resolution*/ /* * NOTE: did it this way because most draw functions expect virtual 640x480 coords * and adjust them for current resolution */ - /*xcenter = 640 * 0.5;*//*gives screen coords in virtual 640x480, to be adjusted when drawn*/ - /*ycenter = 480 * 0.5;*//*gives screen coords in virtual 640x480, to be adjusted when drawn*/ xcenter = 640 >> 1; ycenter = 480 >> 1; @@ -269,12 +255,10 @@ static float CG_FlareScreenTrans(int x, int y, int xmin, int ymin, int xmax, int if ( ly < (lx * grad) ) {/* point is running along the side bar */ alpha = (float)( 1.0 - ( (float)lx - (float)lxmin ) / (float)xDif ); - /* CG_Printf("SIDE BAR!!!! alpha = %f, ly = %i, lymin = %i, yDif = %i\n", alpha, ly, lymin, yDif); */ } if ( ly > ( lx * grad) ) {/* point is running along the top bar */ alpha = (float)( 1.0 - ( (float)ly - (float)lymin ) / (float)yDif ); - /* CG_Printf("TOP BAR!!!! alpha = %f, lx = %i, lxmin = %i, xDif = %i, xEq = %f\n", alpha, lx, lxmin, xDif, ((float)lx * grad) ); */ } /* if xy has exceeded maxes, just make it 0 :P */ @@ -312,7 +296,7 @@ static float CG_CorrelateMaxMinDist( float len, int min, int max ) { if ( min <= 0 ) /* this means that the parameter wants it to always be on */ return alpha; - alpha = /*1.0 -*/ ( len - (float)min ) / ((float)max - (float)min); /* calculate the alpha */ + alpha = ( len - (float)min ) / ((float)max - (float)min); /* calculate the alpha */ if (alpha > 1.0 ) /* Clamp it.... again */ alpha = 1.0; @@ -621,76 +605,8 @@ void CG_DrawLensFlare( lensFlare_t *flare ) y = ( yCart - (h *0.5) + HALF_SCREEN_HEIGHT ); CG_DrawPic( x, y, w, h, cgs.media.flareCore ); //Draw teh main fl4r3 :) } - //CG_Printf("worldCoord = %f, colorAlpha = %f, streakAlpha = %f, streakColor = %f \n", flare->worldCoord[0], color[3], strkColor[3], strkColor[2]); } -/* -============== -CG_DrawField - -Draws large numbers for status bar and powerups -============== -*/ -/* -static void CG_DrawField (int x, int y, int width, int value) -{ - char num[16], *ptr; - int l; - int frame; - - if ( width < 1 ) - { - return; - } - - // draw number string - if ( width > 5 ) - { - width = 5; - } - - switch ( width ) - { - case 1: - value = value > 9 ? 9 : value; - value = value < 0 ? 0 : value; - break; - case 2: - value = value > 99 ? 99 : value; - value = value < -9 ? -9 : value; - break; - case 3: - value = value > 999 ? 999 : value; - value = value < -99 ? -99 : value; - break; - case 4: - value = value > 9999 ? 9999 : value; - value = value < -999 ? -999 : value; - break; - } - - Com_sprintf (num, sizeof(num), "%i", value); - l = strlen(num); - if (l > width) - l = width; - x += 2 + CHAR_WIDTH*(width - l); - - ptr = num; - while (*ptr && l) - { - if (*ptr == '-') - frame = STAT_MINUS; - else - frame = *ptr -'0'; - - CG_DrawPic( x,y, CHAR_WIDTH, CHAR_HEIGHT, cgs.media.numberShaders[frame] ); - x += CHAR_WIDTH; - ptr++; - l--; - } -} -*/ - /* ================ CG_Draw3DModel @@ -743,9 +659,6 @@ CG_DrawHead Used for both the status bar and the scoreboard ================ */ - -//extern qhandle_t CG_CurrentHeadSkin( centity_t* cent, clientInfo_t* ci ); - void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ) { clipHandle_t cm; clientInfo_t *ci; @@ -834,13 +747,6 @@ void CG_DrawFlagModel( float x, float y, float w, float h, int team ) { CG_Draw3DModel( x, y, w, h, team == TEAM_RED ? cgs.media.redFlagModel : cgs.media.blueFlagModel, 0, team == TEAM_RED ? cgs.media.redFlagShader[3] : cgs.media.blueFlagShader[3], origin, angles ); - } else if ( cg_drawIcons.integer ) { - //gitem_t *item = BG_FindItemForPowerup( team == TEAM_RED ? PW_REDFLAG : PW_BORG_ADAPT ); - - /*if (item) - { - CG_DrawPic( x, y, w, h, cg_items[ ITEM_INDEX(item) ].icon ); - }*/ } } @@ -1023,8 +929,7 @@ static int CG_DrawHealth(centity_t *cent) CG_FillRect( x + 47, y, health_barwidth, 7, colorTable[CT_DKBLUE1]); //RPG-X: Top Horizontal bar - CG_FillRect( 61, 420, 70+health_barwidth, 15, colorTable[CT_DKBLUE1]); //RPG-X: RedTechie - Some eye candy text - UI_DrawProportionalString( x +40-3, y + 23, ingame_text[IGT_SB_HEALTHBARLCARS], UI_TINYFONT|UI_RIGHT, colorTable[CT_BLACK]);//456 -//x + 12 + UI_DrawProportionalString( x +40-3, y + 23, ingame_text[IGT_SB_HEALTHBARLCARS], UI_TINYFONT|UI_RIGHT, colorTable[CT_BLACK]); return health_barwidth + 82; } } @@ -1048,14 +953,6 @@ static void CG_DrawStatusBar( void ) whiteA[0] = whiteA[1] = whiteA[2] = 1.0f; whiteA[3] = 0.3f; cent = &cg_entities[cg.snap->ps.clientNum]; - - //RPG-X: RedTechie - HACK HACK HACK!!!! this needs to be called soon to check to shake the players cameras - /*info = CG_ConfigString( CS_SERVERINFO ); - rpg_shakemycamera = atoi( Info_ValueForKey( info, "rpg_servershakeallclients" ) ); - rpg_shakemycamera_intensity = atof( Info_ValueForKey( info, "rpg_servershakeallclientsintensity" ) ); - if(rpg_shakemycamera == 1){ - CG_CameraShake(rpg_shakemycamera_intensity,300); - }*/ if ( cg_drawStatus.integer == 0 ) { return; @@ -1162,11 +1059,9 @@ static void CG_DrawStatusBar( void ) if (z > 64) { CG_DrawStretchPic( 86 - forward[1], 146 - forward[0], 16, 8, 0, 0, 1, 0.5, cgs.media.rd_injured_level ); - //CG_DrawPic(86 - forward[1], 146 - forward[0], 7, 7, cgs.media.rd_injured_up); } else if (z < -64) { - //CG_DrawPic(86 - forward[1], 146 - forward[0], 7, 7, cgs.media.rd_injured_down); CG_DrawStretchPic( 86 - forward[1], 146 - forward[0], 16, 8, 0, 0.5, 1, 1, cgs.media.rd_injured_level ); } else @@ -1234,21 +1129,6 @@ static void CG_InterfaceStartup() interface_graphics[IG_HEALTH_ENDCAP].type = SG_GRAPHIC; } - // Turn on Armor Graphics - //RPG-X: - RedTechie how many times do i have to say NO ARMOR IN RP's! - /*if ((interface_graphics[IG_ARMOR_START].timer < cg.time) && (interface_graphics[IG_ARMOR_BEGINCAP].type == SG_OFF)) - { - if (interface_graphics[IG_ARMOR_BEGINCAP].type == SG_OFF) - { - trap_S_StartLocalSound( cgs.media.interfaceSnd1, CHAN_LOCAL_SOUND ); - } - - interface_graphics[IG_ARMOR_BEGINCAP].type = SG_GRAPHIC; - interface_graphics[IG_ARMOR_BOX1].type = SG_GRAPHIC; - interface_graphics[IG_ARMOR_ENDCAP].type = SG_GRAPHIC; - - }*/ - // Turn on Ammo Graphics if (interface_graphics[IG_AMMO_START].timer < cg.time) { @@ -1314,55 +1194,6 @@ static void CG_InterfaceStartup() =========================================================================================== */ -/* -================ -CG_DrawAttacker - -================ -*/ -/*static float CG_DrawAttacker( float y ) { - int t; - float size; - vec3_t angles; - const char *info; - const char *name; - int clientNum; - - if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { - return y; - } - - if ( !cg.attackerTime ) { - return y; - } - - clientNum = cg.predictedPlayerState.persistant[PERS_ATTACKER]; - if ( clientNum < 0 || clientNum >= MAX_CLIENTS || clientNum == cg.snap->ps.clientNum ) { - return y; - } - - t = cg.time - cg.attackerTime; - if ( t > ATTACKER_HEAD_TIME ) { - cg.attackerTime = 0; - return y; - } - - size = ICON_SIZE * 1.25; - - angles[PITCH] = 0; - angles[YAW] = 180; - angles[ROLL] = 0; - CG_DrawHead( 640 - size, y, size, size, clientNum, angles ); - - info = CG_ConfigString( CS_PLAYERS + clientNum ); - name = Info_ValueForKey( info, "n" ); - y += size; -// CG_DrawBigString( 640 - ( Q_PrintStrlen( name ) * BIGCHAR_WIDTH), y, name, 0.5 ); - UI_DrawProportionalString( 635, y, name, UI_RIGHT | UI_SMALLFONT, colorTable[CT_LTGOLD1] ); - - return y + BIGCHAR_HEIGHT + 2; -}*/ - /* ================== CG_DrawSnapshot @@ -1373,10 +1204,7 @@ static float CG_DrawSnapshot( float y ) { int w; s = va( "time:%i frametime:%i snap:%i cmd:%i", cg.snap->serverTime, cg.frametime, - cg.latestSnapshotNum, cgs.serverCommandSequence ); - - //y = (BIGCHAR_HEIGHT * 2) + 20; - + cg.latestSnapshotNum, cgs.serverCommandSequence ); w = UI_ProportionalStringWidth(s,UI_BIGFONT); @@ -1565,7 +1393,7 @@ static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) { hcolor[1] = 0; hcolor[2] = 0; hcolor[3] = 0.33; - } else { // if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) + } else { hcolor[0] = 0; hcolor[1] = 0; hcolor[2] = 1; @@ -1580,28 +1408,13 @@ static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) { if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { xx = x + TINYCHAR_WIDTH; -//Draw class icon if appropriate - if ( ci->pClass >= 0/*PC_NOCLASS*/ ) + //Draw class icon if appropriate + if ( ci->pClass >= 0 ) { - //qhandle_t icon; - - //Special hack: if it's Borg who has regen going, must be Borg queen - /*if ( ci->pClass == PC_BORG && (ci->powerups&(1<pClass]; - } - CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, icon );*/ - xx += (TINYCHAR_WIDTH * TINYPAD); } -//draw name -// CG_DrawStringExt( xx, y, -// ci->name, hcolor, qfalse, qfalse, -// TINYCHAR_WIDTH, TINYCHAR_HEIGHT, TEAM_OVERLAY_MAXNAME_WIDTH); + //draw name + hcolor[0] = hcolor[1] = hcolor[2] = hcolor[3] = 1.0; UI_DrawProportionalString( xx, y, ci->name, UI_TINYFONT, hcolor); @@ -1613,12 +1426,7 @@ static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) { if (len > lwidth) len = lwidth; -// xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth + -// ((lwidth/2 - len/2) * TINYCHAR_WIDTH); xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth; -// CG_DrawStringExt( xx, y, -// p, hcolor, qfalse, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, -// TEAM_OVERLAY_MAXLOCATION_WIDTH); UI_DrawProportionalString( xx, y, p, UI_TINYFONT, hcolor); } @@ -1630,9 +1438,6 @@ static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) { xx = x + TINYCHAR_WIDTH * 3 + TINYCHAR_WIDTH * pwidth + TINYCHAR_WIDTH * lwidth; -// CG_DrawStringExt( xx, y, -// st, hcolor, qfalse, qfalse, -// TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 ); UI_DrawProportionalString( xx, y, st, UI_TINYFONT, hcolor); // draw weapon icon @@ -1686,9 +1491,6 @@ CG_DrawUpperRight static void CG_DrawUpperRight( void ) { float y; - //vec3_t origin = {960, -1214, 242 }; - //vec3_t color = { 0.6, 0.6, 1.0 }; - cgs.widescreen.state = WIDESCREEN_RIGHT; y = 0; @@ -1708,11 +1510,6 @@ static void CG_DrawUpperRight( void ) { } cgs.widescreen.state = WIDESCREEN_NONE; - -/* if ( cg_drawAttacker.integer ) { //RPG-X - TiM: We don't really need this in an RP - y = CG_DrawAttacker( y ); - }*/ - } /* @@ -1806,7 +1603,7 @@ static float CG_DrawPowerups( float y ) { // Don't draw almost timed out powerups if we have more than 3 and a holdable item if (!(hasHoldable && ipowerups[ sorted[i] ]; if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) { @@ -1840,8 +1635,6 @@ static float CG_DrawPowerups( float y ) { size = ICON_SIZE; } - //CG_DrawPic( 640 - size, y + ICON_SIZE / 2 - size / 2, - // size, size, trap_R_RegisterShader( item->icon ) ); x -= size + 10; CG_DrawPic( x, 478 - size, @@ -1902,7 +1695,6 @@ static int CG_DrawPickupItem( int y ) { CG_DrawPic( 8, y, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon ); UI_DrawProportionalString( ICON_SIZE + 16, y + (ICON_SIZE/2 - BIGCHAR_HEIGHT/2), bg_itemlist[ value ].pickup_name, UI_SMALLFONT, fadeColor); -// CG_DrawBigString( ICON_SIZE + 16, y + (ICON_SIZE/2 - BIGCHAR_HEIGHT/2), bg_itemlist[ value ].pickup_name, fadeColor[0] ); trap_R_SetColor( NULL ); } } @@ -2000,10 +1792,6 @@ static void CG_DrawTeamInfo( void ) { hcolor[3] = 1.0; for (i = cgs.teamChatPos - 1; i >= cgs.teamLastChatPos; i--) { -// CG_DrawStringExt( CHATLOC_X + TINYCHAR_WIDTH, -// CHATLOC_Y - (cgs.teamChatPos - i)*TINYCHAR_HEIGHT, -// cgs.teamChatMsgs[i % chatHeight], hcolor, qfalse, qfalse, -// TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 ); UI_DrawProportionalString( CHATLOC_X + TINYCHAR_WIDTH, CHATLOC_Y - (cgs.teamChatPos - i)*TINYCHAR_HEIGHT, cgs.teamChatMsgs[i % chatHeight], UI_TINYFONT, hcolor); @@ -2164,17 +1952,14 @@ static void CG_DrawDisconnect( void ) { cmdNum = trap_GetCurrentCmdNumber() - CMD_BACKUP + 1; trap_GetUserCmd( cmdNum, &cmd ); if ( cmd.serverTime <= cg.snap->ps.commandTime || - cmd.serverTime > cg.time /*|| // special check for map_restart - cmd.serverTime < cg.snap->ps.introTime*/) // special check for holointro - { + cmd.serverTime > cg.time + ) { return; } // also add text in center of screen s = ingame_text[IGT_CONNECTIONINTERRUPTED]; -// w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; w = UI_ProportionalStringWidth(s,UI_BIGFONT); -// CG_DrawBigString( 320 - w/2, 100, s, 1.0F); // Used to be (Height) 100 UI_DrawProportionalString(320 - w/2, 240, s, UI_BIGFONT, colorTable[CT_LTGOLD1]); @@ -2206,7 +1991,7 @@ static void CG_DrawLagometer( void ) { int color; float vscale; - if ( !cg_lagometer.integer /* || cgs.localServer */) { + if ( !cg_lagometer.integer ) { CG_DrawDisconnect(); return; } @@ -2379,14 +2164,10 @@ static void CG_DrawCenterString( void ) { } linebuffer[l] = 0; -// w = cg.centerPrintCharWidth * CG_DrawStrlen( linebuffer ); w = UI_ProportionalStringWidth(linebuffer,UI_BIGFONT); x = ( SCREEN_WIDTH - w ) / 2; -// CG_DrawStringExt( x, y, linebuffer, color, qfalse, qtrue, -// cg.centerPrintCharWidth, (int)(cg.centerPrintCharWidth * 1.5), 0 ); - UI_DrawProportionalString( x, y, linebuffer, UI_BIGFONT|UI_DROPSHADOW, color); y += cg.centerPrintCharWidth * 1.5; @@ -2403,176 +2184,6 @@ static void CG_DrawCenterString( void ) { trap_R_SetColor( NULL ); } - - -/* -================================================================================ - -CROSSHAIR - -================================================================================ -*/ - -/*qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y) -{ - float xcenter, ycenter; - vec3_t local, transformed; - vec3_t vfwd; - vec3_t vright; - vec3_t vup; - float xzi; - float yzi; - -// xcenter = cg.refdef.width / 2;//gives screen coords adjusted for resolution -// ycenter = cg.refdef.height / 2;//gives screen coords adjusted for resolution - - //NOTE: did it this way because most draw functions expect virtual 640x480 coords - // and adjust them for current resolution - xcenter = 640.0f / 2.0f;//gives screen coords in virtual 640x480, to be adjusted when drawn - ycenter = 480.0f / 2.0f;//gives screen coords in virtual 640x480, to be adjusted when drawn - - AngleVectors (cg.refdefViewAngles, vfwd, vright, vup); - - VectorSubtract (worldCoord, cg.refdef.vieworg, local); - - transformed[0] = DotProduct(local,vright); - transformed[1] = DotProduct(local,vup); - transformed[2] = DotProduct(local,vfwd); - - // Make sure Z is not negative. - if(transformed[2] < 0.01f) - { - return qfalse; - } - - xzi = xcenter / transformed[2] * (96.0f/cg.refdef.fov_x); - yzi = ycenter / transformed[2] * (102.0f/cg.refdef.fov_y); - - *x = xcenter + xzi * transformed[0]; - *y = ycenter - yzi * transformed[1]; - - return qtrue; -}*/ - -/*float cg_crosshairPrevPosX = 0; -float cg_crosshairPrevPosY = 0; -#define CRAZY_CROSSHAIR_MAX_ERROR_X (100.0f*640.0f/480.0f) -#define CRAZY_CROSSHAIR_MAX_ERROR_Y (100.0f) -void CG_LerpCrosshairPos( float *x, float *y ) -{ - if ( cg_crosshairPrevPosX ) - {//blend from old pos - float maxMove = 100.0f * ((float)cg.frametime/500.0f) * 640.0f/480.0f; //30 - float xDiff = (*x - cg_crosshairPrevPosX); - if ( fabs(xDiff) > CRAZY_CROSSHAIR_MAX_ERROR_X ) - { - maxMove = CRAZY_CROSSHAIR_MAX_ERROR_X; - } - if ( xDiff > maxMove ) - { - *x = cg_crosshairPrevPosX + maxMove; - } - else if ( xDiff < -maxMove ) - { - *x = cg_crosshairPrevPosX - maxMove; - } - } - cg_crosshairPrevPosX = *x; - - if ( cg_crosshairPrevPosY ) - {//blend from old pos - float maxMove = 100.0f * ((float)cg.frametime/500.0f); - float yDiff = (*y - cg_crosshairPrevPosY); - if ( fabs(yDiff) > CRAZY_CROSSHAIR_MAX_ERROR_Y ) - { - maxMove = CRAZY_CROSSHAIR_MAX_ERROR_X; - } - if ( yDiff > maxMove ) - { - *y = cg_crosshairPrevPosY + maxMove; - } - else if ( yDiff < -maxMove ) - { - *y = cg_crosshairPrevPosY - maxMove; - } - } - cg_crosshairPrevPosY = *y; -}*/ - -/* -================= -CG_CalcMuzzlePoint -**Blatently plagiarised from JKA** - -Um, I guess this calculates the approximate vector -of where your gun is at ingame. :P -=================*/ - - -//static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) { -// vec3_t forward, right; -// vec3_t gunpoint; -// centity_t *cent; -// int anim; -// -// if ( entityNum == cg.snap->ps.clientNum ) -// { //I'm not exactly sure why we'd be rendering someone else's crosshair, but hey. -// int weapontype = cg.snap->ps.weapon; -// vec3_t weaponMuzzle = {13, 6, -6}; -// centity_t *pEnt = &cg_entities[cg.predictedPlayerState.clientNum]; -// -// if (cg.renderingThirdPerson) -// { -// VectorCopy( pEnt->lerpOrigin, gunpoint ); //lerp -// AngleVectors( pEnt->lerpAngles, forward, right, NULL ); -// } -// /*else -// { -// VectorCopy( cg.refdef.vieworg, gunpoint ); -// AngleVectors( cg.refdefViewAngles, forward, right, NULL ); -// }*/ -// -// VectorCopy(gunpoint, muzzle); -// -// VectorMA(muzzle, weaponMuzzle[0], forward, muzzle); -// VectorMA(muzzle, weaponMuzzle[1], right, muzzle); -// -// if (cg.renderingThirdPerson) -// { -// muzzle[2] += cg.snap->ps.viewheight + weaponMuzzle[2]; -// } -// /*else -// { -// muzzle[2] += weaponMuzzle[2]; -// }*/ -// -// return qtrue; -// } -// -// cent = &cg_entities[entityNum]; -// if ( !cent->currentValid ) { -// return qfalse; -// } -// -// VectorCopy( cent->currentState.pos.trBase, muzzle ); -// -// AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL ); -// anim = cent->currentState.legsAnim; -// if ( anim == BOTH_CROUCH1IDLE || anim == BOTH_CROUCH1WALK ) { -// muzzle[2] += CROUCH_VIEWHEIGHT; -// } else { -// muzzle[2] += DEFAULT_VIEWHEIGHT; -// } -// -// VectorMA( muzzle, 14, forward, muzzle ); -// -// return qtrue; -// -// -//} - -//end dCross - /* ================= CG_DrawCrosshair @@ -2580,13 +2191,11 @@ CG_DrawCrosshair */ static void CG_DrawCrosshair(void) { float w, h; - //qhandle_t hShader; float f; float x = 0; float y = 0; //float int weaponCrosshairNum; - //dCross trace_t trace; vec3_t start, end; int ignore; @@ -2604,7 +2213,7 @@ static void CG_DrawCrosshair(void) { return; } - if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR /*|| (cg.snap->ps.eFlags&EF_ELIMINATED)*/ ) { + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { return; } @@ -2625,27 +2234,6 @@ static void CG_DrawCrosshair(void) { return; } - //TiM: With the new crosshair rendering system, this should be no problem - /*if ( cg.snap->ps.weapon == WP_1 ) { //Teh hand has no crosshair - return; - }*/ - -// if ( cg.renderingThirdPerson ) { -// return; -// } - -//We don't need this anymore (RPG-X: J2J) -/* - // set color based on health - if ( cg_crosshairHealth.integer ) { - vec4_t hcolor; - - CG_ColorForHealth( hcolor ); - trap_R_SetColor( hcolor ); - } else { - trap_R_SetColor( NULL ); -// }*/ - w = h = cg_crosshairSize.value; // pulse the size of the crosshair when picking up items @@ -2660,27 +2248,15 @@ static void CG_DrawCrosshair(void) { if( cg_dynamicCrosshair.value == 1 && cg.renderingThirdPerson) { - //if ( cg.renderingThirdPerson ) { - VectorCopy( cg.predictedPlayerState.viewangles, pitchConstraint); //cg.predictedPlayerState.viewangles //cg.refdefViewAngles //vieworg - //} - /*else - { - VectorCopy(cg.refdefViewAngles, pitchConstraint); - }*/ + VectorCopy( cg.predictedPlayerState.viewangles, pitchConstraint); //cg.predictedPlayerState.viewangles //cg.refdefViewAngles //vieworg AngleVectors( pitchConstraint, d_f, NULL, NULL ); - //CG_CalcMuzzlePoint(cg.snap->ps.clientNum, start); - //if ( cg.renderingThirdPerson ) { - VectorCopy( cg.predictedPlayerState.origin, start); - if ( !(cg.predictedPlayerState.eFlags & EF_FULL_ROTATE) && Q_fabs( cg.predictedPlayerState.viewangles[PITCH] ) > 89.9f ) - start[2] -= 20; - else - start[2] += (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height; - //} - // else { - // VectorCopy( cg.refdef.vieworg, start); - // } + VectorCopy( cg.predictedPlayerState.origin, start); + if ( !(cg.predictedPlayerState.eFlags & EF_FULL_ROTATE) && Q_fabs( cg.predictedPlayerState.viewangles[PITCH] ) > 89.9f ) + start[2] -= 20; + else + start[2] += (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height; VectorMA( start, 6000.0f, d_f, end ); //cg.distanceCull @@ -2701,7 +2277,6 @@ static void CG_DrawCrosshair(void) { return; } - //CG_LerpCrosshairPos( &x, &y ); x -= 320; y -= 240; } @@ -2712,42 +2287,13 @@ static void CG_DrawCrosshair(void) { //end dCross - //RPG-X: J2J - This picks which crosshair to draw depending on the current weapon. - //TiM: Re-optimized so it'll only use one texture slot for the whole lot. :) - /*switch(cg.snap->ps.weapon) - { - default: - case WP_5: hShader = cgs.media.crosshair[0]; break; - case WP_6: hShader = cgs.media.crosshair[1]; break; - case WP_1: hShader = cgs.media.crosshair[4]; break; - case WP_4: hShader = cgs.media.crosshair[2]; break; - case WP_10: hShader = cgs.media.crosshair[3]; break; - case WP_8: hShader = cgs.media.crosshair[6]; break; - case WP_7: hShader = cgs.media.crosshair[5]; break; - case WP_9: hShader = cgs.media.crosshair[7]; break; - case WP_13: hShader = cgs.media.crosshair[8]; break; - case WP_12: hShader = cgs.media.crosshair[9]; break; - case WP_14: hShader = cgs.media.crosshair[11]; break; - case WP_11: hShader = cgs.media.crosshair[10]; break; - case WP_2: hShader = cgs.media.crosshair[14]; break; - case WP_3: hShader = cgs.media.crosshair[13]; break; - case WP_NEUTRINO_PROBE: hShader = cgs.media.crosshair[12]; break; - }*/ - //If admins scan non-players if ( cg.predictedPlayerState.weapon == WP_2 && cg.predictedPlayerState.eFlags & EF_FIRING ) { - if (/*cg.predictedPlayerState.persistant[PERS_CLASS] == PC_ADMIN*/cg_showEntityNums.integer && cgs.clientinfo[cg.snap->ps.clientNum].isAdmin && cg.crosshairClientNum < ENTITYNUM_WORLD ) { + if (cg_showEntityNums.integer && cgs.clientinfo[cg.snap->ps.clientNum].isAdmin && cg.crosshairClientNum < ENTITYNUM_WORLD ) { vec4_t ccolor; - /*color[0] = colorTable[CT_YELLOW][0]; - color[1] = colorTable[CT_YELLOW][1]; - color[2] = colorTable[CT_YELLOW][2];*/ - /*color[0] = 0.9F;//R - color[1] = 0.7F;//G - color[2] = 0.0F;//B - color[3] = 0.8;*/ - ccolor[0] = 0.694f;//0.9F;//R - ccolor[1] = 0.816f;//0.7F;//G - ccolor[2] = 1.0f;//0.0F;//B + ccolor[0] = 0.694f; //0.9F;//R + ccolor[1] = 0.816f; //0.7F;//G + ccolor[2] = 1.0f; //0.0F;//B ccolor[3] = 0.8f; //TiM @@ -2759,20 +2305,7 @@ static void CG_DrawCrosshair(void) { UI_CENTER|UI_SMALLFONT, ccolor); //170 - //CG_Printf( "x= %i, y = %i, w = %i, h = %i\n", cg.refdef.x, cg.refdef.y, cg.refdef.width, cg.refdef.height ); } - /*if(cg_entities[cg.crosshairClientNum].currentState.modelindex == HI_SHIELD && cg_entities[cg.crosshairClientNum].currentState.apos.trBase[0] != 0) { - vec4_t ccolor; - ccolor[0] = 0.694f; - ccolor[1] = 0.816f; - ccolor[2] = 1.0f; - ccolor[3] = 0.8f; - UI_DrawProportionalString(x + 320, - y + 285, - va("Frequency: %f", cg_entities[cg.crosshairClientNum].currentState.apos.trBase[0]), - UI_CENTER|UI_SMALLFONT, - ccolor); - }*/ } cgs.widescreen.state = WIDESCREEN_LEFT; @@ -2786,7 +2319,6 @@ static void CG_DrawCrosshair(void) { //of certain crosshairs ingame :'( //So I'm attempting to fix this by creating a very very subtle offset to scale the scan region inwards a bit. //Addendum: FRAK! Okay... offsetting will not work. It clips any of the hairs that are in their full boundary. Which looks crap :P - //Com_Printf("s1 = %f, t1 = %f, s2 = %f, t2 = %f\n", ((float)cd->s1/128.0f), ((float)cd->t1/128.0f), ((float)cd->s2/128.0f), ((float)cd->t2/128.0f)); //Magic number! 0.0078125 = 1 pixel in a 128x128 bitmap - Edited out. 1 pixel = WAY TOO MUCH! trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (cg.refdef.width - w), //X @@ -2834,17 +2366,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve infoStringCount += cg.frametime; rankCharIndex = raceCharIndex = classCharIndex = ageCharIndex = htCharIndex = wtCharIndex = weapCharIndex = charIndex = healthCharIndex = floor(infoStringCount/33); //TODO: have box scale in from corners of screen? Or out from center? - /* - if(infoStringCount < 1000) - { - timedScale = (float)infoStringCount/100.0f; - timedScale = 10.0f - timedScale; - if(timedScale < 1.0f) - { - timedScale = 1.0f; - } - } - */ + //IDEA: We COULD actually rotate a wire-mesh version of the crossEnt until it // matches the crossEnt's angles then flash it and pop up this info... // but that would be way too much work for something like this. @@ -2856,25 +2378,15 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve //Draw frame around ent's bbox //FIXME: make global, do once - fUpDot = 1.0f - fabs( DotProduct( vfwd_n, worldUp ) );//1.0 if looking up or down, so use mins and maxs more - fEastDot = fabs( DotProduct( vfwd_n, worldEast ) );//1.0 if looking east or west, so use mins[1] and maxs[1] more - fNorthDot = fabs( DotProduct( vfwd_n, worldNorth ) );//1.0 if looking north or south, so use mins[0] and maxs[0] more - uEastDot = fabs( DotProduct( vup_n, worldEast ) );//1.0 if looking up or down, head towards east or west, so use mins[0] and maxs[0] more - uNorthDot = fabs( DotProduct( vup_n, worldNorth ) );//1.0 if looking up or down, head towards north or south, so use mins[1] and maxs[1] more + fUpDot = 1.0f - fabs( DotProduct( vfwd_n, worldUp ) ); //1.0 if looking up or down, so use mins and maxs more + fEastDot = fabs( DotProduct( vfwd_n, worldEast ) ); //1.0 if looking east or west, so use mins[1] and maxs[1] more + fNorthDot = fabs( DotProduct( vfwd_n, worldNorth ) ); //1.0 if looking north or south, so use mins[0] and maxs[0] more + uEastDot = fabs( DotProduct( vup_n, worldEast ) ); //1.0 if looking up or down, head towards east or west, so use mins[0] and maxs[0] more + uNorthDot = fabs( DotProduct( vup_n, worldNorth ) ); //1.0 if looking up or down, head towards north or south, so use mins[1] and maxs[1] more - /*if ( crossEnt->s.solid == SOLID_BMODEL ) - {//brush model, no origin, so use the center - VectorAdd( crossEnt->absmin, crossEnt->absmax, center ); - VectorScale( center, 0.5, center ); - VectorSubtract( crossEnt->absmax, center, maxs ); - VectorSubtract( crossEnt->absmin, center, mins ); - } - else - {*/ - VectorCopy( origin, center ); //crossEnt->currentOrigin//cent->lerpOrigin - VectorCopy( entMaxs, maxs ); //crossEnt->maxs //playerMaxs - VectorCopy( entMins, mins ); //crossEnt->mins //playerMins - //} + VectorCopy( origin, center ); //crossEnt->currentOrigin//cent->lerpOrigin + VectorCopy( entMaxs, maxs ); //crossEnt->maxs //playerMaxs + VectorCopy( entMins, mins ); //crossEnt->mins //playerMins //NOTE: this presumes that mins[0] and maxs[0] are symmetrical and mins[1] and maxs[1] as well topSize = (maxs[2]*fUpDot + maxs[1]*uNorthDot + maxs[0]*uEastDot);//* timedScale @@ -2992,40 +2504,36 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 4://healthBar if ( charIndex > 0 ) { - /* - //tried to keep original functionality, but it would pop from top to bottom - //when you let go of the button and had no way to tell then (during the - //fade-out) whether it should be on top or bottom. So now it is always on top. - if ( !scanAll ) + //try to draw at top as to not obscure the tricorder + CG_WorldCoordToScreenCoord( top, &x, &y, qtrue ); + if ( y > 0.01 ) { - if ( !CG_WorldCoordToScreenCoord( bottom, &x, &y, qfalse ) ) - {//Can't draw bottom - return; - } - } - else - */ - {//try to draw at top as to not obscure the tricorder - CG_WorldCoordToScreenCoord( top, &x, &y, qtrue ); + y -= SMALLCHAR_HEIGHT; if ( y > 0.01 ) { - y -= SMALLCHAR_HEIGHT; + if ( charIndex > 0 && name ) + { + if ( y >= SMALLCHAR_HEIGHT ) + { + y -= SMALLCHAR_HEIGHT; + } + else + { + y = 0.01; + } + } if ( y > 0.01 ) { - if ( charIndex > 0 && name ) + if ( rankCharIndex > 0 && rank ) { if ( y >= SMALLCHAR_HEIGHT ) { y -= SMALLCHAR_HEIGHT; } - else - { - y = 0.01; - } } if ( y > 0.01 ) { - if ( rankCharIndex > 0 && rank ) + if ( ageCharIndex > 0 && age ) { if ( y >= SMALLCHAR_HEIGHT ) { @@ -3034,7 +2542,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve } if ( y > 0.01 ) { - if ( ageCharIndex > 0 && age ) + if ( classCharIndex > 0 && pClass ) { if ( y >= SMALLCHAR_HEIGHT ) { @@ -3043,7 +2551,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve } if ( y > 0.01 ) { - if ( classCharIndex > 0 && pClass ) + if ( raceCharIndex > 0 && race ) { if ( y >= SMALLCHAR_HEIGHT ) { @@ -3052,7 +2560,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve } if ( y > 0.01 ) { - if ( raceCharIndex > 0 && race ) + if ( htCharIndex > 0 && height ) { if ( y >= SMALLCHAR_HEIGHT ) { @@ -3061,7 +2569,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve } if ( y > 0.01 ) { - if ( htCharIndex > 0 && height ) + if ( wtCharIndex > 0 && weight ) { if ( y >= SMALLCHAR_HEIGHT ) { @@ -3070,24 +2578,14 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve } if ( y > 0.01 ) { - if ( wtCharIndex > 0 && weight ) + if ( weapCharIndex > 0 && weapon ) { if ( y >= SMALLCHAR_HEIGHT ) { y -= SMALLCHAR_HEIGHT; } } - if ( y > 0.01 ) - { - if ( weapCharIndex > 0 && weapon ) - { - if ( y >= SMALLCHAR_HEIGHT ) - { - y -= SMALLCHAR_HEIGHT; - } - } - } - } + } } } } @@ -3111,16 +2609,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve continue; } - //health = ci->health; //health, max_health //ceil( (float)ci->health/(float)100.0f*100.0f ); - //CG_ColorForGivenHealth( hcolor, health ); - //hwidth = (float)health*0.5f; - - //y += lineWidth + 2; - - //CG_FillRect( x - hwidth/2, y + lineWidth, hwidth, lineWidth*2, hcolor ); - - //y += lineWidth*2; - + Com_sprintf( showHealth, sizeof( showHealth ), "%s: %i", "Health", health ); if ( healthCharIndex > 0 && showHealth[0] ) { @@ -3134,7 +2623,6 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve { trap_S_StartSound( NULL, 0, CHAN_ITEM, cgs.media.tedTextSound ); } - //Q_strncpyz( showHealth, showHealth, healthCharIndex ); w = CG_DrawStrlen( showHealth ) * SMALLCHAR_WIDTH; Q_strncpyz( showHealth, showHealth, healthCharIndex ); CG_DrawSmallStringColor( x - w / 2, y + lineWidth, showHealth, color ); @@ -3142,18 +2630,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve } } break; - case 5://infoString (name/description) - //Bright yellow - //VectorCopy( crossEnt->startRGBA, color ); - - /*if ( !color[0] && !color[1] && !color[2] ) - { - // We really don't want black, so set it to yellow - color[0] = 0.9F;//R - color[1] = 0.7F;//G - color[2] = 0.0F;//B - } - color[3] = 0.75;*/ + case 5: if ( charIndex > 0 && name ) { int len = strlen(name); @@ -3314,16 +2791,12 @@ static void CG_ScanForCrosshairEntity( void ) { VectorCopy( cg.predictedPlayerState.origin, start ); //cg.refdef.vieworg start[2] += (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height; - //VectorCopy( cg.predictedPlayerState.origin, start); - //start[2] += cg.predictedPlayerState.viewheight; VectorCopy( cg.predictedPlayerState.viewangles, pitchConstraint ); AngleVectors( pitchConstraint, df_f, NULL, NULL ); VectorMA( start, 8912, df_f, end); - //VectorMA( start, 8192, cg.refdef.viewaxis[0], end ); - if ( cg.snap->ps.weapon == WP_7 && cg.zoomed ) { CG_Trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, CONTENTS_BODY ); @@ -3337,12 +2810,7 @@ static void CG_ScanForCrosshairEntity( void ) { CG_Trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, MASK_SHOT ); //CONTENTS_SOLID|CONTENTS_BODY - if ( cg.predictedPlayerState.weapon == WP_2 && cg.predictedPlayerState.eFlags & EF_FIRING - && (cg_entities[trace.entityNum].currentState.eType == ET_TRIC_STRING || cg_entities[trace.entityNum].currentState.eType == ET_MOVER_STR) ) - { - //Never mind if it's a valid useable ent - } //else, return - else if ( trace.entityNum >= MAX_CLIENTS && !cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.predictedPlayerState.persistant[PERS_CLASS] != PC_ADMIN*/ ) { + if ( trace.entityNum >= MAX_CLIENTS && !cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.predictedPlayerState.persistant[PERS_CLASS] != PC_ADMIN*/ ) { return; } @@ -3367,7 +2835,6 @@ static void CG_ScanForCrosshairEntity( void ) { cg.crosshairClientNum = trace.entityNum; cg.crosshairClientTime = cg.time; - //CG_Printf( "Current ent num: %i\n", cg.crosshairClientNum ); } @@ -3386,7 +2853,6 @@ static void CG_DrawCrosshairNames( void ) { char name[MAX_QPATH]; int team; centity_t *cent; - //vec4_t vecColor = { 0.0, 1.0, 0.0, 1.0 }; int x, y; qboolean tinyFont; int drawFlags; @@ -3396,11 +2862,6 @@ static void CG_DrawCrosshairNames( void ) { return; } - //if ( cg.renderingThirdPerson ) - //{ - // return; - //} - // scan the known entities to see if the crosshair is sighted on one CG_ScanForCrosshairEntity(); @@ -3430,10 +2891,8 @@ static void CG_DrawCrosshairNames( void ) { char *race = NULL; char *age = NULL; char *pClass = NULL; - //vec3_t size; float ht = 0; float wt = 0; - //int health = 0; char *weap = NULL; char namestr[128]; char rankstr[128]; @@ -3454,106 +2913,55 @@ static void CG_DrawCrosshairNames( void ) { } } - irank = score;//Q_log2( score ); + irank = score; //Q_log2( score ); ci = &cgs.clientinfo[cg.crosshairClientNum]; //over-ride the color, since we can't get teams in this case //use that good old LCARS yellow - color[0] = 0.694f;//0.9F;//R - color[1] = 0.816f;//0.7F;//G - color[2] = 1.0f;//0.0F;//B + color[0] = 0.694f; //0.9F;//R + color[1] = 0.816f; //0.7F;//G + color[2] = 1.0f; //0.0F;//B color[3] *= 0.5; - //vec3_t maxs, mins; - - //VectorCopy( crossEnt->maxs, maxs ); - //VectorCopy( crossEnt->mins, mins ); - //if ( crossEnt->client && crossEnt->NPC ) - //{//only use the standing height of the NPCs because people can't understand the complex dynamics of height in weight in a ceiling-installed anti-gravitic plating environment - // maxs[2] = crossEnt->client->standheight; - //} - //VectorSubtract(maxs, mins, size); - //ht = (maxs[2] - mins[2]) * 3.46875;//magic number ht = ci->height * (float)BASE_HEIGHT; - //wt = VectorLength(size)*1.4;//magic number wt = ci->weight * ci->height * (float)BASE_WEIGHT; - //if ( crossEnt->client && crossEnt->NPC ) - //{ - //if ( strstr( crossEnt->client->renderInfo.legsModelName, "female" ) || - // strstr( crossEnt->client->renderInfo.legsModelName, "seven" ) ) - //{//crewfemale, hazardfemale or seven of nine if ( ci->gender == GENDER_FEMALE ) { - wt *= (float)FEMALE_OFFSET;//magic number, women are lighter than men + wt *= (float)FEMALE_OFFSET; //magic number, women are lighter than men } if ( ci->race && ci->race[0] ) { race = ci->race; Com_sprintf( racestr, sizeof( racestr ), "%s: %s", "Race", race ); - //Q_strncpyz( race, racestr, sizeof( racestr) ); } if ( ci->age && ci->age[0] ) { age = ci->age; Com_sprintf( agestr, sizeof( agestr ), "%s: %s", "Age", age ); - //Q_strncpyz( race, racestr, sizeof( racestr) ); } - //Com_Printf( "%i\n", ci->pClass ); pClass = cgs.classData[ci->pClass].formalName; - /*switch ( ci->pClass ) { - case PC_ADMIN: - pClass = "Admin"; - break; - case PC_SECURITY: - pClass = "Security"; - break; - case PC_ALIEN: - pClass = "Alien"; - break; - case PC_COMMAND: - pClass = "Command"; - break; - case PC_SCIENCE: - pClass = "Science"; - break; - case PC_ENGINEER: - pClass = "Engineer"; - break; - case PC_ALPHAOMEGA22: - pClass = "Marine"; - break; - case PC_N00B: - pClass = "n00b"; - break; - case PC_NOCLASS: - default: - pClass = "Unknown"; - break; - }*/ if ( pClass ) { Com_sprintf( classstr, sizeof(classstr), "%s: %s", "Class", pClass ); } - if ( cgs.classData[ci->pClass].showRanks/*ci->pClass != PC_ALIEN && ci->pClass != PC_NOCLASS*/ ) { - //rank = "Awesome"; //RankForNumber func needed + if ( cgs.classData[ci->pClass].showRanks ) { if ( cgs.ranksData[irank].formalName[0] ) { rank = cgs.ranksData[irank].formalName; Com_sprintf( rankstr, sizeof( rankstr ), "%s: %s", "Rank", rank ); } - //Q_strncpyz( rank, rankstr, sizeof( rankstr ) ); } if ( ci->name && ci->name[0] ) { name = ci->name; } else { - name = "Data Not Available";//crossEnt->targetname; + name = "Data Not Available"; //crossEnt->targetname; } Com_sprintf( namestr, sizeof( namestr), "%s: %s", "Name", name ); - if ( cent->currentState.weapon != WP_1 /*&& cg_weapons[ cent->currentState.weapon ].item*/ ) + if ( cent->currentState.weapon != WP_1 ) { if ( cg_weapons[ cent->currentState.weapon ].item->pickup_name ) { weap = cg_weapons[ cent->currentState.weapon ].item->pickup_name; @@ -3564,8 +2972,6 @@ static void CG_DrawCrosshairNames( void ) { Com_sprintf( htstr, sizeof(htstr), "%s: %4.2f %s","Height", ht, HEIGHT_UNIT ); Com_sprintf( wtstr, sizeof(wtstr), "%s: %4.2f %s","Weight", wt, WEIGHT_UNIT ); - //Com_Printf("Name: %s, Rank: %s, Race: %s, Height: %s, Weight: %s, Weap: %s\n", namestr, rankstr, racestr, htstr, wtstr, weapstr ); - CG_LabelViewEntity( cg.crosshairClientNum, cent->lerpOrigin, playerMins, playerMaxs, name ? namestr : NULL, qfalse, color, (cgs.clientinfo[cg.snap->ps.clientNum].isAdmin || cgs.classData[cg.snap->ps.persistant[PERS_CLASS]].isMedic) ? qtrue : qfalse, ci->health, @@ -3591,15 +2997,14 @@ static void CG_DrawCrosshairNames( void ) { eState = &cg_entities[cg.crosshairClientNum].currentState; - color[0] = 0.694f;//0.9F;//R - color[1] = 0.816f;//0.7F;//G - color[2] = 1.0f;//0.0F;//B + color[0] = 0.694f; //0.9F;//R + color[1] = 0.816f; //0.7F;//G + color[2] = 1.0f; //0.0F;//B color[3] *= 0.5; //TiM: Since dynamic brush ents seem to have no freaking origin in them, let's // calc our own using the bounding box dimensions (At least we have those lol ) VectorAverage( eState->origin2, eState->angles2, origin ); - //origin[2] = eState->origin2[2] - 24; //The algorithm needs the max and min dimensions to be symmetrical on either side //of the origin. This set of random code does that. :) @@ -3617,7 +3022,7 @@ static void CG_DrawCrosshairNames( void ) { CG_LabelViewEntity( cg.crosshairClientNum, origin, - mins, maxs, renderString, //cgs.tricStrings[eState->time2], + mins, maxs, renderString, qfalse, color, qfalse, 0, NULL, @@ -3724,21 +3129,14 @@ CG_DrawSpectator ================= */ static void CG_DrawSpectator(void) { -// CG_DrawBigString(320 - 9 * 8, 440, ingame_text[IGT_SPECTATOR], 1.0F); if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { UI_DrawProportionalString(SCREEN_WIDTH/2, SCREEN_HEIGHT - ((BIGCHAR_HEIGHT * 1.50) * 2) , ingame_text[IGT_SPECTATOR], UI_BIGFONT|UI_CENTER, colorTable[CT_LTGOLD1]); } - /*else if ( cg.snap->ps.eFlags&EF_ELIMINATED ) - { - UI_DrawProportionalString(SCREEN_WIDTH/2, SCREEN_HEIGHT - ((BIGCHAR_HEIGHT * 1.50) * 2) , ingame_text[IGT_TITLEELIMINATED], UI_BIGFONT|UI_CENTER, colorTable[CT_LTGOLD1]); - }*/ if ( cgs.gametype == GT_TOURNAMENT ) { -// CG_DrawBigString(320 - 15 * 8, 460, ingame_text[IGT_WAITINGTOPLAY], 1.0F); UI_DrawProportionalString(SCREEN_WIDTH/2, SCREEN_HEIGHT - (BIGCHAR_HEIGHT * 1.5), ingame_text[IGT_WAITINGTOPLAY], UI_BIGFONT|UI_CENTER, colorTable[CT_LTGOLD1]); } if ( cgs.gametype == GT_TEAM || cgs.gametype == GT_CTF ) { -// CG_DrawBigString(320 - 25 * 8, 460, ingame_text[IGT_USEDTEAMMENU], 1.0F); UI_DrawProportionalString(SCREEN_WIDTH/2, SCREEN_HEIGHT - (BIGCHAR_HEIGHT * 1.5), ingame_text[IGT_USEDTEAMMENU], UI_BIGFONT|UI_CENTER, colorTable[CT_LTGOLD1]); } } @@ -3768,7 +3166,6 @@ static void CG_DrawVote(void) { } s = va("%s(%i):%s %s(F1):%i %s(F2):%i", ingame_text[IGT_VOTE],sec, cgs.voteString,ingame_text[IGT_YES], cgs.voteYes,ingame_text[IGT_NO] ,cgs.voteNo); -// CG_DrawSmallStringColor( 0, 58, s, colorTable[CT_YELLOW] ); UI_DrawProportionalString( 0, 58, s, UI_SMALLFONT, colorTable[CT_YELLOW]); } @@ -3778,12 +3175,6 @@ CG_DrawIntermission ================= */ static void CG_DrawIntermission( void ) { - if (0)// cgs.gametype == GT_SINGLE_PLAYER ) - { - CG_DrawCenterString(); - return; - } - cg.scoreFadeTime = cg.time; CG_DrawScoreboard(); } @@ -3857,29 +3248,6 @@ Don't!!! static void CG_DrawAmmoWarning( void ) { return; -/* - const char *s; - - if ( cg_drawAmmoWarning.integer == 0 ) - { - return; - } - - if ( !cg.lowAmmoWarning ) - { - return; - } - - if ( cg.lowAmmoWarning >= 2 ) - { - s = ingame_text[IGT_OUTOFAMMO]; - } else - { - s = ingame_text[IGT_LOWAMMO]; - } - - UI_DrawProportionalString(320, 64, s, UI_SMALLFONT | UI_CENTER, colorTable[CT_LTGOLD1]); */ - } /* @@ -3902,9 +3270,7 @@ static void CG_DrawWarmup( void ) { if ( sec < 0 ) { s = ingame_text[IGT_WAITINGFORPLAYERS]; -// w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; w = UI_ProportionalStringWidth(s,UI_BIGFONT); -// CG_DrawBigString(320 - w / 2, 40, s, 1.0F); UI_DrawProportionalString(320 - w / 2, 40, s, UI_BIGFONT, colorTable[CT_LTGOLD1]); cg.warmupCount = 0; @@ -3992,15 +3358,6 @@ static void CG_DrawZoomMask( void ) vec4_t color1; int x, y; - /*if ( cg.snap->ps.persistant[PERS_CLASS] == PC_NOCLASS - || cg.snap->ps.persistant[PERS_CLASS] != PC_SECURITY - && cg.snap->ps.persistant[PERS_CLASS] != PC_ALPHAOMEGA22 - && cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN ) - {//in a class-based game, only the sniper can zoom - cg.zoomed = qfalse; - cg.zoomLocked = qfalse; - return; - }*/ //TiM: New system. :) Base zoom on current active weapon. :) if ( !(cg.snap->ps.weapon == WP_6 || cg.snap->ps.weapon == WP_7) ) { @@ -4063,8 +3420,6 @@ static void CG_DrawZoomMask( void ) amt = ( ( zoomFlashTime % cg.time ) / 500.0f ); amt = Com_Clamp( 0.0, 1.0, amt ); - //Com_Printf( S_COLOR_RED "Ratio: %f\n", amt ); - VectorSet( alphaColor, 1, 1, 1 ); alphaColor[3] = amt; @@ -4083,43 +3438,6 @@ static void CG_DrawZoomMask( void ) CG_DrawPic( start_x, start_y, width, height, cgs.media.zoomMaskShader ); } - /* RPG-X - TiM : Since the rifle's view doesn't really account for these elements, toss 'em - start_x = 210; - start_y = 80; - - CG_DrawPic( 320 + start_x, 241, 35, -170, cgs.media.zoomBarShader); - CG_DrawPic( 320 - start_x, 241, -35, -170, cgs.media.zoomBarShader); - CG_DrawPic( 320 + start_x, 239, 35, 170, cgs.media.zoomBarShader); - CG_DrawPic( 320 - start_x, 239, -35, 170, cgs.media.zoomBarShader); - - // Calculate a percent and clamp it - val = 26 - ( cg_fov.value - cg_zoomFov.value ) / ( cg_fov.value - MAX_ZOOM_FOV ) * 26; - - if ( val > 17.0f ) - val = 17.0f; - else if ( val < 0.0f ) - val = 0.0f; - - // pink - color1[0] = 0.85f; - color1[1] = 0.55f; - color1[2] = 0.75f; - color1[3] = 1.0f; - - CG_DrawPic( 320 + start_x + 12, 245, 10, 108, cgs.media.zoomInsertShader ); - CG_DrawPic( 320 + start_x + 12, 235, 10, -108, cgs.media.zoomInsertShader ); - CG_DrawPic( 320 - start_x - 12, 245, -10, 108, cgs.media.zoomInsertShader ); - CG_DrawPic( 320 - start_x - 12, 235, -10, -108, cgs.media.zoomInsertShader ); - - trap_R_SetColor( color1 ); - i = ((int)val) * 6; - - CG_DrawPic( 320 + start_x + 10, 230 - i, 12, 5, cgs.media.ammoslider ); - CG_DrawPic( 320 + start_x + 10, 251 + i, 12, -5, cgs.media.ammoslider ); - CG_DrawPic( 320 - start_x - 10, 230 - i, -12, 5, cgs.media.ammoslider ); - CG_DrawPic( 320 - start_x - 10, 251 + i, -12, -5, cgs.media.ammoslider ); - */ - //yellow if ( cg.snap->ps.weapon == WP_7 ) { color1[0] = 0.886f; @@ -4148,23 +3466,7 @@ static void CG_DrawZoomMask( void ) CG_DrawNumField( x, y, 5, cg_zoomFov.value * 1000 + 9999, 18, 10 ,NUM_FONT_BIG ); //100 CG_DrawNumField( x, y+20, 5, cg.refdef.viewaxis[0][0] * 9999 + 20000, 18, 10,NUM_FONT_BIG ); CG_DrawNumField( x, y+40, 5, cg.refdef.viewaxis[0][1] * 9999 + 20000, 18, 10,NUM_FONT_BIG ); - CG_DrawNumField( x, y+60, 5, cg.refdef.viewaxis[0][2] * 9999 + 20000, 18, 10,NUM_FONT_BIG ); - - /* - // Is it time to draw the little max zoom arrows? - if ( val < 0.2f ) - { - amt = sin( cg.time * 0.03 ) * 0.5 + 0.5; - color1[0] = 0.592156f * amt; - color1[1] = 0.592156f * amt; - color1[2] = 0.850980f * amt; - color1[3] = 1.0f * amt; - - trap_R_SetColor( color1 ); - - CG_DrawPic( 320 + start_x, 240 - 6, 16, 12, cgs.media.zoomArrowShader ); - CG_DrawPic( 320 - start_x, 240 - 6, -16, 12, cgs.media.zoomArrowShader ); - }*/ + CG_DrawNumField( x, y+60, 5, cg.refdef.viewaxis[0][2] * 9999 + 20000, 18, 10,NUM_FONT_BIG ); } else { @@ -4190,14 +3492,6 @@ static void CG_DrawZoomMask( void ) //================================================================================== -/*static char *AfterSpace( char *p ) -{ - while (*p && *p != ' ') { - ++p; - } - - return p; -}*/ /* ===================== @@ -4247,19 +3541,8 @@ static void CG_DrawAdminMsg( void ) { Boxcolor[0] = 0.016; Boxcolor[1] = 0.055; Boxcolor[2] = 0.170; - /* - CT_VDK_PURPLE - (New values are halfed - Boxcolor[0] = 0.031; - Boxcolor[1] = 0.110; - Boxcolor[2] = 0.341; - */ Boxcolor[3] = color[3]; - /*if ( !color ) { - return; - }*/ - trap_R_SetColor( color ); i = 0; @@ -4288,43 +3571,6 @@ static void CG_DrawAdminMsg( void ) { message[msgRow][msgCol] = '\0'; ++msgRow; - /* Sorry but this code really didn't work Phenix ... memory errors. - for (msgRow = 0; msgRow < 35; msgRow++) - { - if (cg.adminMsgMsg[i] == '\0') - { - break; - } - - for (msgCol = 0; msgCol < 45; msgCol++) - { - if (cg.adminMsgMsg[i] == '\0') - { - break; - } - - if (cg.adminMsgMsg[i] == '\\') - { - i++; - break; - } - - if ((msgCol >= 30) && (cg.adminMsgMsg[i] == ' ')) - { - i++; - break; - } - - if (msgCol == 44) { - message[msgRow][msgCol] = '-'; - } else { - message[msgRow][msgCol] = cg.adminMsgMsg[i]; - i++; - } - } - } - */ - biggestW = 0; for (i = 0; i < msgRow; i++) { @@ -4343,7 +3589,6 @@ static void CG_DrawAdminMsg( void ) { { y -= (SMALLCHAR_HEIGHT + 2); - //memset(&thisMessage, 0, sizeof(thisMessage)); thisMessage = va("%s", message[i]); UI_DrawProportionalString(640 - (biggestW + 20), y, thisMessage, UI_SMALLFONT, color); } @@ -4398,7 +3643,6 @@ static void CG_Draw2D( void ) { cgs.widescreen.state = WIDESCREEN_NONE; if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR /*|| (cg.snap->ps.eFlags&EF_ELIMINATED)*/ ) { -// CG_DrawSpectator(); CG_DrawCrosshair(); CG_DrawCrosshairNames(); } else { @@ -4406,7 +3650,6 @@ static void CG_Draw2D( void ) { CG_DrawStatusBar(); //RPG-X: RedTechie - We want health displayed when dead // don't draw any status if dead if ( cg.snap->ps.stats[STAT_HEALTH] > 1 ) { //RPG-X: RedTechie - No weapons at health 1 (you die at health 1 now) - //CG_DrawStatusBar(); CG_DrawAmmoWarning(); cgs.widescreen.state = WIDESCREEN_NONE; @@ -4513,7 +3756,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) { VectorNormalize( vup_n ); // optionally draw the tournement scoreboard instead - if ( (cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR /*|| (cg.snap->ps.eFlags&EF_ELIMINATED)*/)&& + if ( (cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR )&& ( cg.snap->ps.pm_flags & PMF_SCOREBOARD ) ) { CG_DrawTourneyScoreboard(); return; diff --git a/code/game/bg_slidemove.c b/code/game/bg_slidemove.c index 2db9b0e..bc49699 100644 --- a/code/game/bg_slidemove.c +++ b/code/game/bg_slidemove.c @@ -216,8 +216,6 @@ void PM_StepSlideMove( qboolean gravity ) { vec3_t down_o, down_v; vec3_t slideMove, stepUpMove; trace_t trace; -// float down_dist, up_dist; -// vec3_t delta, delta2; vec3_t up, down; playerState_t *ps = pm->ps;