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More reformating and cleanup
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parent
14a2f98330
commit
f2b7356ed4
3 changed files with 80 additions and 895 deletions
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@ -182,9 +182,6 @@ void CG_RankList_cmd( void ) {
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/* Loop thru each val and print them */
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for ( i = 0; i < MAX_RANKS; i++ ) {
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/*if ( strlen( cgs.ranksData[i].consoleName ) < 1 || strlen( cgs.ranksData[i].formalName ) < 1 )
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return; */
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if ( cgs.ranksData[i].consoleName[0] )
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CG_Printf( "%s \t - \t %s\n", cgs.ranksData[i].consoleName, cgs.ranksData[i].formalName );
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else
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@ -208,9 +205,6 @@ void CG_ClassList_cmd( void ) {
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/* Loop thru each val and print them */
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for ( i = 0; i < MAX_CLASSES; i++ ) {
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/* if ( strlen( cgs.ranksData[i].consoleName ) < 1 || strlen( cgs.ranksData[i].formalName ) < 1 )
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return; */
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if ( cgs.classData[i].formalName[0] )
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CG_Printf( "%s\n", cgs.classData[i].formalName );
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else
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@ -275,8 +269,6 @@ void CG_Emote_f( void ) {
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int i;
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animation_t *anims;
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int animLength;
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/* int animLengthUpper;
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int animLengthLower; */
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qboolean emoteFound=qfalse;
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argStr = CG_Argv( 1 );
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@ -301,32 +293,16 @@ void CG_Emote_f( void ) {
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/* find out emote in the list
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value of numEmotes calced in bg_misc.c
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or if an int was supplied as an arg, use that */
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/*if ( !argStr[0] >= '0' && argStr[0] <= '9' )
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for ( i = 0; i < bg_numEmotes; i++ )
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{
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i = atoi( argStr );
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emote = &bg_emoteList[i];
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if ( i > 0 || i < bg_numEmotes ) {
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emote = &bg_emoteList[i];
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if ( emote && !Q_stricmp( emote->name, argStr ) )
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{
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emoteFound = qtrue;
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}
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else {
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CG_Printf( S_COLOR_RED "ERROR: An invalid emote number was given.\n" );
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return;
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break;
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}
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}
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else
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{*/
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for ( i = 0; i < bg_numEmotes; i++ )
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{ /* i < sizeof( emoteList ) / sizeof( emoteList[0] ) */
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emote = &bg_emoteList[i];
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if ( emote && !Q_stricmp( emote->name, argStr ) )
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{
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emoteFound = qtrue;
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break;
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}
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}
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/*} */
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if ( !emoteFound ) {
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CG_Printf( S_COLOR_RED "ERROR: Specified emote not found\n" );
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@ -343,7 +319,6 @@ void CG_Emote_f( void ) {
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/* Anim length for lower model */
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if ( !( emote->animFlags & EMOTE_LOOP_UPPER ) && !( emote->animFlags & EMOTE_LOOP_LOWER ) ) {
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/* numFrames * (1000 / fps = frameLerp ) = time length */
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animLength = anims->numFrames * anims->frameLerp;
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}
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else {
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@ -644,7 +619,6 @@ void CG_ThirdPersonRevert_f ( void ) {
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for (i = 0; i < 5; i++ ){
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trap_Cvar_VariableStringBuffer ( cVars[i], value, sizeof( value ) );
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TPSVars[i]->value = atof( value );
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/* Q_strncpyz( TPSVars[i]->string, value, 256 ); */
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}
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}
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@ -687,32 +661,6 @@ void CG_ToggleThirdPerson_f ( void ) {
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trap_Cvar_Set( "cg_thirdPerson", va( "%i", value ) );
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}
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/*TiM - Test the ability to handle binary data streams
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void CG_LoadBinaryData( void )
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{
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const char *fileRoute = "rpgx.idkey";
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fileHandle_t f;
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int len;
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byte buffer[SECURITY_SIZE];
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rpgxSecurityFile_t *c;
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if (!fileRoute)
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return;
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len = trap_FS_FOpenFile( fileRoute, &f, FS_READ );
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if ( !len )
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return;
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trap_FS_Read( buffer, len, f );
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trap_FS_FCloseFile( f );
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c = (rpgxSecurityFile_t *)((byte *)buffer);
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CG_Printf( "ID: %i, Hash: %i, PID: %i\n", c->ID, c->hash > 0xFFFF ? 1 : 0, c->playerID > 0xFFFF ? 1 : 0);
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CG_Printf( "%i\n", (unsigned)atoi( sv_securityHash.string ) > 0xFFFF ? 1 : 0 );
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}*/
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/*================================================================================*/
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typedef struct {
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@ -772,15 +720,12 @@ static consoleCommand_t commands[] = {
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{ "loaddefered", CG_LoadDeferredPlayers }, /* spelled wrong, but not changing for demo... */
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{ "+analysis", CG_ObjectivesDown_f },
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{ "-analysis", CG_ObjectivesUp_f },
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/*{ "+shake", CG_ShakeCamera_cmd },*/
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{ "iloverpg-x", CG_Cough_cmd },
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/*{ "commandList", CG_CmdList_cmd },*/
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{ "rankList", CG_RankList_cmd },
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{ "locationList", CG_BeamList_cmd },
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{ "classList", CG_ClassList_cmd },
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{ "emote", CG_Emote_f },
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{ "locedit", CG_LocEdit_f },
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/*{ "fileID", CG_LoadBinaryData }*/
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};
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@ -836,7 +781,6 @@ void CG_InitConsoleCommands( void ) {
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trap_AddCommand ("say_team");
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/* START MOD */
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trap_AddCommand ("say_class");
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/*trap_AddCommand ("giveTo");*/
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trap_AddCommand ("forceName");
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trap_AddCommand ("forceKill");
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trap_AddCommand ("forceKillRadius");
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File diff suppressed because it is too large
Load diff
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@ -216,8 +216,6 @@ void PM_StepSlideMove( qboolean gravity ) {
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vec3_t down_o, down_v;
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vec3_t slideMove, stepUpMove;
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trace_t trace;
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// float down_dist, up_dist;
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// vec3_t delta, delta2;
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vec3_t up, down;
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playerState_t *ps = pm->ps;
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