Tons of variable scopes eliminated and some other stuff

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
Harry Young 2013-08-13 23:55:00 +02:00
parent e1198d3079
commit fc2706750b
17 changed files with 57 additions and 99 deletions

View file

@ -1857,7 +1857,6 @@ CG_DrawSelfdestructTimer
*/
static float CG_DrawSelfdestructTimer( void ) {
char *s;
int w;
int msec = cg.selfdestructTime - cg.time;
if (msec > 0){
@ -1869,7 +1868,7 @@ static float CG_DrawSelfdestructTimer( void ) {
s = va( "%i:%i%i.%i", mins, tens, seconds, remainder );
w = UI_ProportionalStringWidth("SELF-DESTRUCT IN",UI_SMALLFONT);
int w = UI_ProportionalStringWidth("SELF-DESTRUCT IN",UI_SMALLFONT);
UI_DrawProportionalString(320 - (w / 2), 10, "SELF-DESTRUCT IN", UI_SMALLFONT, colorTable[CT_RED]);
w = UI_ProportionalStringWidth(s,UI_SMALLFONT);

View file

@ -191,7 +191,6 @@ CG_MakeExplosion
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, qhandle_t shader,
int msec, float scale, qboolean isSprite ) {
float ang;
localEntity_t *ex;
int offset;
vec3_t tmpVec, newOrigin;
@ -219,7 +218,7 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
if ( !dir ) {
AxisClear( ex->refEntity.axis );
} else {
ang = rand() % 360;
float ang = rand() % 360;
VectorCopy( dir, ex->refEntity.axis[0] );
RotateAroundDirection( ex->refEntity.axis, ang );
}
@ -256,7 +255,6 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numFrames, qhandle_t shader,
int msec, qboolean isSprite, float scale, int flags) {
float ang;
localEntity_t *ex;
int offset;
vec3_t tmpVec, newOrigin;
@ -284,7 +282,7 @@ localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
if ( !dir ) {
AxisClear( ex->refEntity.axis );
} else {
ang = rand() % 360;
float ang = rand() % 360;
VectorCopy( dir, ex->refEntity.axis[0] );
RotateAroundDirection( ex->refEntity.axis, ang );
}

View file

@ -542,7 +542,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
entityState_t *s1;
qhandle_t missile = 0;
const weaponInfo_t *weapon;
int rpg_tripmines;
const char *info;
s1 = &cent->currentState;
@ -581,7 +580,7 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
}
//RPG-X: RedTechie - non-admin see no tripmines! But first by popular demand check CVAR
info = CG_ConfigString( CS_SERVERINFO );
rpg_tripmines = atoi( Info_ValueForKey( info, "rpg_invisibletripmines" ) );
int rpg_tripmines = atoi( Info_ValueForKey( info, "rpg_invisibletripmines" ) );
if (!weapon->alt_missileModel || (!cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN*/ && rpg_tripmines == 1)) {
//if there is no missile then we're done
return;

View file

@ -502,7 +502,7 @@ ObjectivePrint_Line
static void ObjectivePrint_Line(int strIndex,int color,centity_t *cent)
{
char *str,*strBegin;
int y,pixelLen,charLen;
int y,pixelLen;
char holdText[1024], holdText2[2];
char finalText[MAX_OBJ_LENGTH];
int len, maxPixLength, charHeight;
@ -547,7 +547,7 @@ static void ObjectivePrint_Line(int strIndex,int color,centity_t *cent)
else
{
pixelLen = 0;
charLen = 0;
int charLen = 0;
holdText2[1] = '\0';
strBegin = str;
@ -601,7 +601,7 @@ static void ObjectivePrint_Line(int strIndex,int color,centity_t *cent)
static int Objective_LineCnt(int strIndex,centity_t *cent)
{
char *str,*strBegin;
int pixelLen,charLen;
int pixelLen;
char holdText[1024], holdText2[2];
char finalText[MAX_OBJ_LENGTH];
int len, maxPixLength;
@ -629,7 +629,7 @@ static int Objective_LineCnt(int strIndex,centity_t *cent)
else
{
pixelLen = 0;
charLen = 0;
int charLen = 0;
holdText2[1] = '\0';
strBegin = str;

View file

@ -1113,12 +1113,10 @@ CG_AddFragment
void CG_AddFragment( localEntity_t *le ) {
vec3_t newOrigin;
trace_t trace;
int k;
if ( le->pos.trType == TR_STATIONARY ) {
// sink into the ground if near the removal time
int t;
float oldZ;
t = le->endTime - cg.time;
if ( t < SINK_TIME ) {
@ -1127,7 +1125,7 @@ void CG_AddFragment( localEntity_t *le ) {
// into the ground
VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin );
le->refEntity.renderfx |= RF_LIGHTING_ORIGIN;
oldZ = le->refEntity.origin[2];
float oldZ = le->refEntity.origin[2];
le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME );
trap_R_AddRefEntityToScene( &le->refEntity );
le->refEntity.origin[2] = oldZ;
@ -1152,6 +1150,7 @@ void CG_AddFragment( localEntity_t *le ) {
BG_EvaluateTrajectory( &le->angles, cg.time, angles );
AnglesToAxis( angles, le->refEntity.axis );
int k;
for(k = 0; k < 3; k++)
{
VectorScale(le->refEntity.axis[k], le->data.fragment.radius, le->refEntity.axis[k]);

View file

@ -68,12 +68,11 @@ Will allways succeed, even if it requires freeing an old active mark
*/
markPoly_t *CG_AllocMark( void ) {
markPoly_t *le;
int time;
if ( !cg_freeMarkPolys ) {
// no free entities, so free the one at the end of the chain
// remove the oldest active entity
time = cg_activeMarkPolys.prevMark->time;
int time = cg_activeMarkPolys.prevMark->time;
while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) {
CG_FreeMarkPoly( cg_activeMarkPolys.prevMark );
}

View file

@ -1893,7 +1893,6 @@ void CG_NewClientInfo( int clientNum ) {
char charStr[MAX_QPATH];
char *model;
char *skin;
size_t len;
trap_Cvar_VariableStringBuffer( "model", charStr, sizeof( charStr ) );
if ( ( model = strchr( charStr, '/' ) ) == NULL) {
@ -1901,7 +1900,7 @@ void CG_NewClientInfo( int clientNum ) {
skin = "default";
} else {
*model = 0; //*model++ = 0;
len = strlen(model);
size_t len = strlen(model);
//if there was a slash, but no model afterwards
if ( !model || !model[1] ) {
@ -2095,11 +2094,9 @@ independantly of its spawner player.
void CG_NewDecoyInfo( int decoyNum ) {
clientInfo_t *ci;
char *userinfo;
int i;
char *v;
char *temp, *temp2;
//char charName[MAX_QPATH], modelName[MAX_QPATH], skinName[MAX_QPATH];
int len;
qboolean noMemoryLeft=qfalse;
ci = &cgs.decoyInfo[decoyNum];
@ -2157,7 +2154,7 @@ void CG_NewDecoyInfo( int decoyNum ) {
}
} else {
temp++; //bypass the slash
len = strlen(temp);
int len = strlen(temp);
temp2 = strchr( temp, '/' );
//if there was a model defined, but no skin
@ -2200,7 +2197,7 @@ void CG_NewDecoyInfo( int decoyNum ) {
//Okay... if another player actively has the skin we want, let's pilfer that rather than load it like a schmuck rofl.
{
clientInfo_t *match;
int i;
for ( i = 0; i < cgs.maxclients; i++ ) {
match = &cgs.clientinfo[i];
@ -2288,10 +2285,8 @@ cg.time should be between oldFrameTime and frameTime after exit
===============
*/
static qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
int f;
animation_t *anim;
qboolean newFrame = qfalse;
float frameLerp;
// debugging tool to get no animations
if ( cg_animSpeed.integer == 0 ) {
@ -2324,7 +2319,7 @@ static qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnima
//TiM - Calc frame lerp scale here, else the frames
//just snap to each other
frameLerp = (float)anim->frameLerp + (anim->frameLerp*(1.0f - speedScale));
float frameLerp = (float)anim->frameLerp + (anim->frameLerp*(1.0f - speedScale));
if ( frameLerp < 1.0f )
frameLerp = 1.0f;
@ -2335,7 +2330,7 @@ static qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnima
} else {
lf->frameTime = lf->oldFrameTime + frameLerp;//anim->frameLerp;
}
f = ( lf->frameTime - lf->animationTime ) / frameLerp;//anim->frameLerp;
int f = ( lf->frameTime - lf->animationTime ) / frameLerp;//anim->frameLerp;
//f *= speedScale; // adjust for haste, etc
if ( f >= anim->numFrames ) {
f -= anim->numFrames;
@ -2706,7 +2701,6 @@ static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], v
int dir;
qboolean offsetPitch;
clientInfo_t* ci;
int i;
qboolean LockBodyYaw=qfalse; //RPG-X:TiM
@ -2940,6 +2934,7 @@ static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], v
if ( cent->currentState.eFlags & EF_TALKING ) {
if ( cg.time > ci->nextTalkAngle || (!ci->talkAngles[PITCH] && !ci->talkAngles[YAW] && !ci->talkAngles[ROLL]) ) {
int i;
for ( i = 0; i < 3; i++ ) {
ci->talkAngles[i] = flrandom( -4, 4 );
}
@ -3268,14 +3263,12 @@ model itself
void CG_CalcBeamAlpha( int powerups, beamData_t *beamData ) {
float beamAlpha = 1.0;
int bTime = 0;
if ( ( powerups & ( 1 << PW_BEAM_OUT ) ) || ( powerups & ( 1 << PW_QUAD ) ) ) {
//TiM - SP transporter FX, also base alpha off of phase in transport cycle
//bTime = cg.time - beamData->beamTimeParam;
bTime = cg.time - beamData->beamTimeParam;
int bTime = cg.time - beamData->beamTimeParam;
if (bTime > PLAYER_BEAM_FADE ) {
if ( bTime < ( PLAYER_BEAM_FADE + PLAYER_BEAM_FADETIME) ) {

View file

@ -83,8 +83,6 @@ void CG_DamageFeedback( int yawByte, int pitchByte, int damage, int shielddamage
float scale;
vec3_t dir;
vec3_t angles;
float dist;
float yaw, pitch;
// show the attacking player's head and name in corner
cg.attackerTime = cg.time;
@ -112,8 +110,8 @@ void CG_DamageFeedback( int yawByte, int pitchByte, int damage, int shielddamage
cg.v_dmg_pitch = -kick;
} else {
// positional
pitch = pitchByte / 255.0 * 360;
yaw = yawByte / 255.0 * 360;
float pitch = pitchByte / 255.0 * 360;
float yaw = yawByte / 255.0 * 360;
angles[PITCH] = pitch;
angles[YAW] = yaw;
@ -122,14 +120,14 @@ void CG_DamageFeedback( int yawByte, int pitchByte, int damage, int shielddamage
AngleVectors( angles, dir, NULL, NULL );
VectorSubtract( vec3_origin, dir, dir );
front = DotProduct (dir, cg.refdef.viewaxis[0] );
left = DotProduct (dir, cg.refdef.viewaxis[1] );
up = DotProduct (dir, cg.refdef.viewaxis[2] );
float front = DotProduct (dir, cg.refdef.viewaxis[0] );
float left = DotProduct (dir, cg.refdef.viewaxis[1] );
float up = DotProduct (dir, cg.refdef.viewaxis[2] );
dir[0] = front;
dir[1] = left;
dir[2] = 0;
dist = VectorLength( dir );
float dist = VectorLength( dir );
if ( dist < 0.1 ) {
dist = 0.1;
}

View file

@ -601,7 +601,6 @@ void CG_PredictPlayerState( void ) {
// we want to compare
if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) {
vec3_t delta;
float len;
if ( cg.thisFrameTeleport ) {
// a teleport will not cause an error decay
@ -621,7 +620,7 @@ void CG_PredictPlayerState( void ) {
}
}
VectorSubtract( oldPlayerState.origin, adjusted, delta );
len = VectorLength( delta );
float len = VectorLength( delta );
if ( len > 0.1 ) {
if ( cg_showmiss.integer ) {
CG_Printf("Prediction miss: %f\n", len);

View file

@ -252,7 +252,6 @@ static void CG_DrawClientScore_Big( int y, score_t *score, float *color, float f
char *rpg_class;
vec4_t rpg_color;
vec_t *ping_txtcolor = NULL;
int intClamp;
ci = &cgs.clientinfo[score->client];
@ -339,7 +338,7 @@ static void CG_DrawClientScore_Big( int y, score_t *score, float *color, float f
//player client Num
//Com_sprintf(string,sizeof(string), "%i", intClamp); //RPG-X: J2J Switched Scoore to Client No.
intClamp = Com_Clamp( 0, 128, cg_entities[score->client].currentState.clientNum );
int intClamp = Com_Clamp( 0, 128, cg_entities[score->client].currentState.clientNum );
UI_DrawProportionalString( SB_SCORE_X_BIG, y , va("%i", intClamp), UI_TINYFONT | UI_LEFT, colorTable[CT_WHITE]);
//player time
@ -403,15 +402,9 @@ static void CG_DrawClientScore( int y, score_t *score, float *color, float fade,
CG_DrawPic( SB_TOPLINE_LENGTH+32, y+321, 36, 32, cgs.media.scoreboardbotright ); //RPG-X: - RedTechie Bottom Right
*/
//RPG-X: - RedTechie Fixed intermissions scoreboard
if ( !inIntermission )
{
//RPG-X BOOKMARK
CG_DrawClientScore_Big(y, score, color, fade, largeFormat );
return;
}else{
CG_DrawClientScore_Big(y, score, color, fade, largeFormat );
return;
}
}
/*

View file

@ -308,8 +308,6 @@ static void CG_ConfigStringModified( void ) {
cgs.scores1 = atoi( str );
} else if ( num == CS_SCORES2 ) {
cgs.scores2 = atoi( str );
} else if ( num == CS_WARMUP ) {
CG_ParseWarmup();
} else if ( num == CS_LEVEL_START_TIME ) {
cgs.levelStartTime = atoi( str );
} else if ( num == CS_VOTE_TIME ) {

View file

@ -23,9 +23,9 @@ void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) {
int PASSFLOAT( float x ) {
float floatTemp;
int floatTemp;
floatTemp = x;
return *(int *)&floatTemp;
return floatTemp;
}
void trap_Print( const char *fmt ) {

View file

@ -124,7 +124,6 @@ void CG_TestModelPrevSkin_f (void) {
}
static void CG_AddTestModel (void) {
int i;
// re-register the model, because the level may have changed
cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
@ -141,6 +140,7 @@ static void CG_AddTestModel (void) {
VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
// allow the position to be adjusted
int i;
for (i=0 ; i<3 ; i++) {
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
@ -390,7 +390,6 @@ Still trying to figure out how lerp actually works.
static void CG_UpdateThirdPersonTargetDamp ( void ) {
trace_t tr;
vec3_t targetDiff; //difference between our aimed target and current target
float dampFactor, dampTime, dampRatio;
//Just to be on the safe side, let's set the current ideal data again
CG_CalcIdealThirdPersonViewTarget();
@ -406,15 +405,16 @@ static void CG_UpdateThirdPersonTargetDamp ( void ) {
//Ugh.... maaaaath >.<
//The JKA code says the equation is "(Damp)^(time)", so I'm guessing it's inverse exponential to
//get that cool slowy down effect :)
float dampFactor;
if ( !freeRotate )
dampFactor = 1.0 - cg_thirdPersonTargetDamp.value; //yeh, I guess this is the inverse exponential bit.
else
dampFactor = 1.0 - Q_fabs( cameraFocusAngles[PITCH] ) / 90.0f;
dampTime = (float)(cg.time - cameraLastFrame) * (1.0f/(float)CAMERA_DAMP_INTERVAL); //chikushou! I don't know how this time factor is caluclated O_o
float dampTime = (float)(cg.time - cameraLastFrame) * (1.0f/(float)CAMERA_DAMP_INTERVAL); //chikushou! I don't know how this time factor is caluclated O_o
//Square this number for each unit of dampTime
dampRatio = Q_powf( dampFactor, dampTime);
float dampRatio = Q_powf( dampFactor, dampTime);
//Okay, so our current position is calulated as the difference * -ratio + ideal... O_o
VectorMA( cameraIdealTarget, -dampRatio, targetDiff, cameraCurTarget );
@ -441,7 +441,6 @@ Looks somewhat similar to Target Damp
static void CG_UpdateThirdPersonCameraDamp ( void ) {
trace_t tr;
vec3_t locationDiff;
float dampFactor=0.0, dampTime, dampRatio;
//Initialise our goal angle
CG_CalcIdealThirdPersonViewLocation();
@ -461,7 +460,7 @@ static void CG_UpdateThirdPersonCameraDamp ( void ) {
//The JKA code says these statments are to get it to damp less the more u look up.
//Makes sense. Still looking how tho lol
pitch /= 115.0; //magic number I guess lol.
dampFactor = (1.0-cg_thirdPersonCameraDamp.value) * ( pitch * pitch );
float dampFactor = (1.0-cg_thirdPersonCameraDamp.value) * ( pitch * pitch );
dampFactor += cg_thirdPersonCameraDamp.value;
@ -484,10 +483,10 @@ static void CG_UpdateThirdPersonCameraDamp ( void ) {
//The JKA code says the equation is "(Damp)^(time)", so I'm guessing it's inverse exponential to
//get that cool slowy down effect :)
dampFactor = 1.0 - dampFactor; //yeh, I guess this is the inverse exponential bit.
dampTime = (float)(cg.time - cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); //chikushou! I don't know how this time factor is caluclated O_o
float dampTime = (float)(cg.time - cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); //chikushou! I don't know how this time factor is caluclated O_o
//Square this number for each unit of dampTime
dampRatio = Q_powf( dampFactor, dampTime);
float dampRatio = Q_powf( dampFactor, dampTime);
//Okay, so our current position is calulated as the difference * -ratio + ideal... O_o
VectorMA( cameraIdealLoc, -dampRatio, locationDiff, cameraCurLoc );
@ -516,7 +515,6 @@ Let's see if I can understand this in any way lol
*/
static void CG_OffsetThirdPersonView( void ) {
vec3_t diff;
float deltaYaw;
qboolean neg=qfalse;
cameraStiffFactor = 0.0f;
@ -562,7 +560,7 @@ static void CG_OffsetThirdPersonView( void ) {
AngleVectors( cameraFocusAngles, cameraForward, cameraRight, cameraUp );
deltaYaw = fabs( cameraFocusAngles[YAW] - cameraLastYaw );
float deltaYaw = fabs( cameraFocusAngles[YAW] - cameraLastYaw );
//if we exceeded our norms, stick it back
if (deltaYaw > 180.0f ) {
deltaYaw = fabs( deltaYaw - 360.0f );
@ -771,7 +769,6 @@ static void CG_OffsetFirstPersonView( void ) {
float *origin;
float *angles;
float bob;
float ratio;
float delta;
float speed;
float f;
@ -828,7 +825,7 @@ static void CG_OffsetFirstPersonView( void ) {
// add angles based on damage kick
if ( cg.damageTime ) {
ratio = cg.time - cg.damageTime;
float ratio = cg.time - cg.damageTime;
if ( ratio < DAMAGE_DEFLECT_TIME ) {
ratio /= DAMAGE_DEFLECT_TIME;
angles[PITCH] += ratio * cg.v_dmg_pitch;
@ -1179,8 +1176,6 @@ static int CG_CalcFov( void ) {
float v;
int contents;
float fov_x, fov_y;
float zoomFov;
float f;
int inwater;
qboolean warpEffect=qfalse;
@ -1202,7 +1197,7 @@ static int CG_CalcFov( void ) {
}
// account for zooms
zoomFov = cg_zoomFov.value;
float zoomFov = cg_zoomFov.value;
if ( zoomFov < 1 ) {
zoomFov = 1;
} else if ( zoomFov > FOV_MAX) {
@ -1241,10 +1236,8 @@ static int CG_CalcFov( void ) {
fov_x = cg_zoomFov.value;
} else {
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_OUT_TIME;
if ( f > 1.0 ) {
fov_x = fov_x;
} else {
float f = ( cg.time - cg.zoomTime ) / (float)ZOOM_OUT_TIME;
if ( f <= 1.0 ) {
fov_x = zoomFov + f * ( fov_x - zoomFov );
}
}
@ -1268,8 +1261,8 @@ static int CG_CalcFov( void ) {
if ( warpEffect ){
//phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
phase = cg.time * 0.001 * WAVE_FREQUENCY * M_PI * 2;
v = WAVE_AMPLITUDE * sin( phase );
float phase = cg.time * 0.001 * WAVE_FREQUENCY * M_PI * 2;
float v = WAVE_AMPLITUDE * sin( phase );
fov_x += v;
fov_y -= v;
inwater = qtrue;

View file

@ -786,11 +786,9 @@ CG_MachinegunSpinAngle
#define SPIN_SPEED 0.9
#define COAST_TIME 1000
static float CG_MachinegunSpinAngle( centity_t *cent ) {
int delta;
float angle;
float speed;
delta = cg.time - cent->pe.barrelTime;
int delta = cg.time - cent->pe.barrelTime;
if ( cent->pe.barrelSpinning ) {
angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
} else {
@ -798,7 +796,7 @@ static float CG_MachinegunSpinAngle( centity_t *cent ) {
delta = COAST_TIME;
}
speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
float speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
angle = cent->pe.barrelAngle + delta * speed;
}

View file

@ -60,7 +60,6 @@ void FX_CompressionShot( vec3_t start, vec3_t dir )
trace_t trace;
qboolean render_impact = qtrue;
centity_t *traceEnt = NULL;
int clientNum = -1;
VectorMA(start, MAXRANGE_CRIFLE, dir, end);
CG_Trace( &trace, start, NULL, NULL, end, 0, MASK_SHOT );
@ -78,8 +77,8 @@ void FX_CompressionShot( vec3_t start, vec3_t dir )
if ( render_impact )
{
traceEnt = &cg_entities[trace.entityNum];
clientNum = traceEnt->currentState.clientNum;
if ( (trace.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) )
int clientNum = traceEnt->currentState.clientNum;
if ( (trace.entityNum != ENTITYNUM_WORLD) && clientNum >= 0 && clientNum < MAX_CLIENTS )
{
FX_CompressionHit(trace.endpos);
}
@ -100,7 +99,6 @@ void FX_CompressionAltShot( vec3_t start, vec3_t dir )
trace_t trace;
qboolean render_impact = qtrue;
centity_t *traceEnt = NULL;
int clientNum = -1;
VectorMA(start, MAXRANGE_CRIFLE, dir, end);
CG_Trace( &trace, start, NULL, NULL, end, cg_entities[cg.predictedPlayerState.clientNum].currentState.number, MASK_SHOT );
@ -121,8 +119,8 @@ void FX_CompressionAltShot( vec3_t start, vec3_t dir )
if ( render_impact )
{
traceEnt = &cg_entities[trace.entityNum];
clientNum = traceEnt->currentState.clientNum;
if ( (trace.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) )
int clientNum = traceEnt->currentState.clientNum;
if ( (trace.entityNum != ENTITYNUM_WORLD) && clientNum >= 0 && clientNum < MAX_CLIENTS )
{
FX_CompressionHit(trace.endpos);
}
@ -152,7 +150,6 @@ void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboole
vec3_t color = {0.7, 0.43, 0.44};
int size = 2;
//FX_CompressionHit( origin ); //TiM: let's test if the rifle doesn't make stuff explode when its shot :)
//return;
@ -225,6 +222,7 @@ void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboole
if (!altfire)
{
int size = 2;
CG_InitLensFlare( origin,
350, 350,
color, 1.2, 2.0, 1600, 200,
@ -299,9 +297,7 @@ void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean
{
refEntity_t beam;
sfxHandle_t sfx;
float size;
vec3_t velocity;
int sparks;
vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
//vec3_t rgb3 = { 1.0, 1.0, 1.0 };
@ -412,10 +408,10 @@ void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean
// "Fun" sparks... Not when empty.
if ( spark && !empty)
{
sparks = (rand() & 1) + 1;
int sparks = (rand() & 1) + 1;
for(;sparks>0;sparks--)
{
size = 0.2f + (random() * 0.4);
float size = 0.2f + (random() * 0.4);
FXE_Spray( normal, 200, 75, 0.8f, velocity);
if (rand() & LEF_USE_COLLISION)
{ // This spark bounces.

View file

@ -163,9 +163,7 @@ void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboole
{
refEntity_t beam;
sfxHandle_t sfx;
float size;
vec3_t velocity;
int sparks;
vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
//vec3_t rgb3 = { 1.0, 1.0, 1.0 };
@ -276,10 +274,10 @@ void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboole
// "Fun" sparks... Not when empty.
if ( spark && !empty)
{
sparks = (rand() & 1) + 1;
int sparks = (rand() & 1) + 1;
for(;sparks>0;sparks--)
{
size = 0.2f + (random() * 0.4);
float size = 0.2f + (random() * 0.4);
FXE_Spray( normal, 200, 75, 0.8f, velocity);
if (rand() & LEF_USE_COLLISION)
{ // This spark bounces.

View file

@ -39,9 +39,7 @@ void FX_PhaserFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spar
{
refEntity_t beam;
sfxHandle_t sfx;
float size;
vec3_t velocity;
int sparks;
vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
//vec3_t rgb3 = { 1.0, 1.0, 1.0 };
@ -152,10 +150,10 @@ void FX_PhaserFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spar
// "Fun" sparks... Not when empty.
if ( spark && !empty)
{
sparks = (rand() & 1) + 1;
int sparks = (rand() & 1) + 1;
for(;sparks>0;sparks--)
{
size = 0.2f + (random() * 0.4);
float size = 0.2f + (random() * 0.4);
FXE_Spray( normal, 200, 75, 0.8f, velocity);
if (rand() & LEF_USE_COLLISION)
{ // This spark bounces.
@ -183,7 +181,6 @@ void FX_PhaserAltFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark,
{
float scale = flrandom(13.0f, 17.0f), scale2 = flrandom(2.0f, 6.0f);
vec3_t vel, diff, end2;
int i = 0, sparks = 0;
refEntity_t beam;
vec3_t rgb = { 1,0.6,0.5}, rgb2={1,0.3,0};
float len;
@ -325,12 +322,13 @@ void FX_PhaserAltFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark,
{
// kef -- fixme. dunno what the deal is with this velocity vector
VectorClear(vel);
sparks = (rand() & 3) + 1;
int sparks = (rand() & 3) + 1;
// Set random starting pos...
end2[0] = flrandom(-1.0, 1.0) + end[0];
end2[1] = flrandom(-1.0, 1.0) + end[1];
end2[2] = flrandom(-1.0, 1.0) + end[2];
int 1;
for( i = 0; i < sparks; i++ )
{
scale = 0.5f + (random() * 0.5);