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https://github.com/yquake2/yquake2remaster.git
synced 2024-11-28 23:31:57 +00:00
Merge remote-tracking branch 'yquake2/master'
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commit
6b70251341
9 changed files with 27 additions and 25 deletions
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@ -1255,8 +1255,8 @@ NET_Sleep(int msec)
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timeout.tv_sec = msec / 1000;
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timeout.tv_sec = msec / 1000;
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timeout.tv_usec = (msec % 1000) * 1000;
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timeout.tv_usec = (msec % 1000) * 1000;
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i = max(ip_sockets[NS_SERVER], ip6_sockets[NS_SERVER]);
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i = Q_max(ip_sockets[NS_SERVER], ip6_sockets[NS_SERVER]);
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i = max(i, ipx_sockets[NS_SERVER]);
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i = Q_max(i, ipx_sockets[NS_SERVER]);
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select(i + 1, &fdset, NULL, NULL, &timeout);
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select(i + 1, &fdset, NULL, NULL, &timeout);
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}
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}
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@ -1045,8 +1045,8 @@ static thumbstick_t
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IN_RadialDeadzone(thumbstick_t stick, float deadzone)
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IN_RadialDeadzone(thumbstick_t stick, float deadzone)
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{
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{
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thumbstick_t result = {0};
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thumbstick_t result = {0};
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float magnitude = min(IN_StickMagnitude(stick), 1.0f);
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float magnitude = Q_min(IN_StickMagnitude(stick), 1.0f);
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deadzone = min( max(deadzone, 0.0f), 0.9f); // clamp to [0.0, 0.9]
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deadzone = Q_min( Q_max(deadzone, 0.0f), 0.9f); // clamp to [0.0, 0.9]
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if ( magnitude > deadzone )
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if ( magnitude > deadzone )
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{
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{
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@ -1070,7 +1070,7 @@ IN_SlopedAxialDeadzone(thumbstick_t stick, float deadzone)
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float abs_y = fabsf(stick.y);
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float abs_y = fabsf(stick.y);
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float sign_x = copysignf(1.0f, stick.x);
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float sign_x = copysignf(1.0f, stick.x);
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float sign_y = copysignf(1.0f, stick.y);
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float sign_y = copysignf(1.0f, stick.y);
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deadzone = min(deadzone, 0.5f);
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deadzone = Q_min(deadzone, 0.5f);
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float deadzone_x = deadzone * abs_y; // deadzone of one axis depends...
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float deadzone_x = deadzone * abs_y; // deadzone of one axis depends...
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float deadzone_y = deadzone * abs_x; // ...on the value of the other axis
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float deadzone_y = deadzone * abs_x; // ...on the value of the other axis
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@ -1141,7 +1141,7 @@ IN_SmoothedStickRotation(float value)
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// 0 for immediate consumption
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// 0 for immediate consumption
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float immediate_weight = (fabsf(value) - bottom_threshold)
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float immediate_weight = (fabsf(value) - bottom_threshold)
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/ (top_threshold - bottom_threshold);
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/ (top_threshold - bottom_threshold);
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immediate_weight = min( max(immediate_weight, 0.0f), 1.0f ); // clamp to [0, 1] range
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immediate_weight = Q_min( Q_max(immediate_weight, 0.0f), 1.0f ); // clamp to [0, 1] range
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// now we can push the smooth sample
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// now we can push the smooth sample
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float smooth_weight = 1.0f - immediate_weight;
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float smooth_weight = 1.0f - immediate_weight;
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@ -1171,7 +1171,7 @@ IN_FlickStick(thumbstick_t stick, float axial_deadzone)
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thumbstick_t processed = stick;
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thumbstick_t processed = stick;
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float angle_change = 0;
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float angle_change = 0;
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if (IN_StickMagnitude(stick) > min(joy_flick_threshold->value, 1.0f)) // flick!
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if (IN_StickMagnitude(stick) > Q_min(joy_flick_threshold->value, 1.0f)) // flick!
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{
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{
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// Make snap-to-axis only if player wasn't already flicking
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// Make snap-to-axis only if player wasn't already flicking
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if (!is_flicking || flick_progress < FLICK_TIME)
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if (!is_flicking || flick_progress < FLICK_TIME)
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@ -1895,8 +1895,8 @@ Controller_Rumble(const char *name, vec3_t source, qboolean from_player,
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}
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}
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effect_volume = joy_haptic_magnitude->value * intens * dist_prop * volume;
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effect_volume = joy_haptic_magnitude->value * intens * dist_prop * volume;
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low_freq = min(effect_volume * low_freq, USHRT_MAX);
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low_freq = Q_min(effect_volume * low_freq, USHRT_MAX);
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hi_freq = min(effect_volume * hi_freq, USHRT_MAX);
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hi_freq = Q_min(effect_volume * hi_freq, USHRT_MAX);
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// Com_Printf("%-29s: vol %5u - %4u ms - dp %.3f l %5.0f h %5.0f\n",
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// Com_Printf("%-29s: vol %5u - %4u ms - dp %.3f l %5.0f h %5.0f\n",
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// name, effect_volume, duration, dist_prop, low_freq, hi_freq);
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// name, effect_volume, duration, dist_prop, low_freq, hi_freq);
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@ -240,7 +240,7 @@ R_TextureMode(char *string)
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if (gl_config.anisotropic && gl_anisotropic->value)
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if (gl_config.anisotropic && gl_anisotropic->value)
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{
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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max(gl_anisotropic->value, 1.f));
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Q_max(gl_anisotropic->value, 1.f));
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}
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}
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}
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}
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else /* texture has no mipmaps */
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else /* texture has no mipmaps */
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@ -778,7 +778,7 @@ R_Upload32(unsigned *data, int width, int height, qboolean mipmap)
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if (mipmap && gl_config.anisotropic && gl_anisotropic->value)
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if (mipmap && gl_config.anisotropic && gl_anisotropic->value)
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{
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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max(gl_anisotropic->value, 1.f));
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Q_max(gl_anisotropic->value, 1.f));
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}
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}
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return res;
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return res;
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}
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}
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@ -116,7 +116,7 @@ GL3_TextureMode(char *string)
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/* Set anisotropic filter if supported and enabled */
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/* Set anisotropic filter if supported and enabled */
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if (gl3config.anisotropic && gl_anisotropic->value)
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if (gl3config.anisotropic && gl_anisotropic->value)
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{
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max(gl_anisotropic->value, 1.f));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Q_max(gl_anisotropic->value, 1.f));
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}
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}
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}
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}
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else /* texture has no mipmaps */
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else /* texture has no mipmaps */
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@ -227,7 +227,7 @@ GL3_Upload32(unsigned *data, int width, int height, qboolean mipmap)
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if (mipmap && gl3config.anisotropic && gl_anisotropic->value)
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if (mipmap && gl3config.anisotropic && gl_anisotropic->value)
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{
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max(gl_anisotropic->value, 1.f));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Q_max(gl_anisotropic->value, 1.f));
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}
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}
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return res;
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return res;
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@ -240,7 +240,7 @@ RE_Draw_StretchPicImplementation (int x, int y, int w, int h, const image_t *pic
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if (picupscale > 1)
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if (picupscale > 1)
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{
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{
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int i;
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int i;
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int pu = min(height-v, picupscale);
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int pu = Q_min(height-v, picupscale);
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pixel_t *dest_orig = dest;
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pixel_t *dest_orig = dest;
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// copy first line to fill whole sector
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// copy first line to fill whole sector
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@ -54,8 +54,8 @@ R_DrawSprite(entity_t *currententity, const model_t *currentmodel)
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}
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}
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r_polydesc.pixels = skin->pixels[0];
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r_polydesc.pixels = skin->pixels[0];
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r_polydesc.pixel_width = min(s_psprframe->width, skin->width);
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r_polydesc.pixel_width = Q_min(s_psprframe->width, skin->width);
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r_polydesc.pixel_height = min(s_psprframe->height, skin->height);
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r_polydesc.pixel_height = Q_min(s_psprframe->height, skin->height);
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r_polydesc.dist = 0;
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r_polydesc.dist = 0;
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// generate the sprite's axes, completely parallel to the viewplane.
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// generate the sprite's axes, completely parallel to the viewplane.
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@ -643,7 +643,7 @@ AL_Spatialize(channel_t *ch)
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final = 1.0 - ((dist / 1000) * (1.0 - s_occlusion_strength->value));
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final = 1.0 - ((dist / 1000) * (1.0 - s_occlusion_strength->value));
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qalSourcef(ch->srcnum, AL_GAIN, min(max(final, 0), 1));
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qalSourcef(ch->srcnum, AL_GAIN, Q_min(Q_max(final, 0), 1));
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qalSourcei(ch->srcnum, AL_DIRECT_FILTER, underwaterFilter);
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qalSourcei(ch->srcnum, AL_DIRECT_FILTER, underwaterFilter);
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@ -124,12 +124,8 @@ typedef unsigned char byte;
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#define YAW 1 /* left / right */
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#define YAW 1 /* left / right */
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#define ROLL 2 /* fall over */
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#define ROLL 2 /* fall over */
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#ifndef min
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#define Q_min(a, b) (((a) < (b)) ? (a) : (b))
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#define min(a, b) (((a) < (b)) ? (a) : (b))
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#define Q_max(a, b) (((a) > (b)) ? (a) : (b))
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#endif
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#ifndef max
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#endif
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#define MAX_STRING_CHARS 2048 /* max length of a string passed to Cmd_TokenizeString */
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#define MAX_STRING_CHARS 2048 /* max length of a string passed to Cmd_TokenizeString */
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#define MAX_STRING_TOKENS 80 /* max tokens resulting from Cmd_TokenizeString */
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#define MAX_STRING_TOKENS 80 /* max tokens resulting from Cmd_TokenizeString */
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@ -7,6 +7,12 @@
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// This makes the earthquake last 15 seconds instead of just 5.
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// This makes the earthquake last 15 seconds instead of just 5.
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// If you want the earthquake length to go back to the way it was,
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// If you want the earthquake length to go back to the way it was,
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// simply remove this field line (1384) entirely.
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// simply remove this field line (1384) entirely.
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//
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// 3. Set "ambush" spawnflag on monster_boss2.
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//
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// Targeted monsters must spawn in ambsuh mode, otherwise the AI messes
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// up. Additionally this may fix a corner case with the monster slipping
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// into the void while pushed out of it's compartment.
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{
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{
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"message" "Big Gun"
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"message" "Big Gun"
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"nextmap" "hangar1"
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"nextmap" "hangar1"
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@ -1589,7 +1595,7 @@
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"classname" "monster_boss2"
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"classname" "monster_boss2"
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"angle" "0"
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"angle" "0"
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"origin" "1352 96 -360"
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"origin" "1352 96 -360"
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"spawnflags" "0"
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"spawnflags" "1"
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"targetname" "t131"
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"targetname" "t131"
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}
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}
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{
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{
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@ -2757,4 +2763,4 @@
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"spawnflags" "14"
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"spawnflags" "14"
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"count" "10"
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"count" "10"
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"pathtarget" "boom"
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"pathtarget" "boom"
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}
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}
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