diff options
-rw-r--r-- | src/cgame/cg_draw.c | 23 | ||||
-rw-r--r-- | src/cgame/cg_predict.c | 7 | ||||
-rw-r--r-- | src/cgame/cg_tutorial.c | 3 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 6 | ||||
-rw-r--r-- | src/game/bg_misc.c | 48 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 16 | ||||
-rw-r--r-- | src/game/bg_public.h | 4 | ||||
-rw-r--r-- | src/game/g_active.c | 7 | ||||
-rw-r--r-- | src/game/g_admin.c | 4 | ||||
-rw-r--r-- | src/game/g_client.c | 3 | ||||
-rw-r--r-- | src/game/g_cmds.c | 10 | ||||
-rw-r--r-- | src/game/g_trigger.c | 8 | ||||
-rw-r--r-- | src/game/g_weapon.c | 6 | ||||
-rw-r--r-- | src/qcommon/q_shared.h | 12 |
14 files changed, 57 insertions, 100 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 82df413..1a3ecae 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -855,7 +855,7 @@ static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t s qboolean vertical; int iconsize, numBarbs, i; - BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &numBarbs, NULL ); + numBarbs = ps->ammo; if( height > width ) { @@ -940,7 +940,7 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color ) break; default: - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL ); + value = ps->ammo; break; } @@ -1099,7 +1099,7 @@ static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color ) break; default: - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value ); + value = ps->clips; if( value > -1 ) { @@ -1425,23 +1425,13 @@ float CG_GetValue( int ownerDraw ) case CG_PLAYER_AMMO_VALUE: if( cent->currentState.weapon ) { - int value; - - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, - &value, NULL ); - - return value; + return ps->ammo; } break; case CG_PLAYER_CLIPS_VALUE: if( cent->currentState.weapon ) { - int value; - - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, - NULL, &value ); - - return value; + return ps->clips; } break; case CG_PLAYER_HEALTH: @@ -2404,7 +2394,8 @@ void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips ); + ammo = ps->ammo; + clips = ps->clips; BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, NULL ); // don't display if dead diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c index 34f00c4..e20eb1d 100644 --- a/src/cgame/cg_predict.c +++ b/src/cgame/cg_predict.c @@ -504,11 +504,8 @@ static int CG_IsUnacceptableError( playerState_t *ps, playerState_t *pps ) return 16; } - for( i = 0; i < MAX_WEAPONS; i++ ) - { - if( pps->ammo[ i ] != ps->ammo[ i ] ) - return 18; - } + if( pps->ammo != ps->ammo || pps->clips != ps->clips ) + return 18; if( pps->generic1 != ps->generic1 || pps->loopSound != ps->loopSound ) diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c index 5ad29b7..c418726 100644 --- a/src/cgame/cg_tutorial.c +++ b/src/cgame/cg_tutorial.c @@ -407,7 +407,8 @@ static void CG_HumanText( char *text, playerState_t *ps ) upgrade = cg.weaponSelect - 32; } - BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &ammo, &clips ); + ammo = ps->ammo; + clips = ps->clips; if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( ps->weapon ) ) { diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index deae4e0..135e441 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -1111,7 +1111,8 @@ static qboolean CG_WeaponSelectable( weapon_t weapon ) { //int ammo, clips; // - //BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips ); + //ammo = cg.snap->ps.ammo; + //clips = cg.snap->ps.clips // // this is a pain in the ass //if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) @@ -1205,7 +1206,8 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) { int ammo, clips; - BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips ); + ammo = cg.snap->ps.ammo; + clips = cg.snap->ps.clips; if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) colinfo[ numItems ] = 1; diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 1a55ed0..2641305 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -4959,62 +4959,16 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s /* ======================== -BG_UnpackAmmoArray - -Extract the ammo quantity from the array -======================== -*/ -void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips ) -{ - int ammoarray[ 32 ]; - int i; - - for( i = 0; i <= 15; i++ ) - ammoarray[ i ] = psAmmo[ i ]; - - for( i = 16; i <= 31; i++ ) - ammoarray[ i ] = psAmmo2[ i - 16 ]; - - if( ammo != NULL ) - *ammo = ammoarray[ weapon ] & 0x0FFF; - - if( clips != NULL ) - *clips = ( ammoarray[ weapon ] >> 12 ) & 0x0F; -} - -/* -======================== -BG_PackAmmoArray - -Pack the ammo quantity into the array -======================== -*/ -void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips ) -{ - int weaponvalue; - - weaponvalue = ammo | ( clips << 12 ); - - if( weapon <= 15 ) - psAmmo[ weapon ] = weaponvalue; - else if( weapon >= 16 ) - psAmmo2[ weapon - 16 ] = weaponvalue; -} - -/* -======================== BG_WeaponIsFull Check if a weapon has full ammo ======================== */ -qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] ) +qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int ammo, int clips ) { int maxAmmo, maxClips; - int ammo, clips; BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips ); - BG_UnpackAmmoArray( weapon, psAmmo, psAmmo2, &ammo, &clips ); if( BG_InventoryContainsUpgrade( UP_BATTPACK, stats ) ) maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 88707bd..73ee6d9 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -2796,8 +2796,8 @@ static void PM_Weapon( void ) } // start the animation even if out of ammo - - BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips ); + ammo = pm->ps->ammo; + clips = pm->ps->clips; BG_FindAmmoForWeapon( pm->ps->weapon, NULL, &maxClips ); // check for out of ammo @@ -2825,7 +2825,8 @@ static void PM_Weapon( void ) BG_InventoryContainsUpgrade( UP_BATTPACK, pm->ps->stats ) ) ammo = (int)( (float)ammo * BATTPACK_MODIFIER ); - BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + pm->ps->ammo = ammo; + pm->ps->clips = clips; //allow some time for the weapon to be raised pm->ps->weaponstate = WEAPON_RAISING; @@ -3079,13 +3080,15 @@ static void PM_Weapon( void ) else ammo--; - BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + pm->ps->ammo = ammo; + pm->ps->clips = clips; } else if( pm->ps->weapon == WP_ALEVEL3_UPG && attack3 ) { //special case for slowblob ammo--; - BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + pm->ps->ammo = ammo; + pm->ps->clips = clips; } //FIXME: predicted angles miss a problem?? @@ -3291,7 +3294,8 @@ void PmoveSingle( pmove_t *pmove ) pm = pmove; - BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips ); + ammo = pm->ps->ammo; + clips = pm->ps->clips; // this counter lets us debug movement problems with a journal // by setting a conditional breakpoint fot the previous frame diff --git a/src/game/bg_public.h b/src/game/bg_public.h index e0e6233..817b7aa 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -1109,9 +1109,7 @@ typedef struct //TA: -void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips ); -void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips ); -qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] ); +qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int ammo, int clips ); void BG_AddWeaponToInventory( int weapon, int stats[ ] ); void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] ); qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] ); diff --git a/src/game/g_active.c b/src/game/g_active.c index 5b167a5..147aabc 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -800,7 +800,7 @@ void ClientTimerActions( gentity_t *ent, int msec ) { int ammo; - BG_UnpackAmmoArray( WP_LUCIFER_CANNON, client->ps.ammo, client->ps.powerups, &ammo, NULL ); + ammo = client->ps.ammo; if( client->ps.stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK ) client->ps.stats[ STAT_MISC ] += ( 100.0f / LCANNON_CHARGE_TIME ) * LCANNON_TOTAL_CHARGE; @@ -1099,12 +1099,13 @@ void ClientTimerActions( gentity_t *ent, int msec ) int ammo, maxAmmo; BG_FindAmmoForWeapon( WP_ALEVEL3_UPG, &maxAmmo, NULL ); - BG_UnpackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, &ammo, NULL ); + ammo = client->ps.ammo; if( ammo < maxAmmo ) { ammo++; - BG_PackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, ammo, 0 ); + client->ps.ammo = ammo; + client->ps.clips = 0; } } } diff --git a/src/game/g_admin.c b/src/game/g_admin.c index de59a47..5761586 100644 --- a/src/game/g_admin.c +++ b/src/game/g_admin.c @@ -4716,8 +4716,8 @@ qboolean G_admin_denyweapon( gentity_t *ent, int skiparg ) BG_AddWeaponToInventory( WP_MACHINEGUN, vic->client->ps.stats ); BG_FindAmmoForWeapon( WP_MACHINEGUN, &maxAmmo, &maxClips ); - BG_PackAmmoArray( WP_MACHINEGUN, vic->client->ps.ammo, vic->client->ps.powerups, - maxAmmo, maxClips ); + vic->client->ps.ammo = maxAmmo; + vic->client->ps.clips = maxClips; G_ForceWeaponChange( vic, WP_MACHINEGUN ); vic->client->ps.stats[ STAT_MISC ] = 0; ClientUserinfoChanged( pids[ 0 ], qfalse ); diff --git a/src/game/g_client.c b/src/game/g_client.c index 00ed443..ef35f16 100644 --- a/src/game/g_client.c +++ b/src/game/g_client.c @@ -1847,7 +1847,8 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips ); BG_AddWeaponToInventory( weapon, client->ps.stats ); - BG_PackAmmoArray( weapon, client->ps.ammo, client->ps.powerups, maxAmmo, maxClips ); + client->ps.ammo = maxAmmo; + client->ps.clips = maxClips; ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.classSelection; ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.teamSelection; diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c index 5c5101b..1233e31 100644 --- a/src/game/g_cmds.c +++ b/src/game/g_cmds.c @@ -445,7 +445,8 @@ void Cmd_Give_f( gentity_t *ent ) BG_InventoryContainsUpgrade( UP_BATTPACK, client->ps.stats ) ) maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); - BG_PackAmmoArray( client->ps.weapon, client->ps.ammo, client->ps.powerups, maxAmmo, maxClips ); + client->ps.ammo = maxAmmo; + client->ps.clips = maxClips; } } @@ -3850,8 +3851,8 @@ void Cmd_Buy_f( gentity_t *ent ) BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) ) maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); - BG_PackAmmoArray( weapon, ent->client->ps.ammo, ent->client->ps.powerups, - maxAmmo, maxClips ); + ent->client->ps.ammo = maxAmmo; + ent->client->ps.clips = maxClips; G_ForceWeaponChange( ent, weapon ); @@ -4073,7 +4074,8 @@ void Cmd_Sell_f( gentity_t *ent ) BG_FindUsesEnergyForWeapon( j ) && !BG_FindInfinteAmmoForWeapon( j ) ) { - BG_PackAmmoArray( j, ent->client->ps.ammo, ent->client->ps.powerups, 0, 0 ); + ent->client->ps.ammo = 0; + ent->client->ps.clips = 0; } } } diff --git a/src/game/g_trigger.c b/src/game/g_trigger.c index 2b5b25a..0ac34bb 100644 --- a/src/game/g_trigger.c +++ b/src/game/g_trigger.c @@ -1099,8 +1099,8 @@ void trigger_ammo_touch( gentity_t *self, gentity_t *other, trace_t *trace ) self->timestamp = level.time + FRAMETIME; BG_FindAmmoForWeapon( other->client->ps.weapon, &maxAmmo, &maxClips ); - BG_UnpackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups, - &ammo, &clips ); + ammo = other->client->ps.ammo; + clips = other->client->ps.clips; if( ( ammo + self->damage ) > maxAmmo ) { @@ -1115,8 +1115,8 @@ void trigger_ammo_touch( gentity_t *self, gentity_t *other, trace_t *trace ) else ammo += self->damage; - BG_PackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups, - ammo, clips ); + other->client->ps.ammo = ammo; + other->client->ps.clips = clips; } /* diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index 4da6205..e2d0183 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -97,7 +97,7 @@ void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo ) if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) && weaponType && !BG_FindInfinteAmmoForWeapon( i ) && !BG_WeaponIsFull( i, ent->client->ps.stats, - ent->client->ps.ammo, ent->client->ps.powerups ) ) + ent->client->ps.ammo, ent->client->ps.clips ) ) { BG_FindAmmoForWeapon( i, &maxAmmo, &maxClips ); @@ -109,8 +109,8 @@ void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo ) maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); } - BG_PackAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups, - maxAmmo, maxClips ); + ent->client->ps.ammo = maxAmmo; + ent->client->ps.clips = maxClips; restoredAmmo = qtrue; } diff --git a/src/qcommon/q_shared.h b/src/qcommon/q_shared.h index 14f68c4..3d6a498 100644 --- a/src/qcommon/q_shared.h +++ b/src/qcommon/q_shared.h @@ -1063,7 +1063,11 @@ typedef struct playerState_s { int torsoTimer; // don't change low priority animations until this runs out int torsoAnim; // mask off ANIM_TOGGLEBIT - int movementDir; // a number 0 to 7 that represents the reletive angle + int tauntTimer; // don't allow another taunt until this runs out + + int weaponAnim; // mask off ANIM_TOGGLEBIT + + int movementDir; // a number 0 to 7 that represents the relative angle // of movement to the view angle (axial and diagonals) // when at rest, the value will remain unchanged // used to twist the legs during strafing @@ -1096,7 +1100,8 @@ typedef struct playerState_s { int stats[MAX_STATS]; int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death int powerups[MAX_POWERUPS]; // level.time that the powerup runs out - int ammo[MAX_WEAPONS]; + int ammo; // ammo held + int clips; // clips held int generic1; int loopSound; @@ -1104,7 +1109,7 @@ typedef struct playerState_s { // not communicated over the net at all int ping; // server to game info for scoreboard - int pmove_framecount; // FIXME: don't transmit over the network + int pmove_framecount; int jumppad_frame; int entityEventSequence; } playerState_t; @@ -1218,6 +1223,7 @@ typedef struct entityState_s { int weapon; // determines weapon and flash model, etc int legsAnim; // mask off ANIM_TOGGLEBIT int torsoAnim; // mask off ANIM_TOGGLEBIT + int weaponAnim; // mask off ANIM_TOGGLEBIT int generic1; } entityState_t; |