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-rw-r--r--src/cgame/cg_animmapobj.c4
-rw-r--r--src/cgame/cg_ents.c4
-rw-r--r--src/cgame/cg_players.c8
-rw-r--r--src/cgame/cg_predict.c2
-rw-r--r--src/cgame/cg_scanner.c2
-rw-r--r--src/game/bg_misc.c8
-rw-r--r--src/game/g_client.c4
-rw-r--r--src/game/g_combat.c4
-rw-r--r--src/game/g_main.c2
-rw-r--r--src/game/g_misc.c6
-rw-r--r--src/game/g_mover.c2
-rw-r--r--src/game/g_team.c2
-rw-r--r--src/game/g_weapon.c2
-rw-r--r--src/qcommon/q_shared.h10
14 files changed, 30 insertions, 30 deletions
diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c
index 2e80b7e..1225314 100644
--- a/src/cgame/cg_animmapobj.c
+++ b/src/cgame/cg_animmapobj.c
@@ -75,7 +75,7 @@ void CG_ModelDoor( centity_t *cent )
ent.nonNormalizedAxes = qtrue;
//setup animation
- anim.firstFrame = es->powerups;
+ anim.firstFrame = es->misc;
anim.numFrames = es->weapon;
anim.reversed = !es->legsAnim;
anim.flipflop = qfalse;
@@ -168,7 +168,7 @@ void CG_AnimMapObj( centity_t *cent )
}
//setup animation
- anim.firstFrame = es->powerups;
+ anim.firstFrame = es->misc;
anim.numFrames = es->weapon;
anim.reversed = qfalse;
anim.flipflop = qfalse;
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 2d2e808..17f1a7d 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -581,7 +581,7 @@ static void CG_Portal( centity_t *cent )
CrossProduct( ent.axis[ 0 ], ent.axis[ 1 ], ent.axis[ 2 ] );
ent.reType = RT_PORTALSURFACE;
- ent.oldframe = s1->powerups;
+ ent.oldframe = s1->misc;
ent.frame = s1->frame; // rotation speed
ent.skinNum = s1->clientNum / 256.0 * 360; // roll offset
@@ -799,7 +799,7 @@ static void CG_Lev2ZapChain( centity_t *cent )
if( es->time <= 0 )
continue;
- source = &cg_entities[ es->powerups ];
+ source = &cg_entities[ es->misc ];
target = &cg_entities[ es->time ];
break;
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index b594330..bc3aaa4 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -2012,7 +2012,7 @@ void CG_Player( centity_t *cent )
qboolean shadow = qfalse;
float shadowPlane;
entityState_t *es = &cent->currentState;
- pClass_t class = ( es->powerups >> 8 ) & 0xFF;
+ pClass_t class = ( es->misc >> 8 ) & 0xFF;
float scale;
vec3_t tempAxis[ 3 ], tempAxis2[ 3 ];
vec3_t angles;
@@ -2379,7 +2379,7 @@ void CG_Corpse( centity_t *cent )
legs.nonNormalizedAxes = qtrue;
}
- //CG_AddRefEntityWithPowerups( &legs, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &legs, es->misc, ci->team );
trap_R_AddRefEntityToScene( &legs );
// if the model failed, allow the default nullmodel to be displayed
@@ -2404,7 +2404,7 @@ void CG_Corpse( centity_t *cent )
torso.shadowPlane = shadowPlane;
torso.renderfx = renderfx;
- //CG_AddRefEntityWithPowerups( &torso, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &torso, es->misc, ci->team );
trap_R_AddRefEntityToScene( &torso );
//
@@ -2423,7 +2423,7 @@ void CG_Corpse( centity_t *cent )
head.shadowPlane = shadowPlane;
head.renderfx = renderfx;
- //CG_AddRefEntityWithPowerups( &head, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &head, es->misc, ci->team );
trap_R_AddRefEntityToScene( &head );
}
}
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index e20eb1d..59419b5 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -138,7 +138,7 @@ static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins,
bmaxs[ 2 ] = zu;
if( i == cg_numSolidEntities )
- BG_FindBBoxForClass( ( ent->powerups >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL );
+ BG_FindBBoxForClass( ( ent->misc >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL );
cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
VectorCopy( vec3_origin, angles );
diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c
index ab98b23..033960e 100644
--- a/src/cgame/cg_scanner.c
+++ b/src/cgame/cg_scanner.c
@@ -82,7 +82,7 @@ void CG_UpdateEntityPositions( void )
}
else if( cent->currentState.eType == ET_PLAYER )
{
- int team = cent->currentState.powerups & 0x00FF;
+ int team = cent->currentState.misc & 0x00FF;
if( team == PTE_ALIENS )
{
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 2641305..2b4fa29 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -4828,8 +4828,8 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean
}
}
- //TA: use powerups field to store team/class info:
- s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );
+ // use misc field to store team/class info:
+ s->misc = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );
//TA: have to get the surfNormal thru somehow...
VectorCopy( ps->grapplePoint, s->angles2 );
@@ -4940,8 +4940,8 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
}
}
- //TA: use powerups field to store team/class info:
- s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );
+ // use misc field to store team/class info:
+ s->misc = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );
//TA: have to get the surfNormal thru somehow...
VectorCopy( ps->grapplePoint, s->angles2 );
diff --git a/src/game/g_client.c b/src/game/g_client.c
index ef35f16..55b1ad7 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -689,7 +689,7 @@ void BodySink( gentity_t *ent )
ent->active = qtrue;
//sinking bodies can't be infested
- ent->killedBy = ent->s.powerups = MAX_CLIENTS;
+ ent->killedBy = ent->s.misc = MAX_CLIENTS;
ent->timestamp = level.time;
}
@@ -768,7 +768,7 @@ void SpawnCorpse( gentity_t *ent )
else
body->classname = "alienCorpse";
- body->s.powerups = MAX_CLIENTS;
+ body->s.misc = MAX_CLIENTS;
body->think = BodySink;
body->nextthink = level.time + 20000;
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 0d8d013..0658849 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -707,8 +707,8 @@ finish_dying: // from MOD_SLAP
( self->client->respawnTime - level.time) / 1000 ) );
}
- // remove powerups
- memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) );
+ // clear misc
+ memset( self->client->ps.misc, 0, sizeof( self->client->ps.misc ) );
{
// normal death
diff --git a/src/game/g_main.c b/src/game/g_main.c
index cb3ef01..d7cc6d4 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -1916,7 +1916,7 @@ void MoveClientToIntermission( gentity_t *ent )
ent->client->ps.pm_type = PM_INTERMISSION;
// clean up powerup info
- memset( ent->client->ps.powerups, 0, sizeof( ent->client->ps.powerups ) );
+ memset( ent->client->ps.misc, 0, sizeof( ent->client->ps.misc ) );
ent->client->ps.eFlags = 0;
ent->s.eFlags = 0;
diff --git a/src/game/g_misc.c b/src/game/g_misc.c
index b0d6077..a68eeb8 100644
--- a/src/game/g_misc.c
+++ b/src/game/g_misc.c
@@ -163,10 +163,10 @@ void locateCamera( gentity_t *ent )
if( owner->spawnflags & 4 )
{
// set to 0 for no rotation at all
- ent->s.powerups = 0;
+ ent->s.misc = 0;
}
else
- ent->s.powerups = 1;
+ ent->s.misc = 1;
// clientNum holds the rotate offset
ent->s.clientNum = owner->s.clientNum;
@@ -327,7 +327,7 @@ Spawn function for anim model
*/
void SP_misc_anim_model( gentity_t *self )
{
- self->s.powerups = (int)self->animation[ 0 ];
+ self->s.misc = (int)self->animation[ 0 ];
self->s.weapon = (int)self->animation[ 1 ];
self->s.torsoAnim = (int)self->animation[ 2 ];
self->s.legsAnim = (int)self->animation[ 3 ];
diff --git a/src/game/g_mover.c b/src/game/g_mover.c
index 74b6541..8f006a3 100644
--- a/src/game/g_mover.c
+++ b/src/game/g_mover.c
@@ -1706,7 +1706,7 @@ void SP_func_door_model( gentity_t *ent )
ent->s.apos.trDuration = 0;
VectorClear( ent->s.apos.trDelta );
- ent->s.powerups = (int)ent->animation[ 0 ]; //first frame
+ ent->s.misc = (int)ent->animation[ 0 ]; //first frame
ent->s.weapon = abs( (int)ent->animation[ 1 ] ); //number of frames
//must be at least one frame -- mapper has forgotten animation key
diff --git a/src/game/g_team.c b/src/game/g_team.c
index 133711b..1d8d102 100644
--- a/src/game/g_team.c
+++ b/src/game/g_team.c
@@ -198,7 +198,7 @@ void TeamplayInfoMessage( gentity_t *ent )
" %i %i %i %i %i %i",
// level.sortedClients[i], player->client->pers.teamState.location, h, a,
i, player->client->pers.teamState.location, h, a,
- player->client->ps.weapon, player->s.powerups );
+ player->client->ps.weapon, player->s.misc );
j = strlen( entry );
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index e2d0183..ea4e290 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -1152,7 +1152,7 @@ static void G_UpdateZapEffect( zap_t *zap )
effect->s.eType = ET_LEV2_ZAP_CHAIN;
effect->classname = "lev2zapchain";
G_SetOrigin( effect, zap->creator->s.origin );
- effect->s.powerups = zap->creator->s.number;
+ effect->s.misc = zap->creator->s.number;
effect->s.time = effect->s.time2 = effect->s.constantLight = -1;
diff --git a/src/qcommon/q_shared.h b/src/qcommon/q_shared.h
index 3d6a498..2cc511e 100644
--- a/src/qcommon/q_shared.h
+++ b/src/qcommon/q_shared.h
@@ -1023,7 +1023,7 @@ typedef struct {
// bit field limits
#define MAX_STATS 16
#define MAX_PERSISTANT 16
-#define MAX_POWERUPS 16
+#define MAX_MISC 16
#define MAX_WEAPONS 16
#define MAX_PS_EVENTS 2
@@ -1099,7 +1099,7 @@ 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 misc[MAX_MISC]; // misc data
int ammo; // ammo held
int clips; // clips held
@@ -1219,7 +1219,7 @@ typedef struct entityState_s {
int eventParm;
// for players
- int powerups; // bit flags
+ int misc; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
@@ -1291,9 +1291,9 @@ typedef struct qtime_s {
// server browser sources
// TTimo: AS_MPLAYER is no longer used
-#define AS_GLOBAL 2
+#define AS_GLOBAL 0
#define AS_MPLAYER 1
-#define AS_LOCAL 0
+#define AS_LOCAL 2
#define AS_FAVORITES 3