From 8f6cc0930258d39570676d349db062b0c54ba1ad Mon Sep 17 00:00:00 2001 From: /dev/humancontroller Date: Sat, 15 Apr 2017 08:27:58 +0200 Subject: multi-protocol: rename powerups to misc in the playerState_t and entityState_t structs --- src/game/bg_misc.c | 8 ++++---- src/game/g_client.c | 4 ++-- src/game/g_combat.c | 4 ++-- src/game/g_main.c | 2 +- src/game/g_misc.c | 6 +++--- src/game/g_mover.c | 2 +- src/game/g_team.c | 2 +- src/game/g_weapon.c | 2 +- 8 files changed, 15 insertions(+), 15 deletions(-) (limited to 'src/game') 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; -- cgit