diff options
| -rw-r--r-- | src/cgame/cg_buildable.c | 6 | ||||
| -rw-r--r-- | src/cgame/cg_draw.c | 2 | ||||
| -rw-r--r-- | src/cgame/cg_ents.c | 3 | ||||
| -rw-r--r-- | src/cgame/cg_local.h | 2 | ||||
| -rw-r--r-- | src/cgame/cg_weapons.c | 23 | ||||
| -rw-r--r-- | src/game/bg_misc.c | 2 | ||||
| -rw-r--r-- | src/game/bg_pmove.c | 60 | ||||
| -rw-r--r-- | src/game/g_buildable.c | 4 | ||||
| -rw-r--r-- | src/game/g_team.c | 2 | ||||
| -rw-r--r-- | src/qcommon/q_shared.h | 10 | ||||
| -rw-r--r-- | src/qcommon/qcommon.h | 2 | 
11 files changed, 14 insertions, 102 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c index 5b2582c..e2e33f8 100644 --- a/src/cgame/cg_buildable.c +++ b/src/cgame/cg_buildable.c @@ -709,7 +709,7 @@ static void CG_BuildableParticleEffects( centity_t *cent )  {    entityState_t   *es = ¢->currentState;    team_t          team = BG_Buildable( es->modelindex )->team; -  int             health = es->generic1; +  int             health = es->constantLight;    float           healthFrac = (float)health / BG_Buildable( es->modelindex )->health;    if( !( es->eFlags & EF_B_SPAWNED ) ) @@ -1055,7 +1055,7 @@ static void CG_BuildableStatusDisplay( centity_t *cent )        return;    } -  health = es->generic1; +  health = es->constantLight;    healthScale = (float)health / BG_Buildable( es->modelindex )->health;    if( health > 0 && healthScale < 0.01f ) @@ -1535,7 +1535,7 @@ void CG_Buildable( centity_t *cent )        trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound );    } -  health = es->generic1; +  health = es->constantLight;    if( health < cent->lastBuildableHealth &&        ( es->eFlags & EF_B_SPAWNED ) ) diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 4e2ba77..1d18023 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -4072,7 +4072,7 @@ static void CG_DrawHealthBars( void )          if( CG_PlayerIsBuilder( es->modelindex ) )            continue; -        bar->value = es->generic1; +        bar->value = es->constantLight;          bar->max = BG_Buildable( es->modelindex )->health;          BG_BuildableBoundingBox( es->modelindex, mins, maxs );          break; diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index a9663ad..13e0470 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -236,7 +236,8 @@ static void CG_EntityEffects( centity_t *cent )    // constant light glow -  if ( cent->currentState.constantLight ) +  if ( cent->currentState.eType == ET_MOVER && +       cent->currentState.constantLight )    {      int   cl;      int   i, r, g, b; diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 7721e45..b405cc6 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -1072,8 +1072,6 @@ typedef struct    int           itemPickupBlendTime;                // the pulse around the crosshair is timed seperately    int           weaponSelectTime; -  int           weaponAnimation; -  int           weaponAnimationTime;    // blend blobs    float         damageTime; diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 7fb68c9..f57eb41 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -746,27 +746,6 @@ static void CG_SetWeaponLerpFrameAnimation( weapon_t weapon, lerpFrame_t *lf, in  }  /* -=============== -CG_WeaponAnimation -=============== -*/ -static void CG_WeaponAnimation( centity_t *cent, int *old, int *now, float *backLerp ) -{ -  lerpFrame_t   *lf = ¢->pe.weapon; -  entityState_t *es = ¢->currentState; - -  // see if the animation sequence is switching -  if( es->weaponAnim != lf->animationNumber || !lf->animation ) -    CG_SetWeaponLerpFrameAnimation( es->weapon, lf, es->weaponAnim ); - -  CG_RunLerpFrame( lf, 1.0f ); - -  *old      = lf->oldFrame; -  *now      = lf->frame; -  *backLerp = lf->backlerp; -} - -/*  =================  CG_MapTorsoToWeaponFrame @@ -1073,8 +1052,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent          gun.customShader = cgs.media.invisibleShaderTeam;      } -    CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp ); -      trap_R_AddRefEntityToScene( &gun );      if( !ps ) diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index f6721f5..53acd6e 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -4197,7 +4197,6 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean    s->time2 = ps->movementDir;    s->legsAnim = ps->legsAnim;    s->torsoAnim = ps->torsoAnim; -  s->weaponAnim = ps->weaponAnim;    s->clientNum = ps->clientNum;   // ET_PLAYER looks here instead of at number                      // so corpses can also reference the proper config    s->eFlags = ps->eFlags; @@ -4297,7 +4296,6 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s    s->time2 = ps->movementDir;    s->legsAnim = ps->legsAnim;    s->torsoAnim = ps->torsoAnim; -  s->weaponAnim = ps->weaponAnim;    s->clientNum = ps->clientNum;   // ET_PLAYER looks here instead of at number                      // so corpses can also reference the proper config    s->eFlags = ps->eFlags; diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index f8f8a69..7af9a89 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -110,20 +110,6 @@ void PM_StartTorsoAnim( int anim )  /*  =================== -PM_StartWeaponAnim -=================== -*/ -static void PM_StartWeaponAnim( int anim ) -{ -  if( PM_Paralyzed( pm->ps->pm_type ) ) -    return; - -  pm->ps->weaponAnim = ( ( pm->ps->weaponAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) -    | anim; -} - -/* -===================  PM_StartLegsAnim  ===================  */ @@ -191,19 +177,6 @@ static void PM_ContinueTorsoAnim( int anim )  /*  =================== -PM_ContinueWeaponAnim -=================== -*/ -static void PM_ContinueWeaponAnim( int anim ) -{ -  if( ( pm->ps->weaponAnim & ~ANIM_TOGGLEBIT ) == anim ) -    return; - -  PM_StartWeaponAnim( anim ); -} - -/* -===================  PM_ForceLegsAnim  ===================  */ @@ -2886,7 +2859,6 @@ static void PM_BeginWeaponChange( int weapon )    if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )    {      PM_StartTorsoAnim( TORSO_DROP ); -    PM_StartWeaponAnim( WANIM_DROP );    }  } @@ -2915,7 +2887,6 @@ static void PM_FinishWeaponChange( void )    if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )    {      PM_StartTorsoAnim( TORSO_RAISE ); -    PM_StartWeaponAnim( WANIM_RAISE );    }  } @@ -2945,8 +2916,6 @@ static void PM_TorsoAnimation( void )          PM_ContinueTorsoAnim( TORSO_STAND );        }      } - -    PM_ContinueWeaponAnim( WANIM_IDLE );    }  } @@ -3225,8 +3194,6 @@ static void PM_Weapon( void )          PM_ContinueTorsoAnim( TORSO_STAND );      } -    PM_ContinueWeaponAnim( WANIM_IDLE ); -      return;    } @@ -3278,7 +3245,6 @@ static void PM_Weapon( void )      //drop the weapon      PM_StartTorsoAnim( TORSO_DROP ); -    PM_StartWeaponAnim( WANIM_RELOAD );      pm->ps->weaponTime += BG_Weapon( pm->ps->weapon )->reloadTime;      return; @@ -3531,17 +3497,14 @@ static void PM_Weapon( void )      {        case WP_GRENADE:          PM_StartTorsoAnim( TORSO_ATTACK3 ); -        PM_StartWeaponAnim( WANIM_ATTACK1 );          break;        case WP_BLASTER:          PM_StartTorsoAnim( TORSO_ATTACK2 ); -        PM_StartWeaponAnim( WANIM_ATTACK1 );          break;        default:          PM_StartTorsoAnim( TORSO_ATTACK ); -        PM_StartWeaponAnim( WANIM_ATTACK1 );          break;      }    } @@ -3556,9 +3519,7 @@ static void PM_Weapon( void )        case WP_ALEVEL1:          if( attack1 )          { -          num /= RAND_MAX / 6 + 1;            PM_ForceLegsAnim( NSPA_ATTACK1 ); -          PM_StartWeaponAnim( WANIM_ATTACK1 + num );          }          break; @@ -3566,38 +3527,31 @@ static void PM_Weapon( void )          if( attack2 )          {            PM_ForceLegsAnim( NSPA_ATTACK2 ); -          PM_StartWeaponAnim( WANIM_ATTACK7 );          }        case WP_ALEVEL2:          if( attack1 )          { -          num /= RAND_MAX / 6 + 1;            PM_ForceLegsAnim( NSPA_ATTACK1 ); -          PM_StartWeaponAnim( WANIM_ATTACK1 + num );          }          break;        case WP_ALEVEL4:          num /= RAND_MAX / 3 + 1;          PM_ForceLegsAnim( NSPA_ATTACK1 + num ); -        PM_StartWeaponAnim( WANIM_ATTACK1 + num );          break;        default:          if( attack1 )          {            PM_ForceLegsAnim( NSPA_ATTACK1 ); -          PM_StartWeaponAnim( WANIM_ATTACK1 );          }          else if( attack2 )          {            PM_ForceLegsAnim( NSPA_ATTACK2 ); -          PM_StartWeaponAnim( WANIM_ATTACK2 );          }          else if( attack3 )          {            PM_ForceLegsAnim( NSPA_ATTACK3 ); -          PM_StartWeaponAnim( WANIM_ATTACK3 );          }          break;      } @@ -3686,8 +3640,6 @@ static void PM_Animate( void )    if( pm->cmd.buttons & BUTTON_GESTURE )    { -    if( pm->ps->tauntTimer > 0 ) -        return;      if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )      { @@ -3695,7 +3647,6 @@ static void PM_Animate( void )        {          PM_StartTorsoAnim( TORSO_GESTURE );          pm->ps->torsoTimer = TIMER_GESTURE; -        pm->ps->tauntTimer = TIMER_GESTURE;          PM_AddEvent( EV_TAUNT );        } @@ -3706,7 +3657,6 @@ static void PM_Animate( void )        {          PM_ForceLegsAnim( NSPA_GESTURE );          pm->ps->torsoTimer = TIMER_GESTURE; -        pm->ps->tauntTimer = TIMER_GESTURE;          PM_AddEvent( EV_TAUNT );        } @@ -3750,16 +3700,6 @@ static void PM_DropTimers( void )      if( pm->ps->torsoTimer < 0 )        pm->ps->torsoTimer = 0;    } - -  if( pm->ps->tauntTimer > 0 ) -  { -    pm->ps->tauntTimer -= pml.msec; - -    if( pm->ps->tauntTimer < 0 ) -    { -      pm->ps->tauntTimer = 0; -    } -  }  } diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 8de275e..1c161a6 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -3277,7 +3277,7 @@ void G_BuildableThink( gentity_t *ent, int msec )    ent->dcc = ( ent->buildableTeam != TEAM_HUMANS ) ? 0 : G_FindDCC( ent );    // Set health -  ent->s.generic1 = MAX( ent->health, 0 ); +  ent->s.constantLight = MAX( ent->health, 0 );    // Set flags    ent->s.eFlags &= ~( EF_B_POWERED | EF_B_SPAWNED | EF_B_MARKED ); @@ -4459,7 +4459,7 @@ static gentity_t *G_Build( gentity_t *builder, buildable_t buildable,    built->physicsBounce = BG_Buildable( buildable )->bounce;    built->s.groundEntityNum = -1; -  built->s.generic1 = MAX( built->health, 0 ); +  built->s.constantLight = MAX( built->health, 0 );    if( BG_Buildable( buildable )->team == TEAM_ALIENS )    { diff --git a/src/game/g_team.c b/src/game/g_team.c index ad0873c..3246a4a 100644 --- a/src/game/g_team.c +++ b/src/game/g_team.c @@ -147,6 +147,7 @@ void G_UpdateTeamConfigStrings( void )      Com_Memset( &humanTeam, 0, sizeof( clientList_t ) );    } +/*    trap_SetConfigstringRestrictions( CS_VOTE_TIME + TEAM_ALIENS,   &humanTeam );    trap_SetConfigstringRestrictions( CS_VOTE_STRING + TEAM_ALIENS, &humanTeam );    trap_SetConfigstringRestrictions( CS_VOTE_YES + TEAM_ALIENS,    &humanTeam ); @@ -159,6 +160,7 @@ void G_UpdateTeamConfigStrings( void )    trap_SetConfigstringRestrictions( CS_ALIEN_STAGES, &humanTeam );    trap_SetConfigstringRestrictions( CS_HUMAN_STAGES, &alienTeam ); +*/  }  /* diff --git a/src/qcommon/q_shared.h b/src/qcommon/q_shared.h index a93b630..1b5fea7 100644 --- a/src/qcommon/q_shared.h +++ b/src/qcommon/q_shared.h @@ -1132,10 +1132,6 @@ typedef struct playerState_s {  	int			torsoTimer;		// don't change low priority animations until this runs out  	int			torsoAnim;		// mask off ANIM_TOGGLEBIT -	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 reletive angle  								// of movement to the view angle (axial and diagonals)  								// when at rest, the value will remain unchanged @@ -1169,8 +1165,9 @@ typedef struct playerState_s {  	int			stats[MAX_STATS];  	int			persistant[MAX_PERSISTANT];	// stats that aren't cleared on death  	int			misc[MAX_MISC];	// misc data -	int			ammo;			// ammo held -	int			clips;			// clips held +	int			ammo; +	int			clips; +	int			stuff[MAX_WEAPONS - 2];  	int			generic1;  	int			loopSound; @@ -1289,7 +1286,6 @@ 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; diff --git a/src/qcommon/qcommon.h b/src/qcommon/qcommon.h index db5812f..e24ecaf 100644 --- a/src/qcommon/qcommon.h +++ b/src/qcommon/qcommon.h @@ -240,7 +240,7 @@ PROTOCOL  ==============================================================  */ -#define	PROTOCOL_VERSION	70 +#define	PROTOCOL_VERSION	69  // maintain a list of compatible protocols for demo playing  // NOTE: that stuff only works with two digits protocols  | 
