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authorTim Angus <tim@ngus.net>2006-07-31 21:35:21 +0000
committerTim Angus <tim@ngus.net>2006-07-31 21:35:21 +0000
commit91d17e135e2c4cc9869ab846f72798f018775c5c (patch)
treedc6c2d4abf58e33ca26fdf4edd30ea0f6b706ce7
parentc999c50a24348489e5f705aa4b07bdcdf6b0658e (diff)
* Add otherEntityNum to playerState_t... and don't use it... yet
* Improve ckit tutorial text * Entities.def correction
-rw-r--r--misc/entities.def14
-rw-r--r--src/cgame/cg_predict.c7
-rw-r--r--src/cgame/cg_tutorial.c21
-rw-r--r--src/cgame/cg_weapons.c2
-rw-r--r--src/game/bg_misc.c8
-rw-r--r--src/game/g_active.c7
-rw-r--r--src/game/g_weapon.c2
-rw-r--r--src/qcommon/msg.c2
-rw-r--r--src/qcommon/q_shared.h2
9 files changed, 34 insertions, 31 deletions
diff --git a/misc/entities.def b/misc/entities.def
index 5b30405d..e4aeacb3 100644
--- a/misc/entities.def
+++ b/misc/entities.def
@@ -925,6 +925,13 @@ notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
+-------- SPAWNFLAGS --------
+SLOWROTATE: makes the portal camera rotate slowly along the roll axis.
+
+FASTROTATE: makes the portal camera rotate faster along the roll axis.
+
+NOROTATE: no rolling at all.
+
-------- NOTES --------
Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle.
*/
@@ -943,13 +950,6 @@ notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
--------- SPAWNFLAGS --------
-SLOWROTATE: makes the portal camera rotate slowly along the roll axis.
-
-FASTROTATE: makes the portal camera rotate faster along the roll axis.
-
-NOROTATE: no rolling at all.
-
-------- NOTES --------
The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.
*/
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index 8c4bc8e3..926d9881 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -387,13 +387,6 @@ static void CG_TouchTriggerPrediction( void )
if( ent->eType == ET_TELEPORT_TRIGGER )
cg.hyperspace = qtrue;
}
-
- // if we didn't touch a jump pad this pmove frame
- if( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount )
- {
- cg.predictedPlayerState.jumppad_frame = 0;
- cg.predictedPlayerState.jumppad_ent = 0;
- }
}
diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c
index 1499daef..be3cc37c 100644
--- a/src/cgame/cg_tutorial.c
+++ b/src/cgame/cg_tutorial.c
@@ -141,11 +141,12 @@ static const char *CG_KeyNameForCommand( const char *command )
CG_BuildableInRange
===============
*/
-static qboolean CG_BuildableInRange( playerState_t *ps )
+static qboolean CG_BuildableInRange( playerState_t *ps, float *healthFraction )
{
vec3_t view, point;
trace_t trace;
entityState_t *es;
+ int health;
AngleVectors( cg.refdefViewAngles, view, NULL, NULL );
VectorMA( cg.refdef.vieworg, 64, view, point );
@@ -154,6 +155,12 @@ static qboolean CG_BuildableInRange( playerState_t *ps )
es = &cg_entities[ trace.entityNum ].currentState;
+ if( healthFraction )
+ {
+ health = es->generic1 & ~( B_POWERED_TOGGLEBIT | B_DCCED_TOGGLEBIT | B_SPAWNED_TOGGLEBIT );
+ *healthFraction = (float)health / B_HEALTH_SCALE;
+ }
+
if( es->eType == ET_BUILDABLE &&
ps->stats[ STAT_PTEAM ] == BG_FindTeamForBuildable( es->modelindex ) )
return qtrue;
@@ -188,7 +195,7 @@ static void CG_AlienBuilderText( char *text, playerState_t *ps )
va( "Press %s to build a structure\n",
CG_KeyNameForCommand( "+attack" ) ) );
- if( CG_BuildableInRange( ps ) )
+ if( CG_BuildableInRange( ps, NULL ) )
{
Q_strcat( text, MAX_TUTORIAL_TEXT,
va( "Press %s to destroy this structure\n",
@@ -326,6 +333,7 @@ CG_HumanCkitText
static void CG_HumanCkitText( char *text, playerState_t *ps )
{
buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT;
+ float health;
if( buildable > BA_NONE )
{
@@ -345,8 +353,15 @@ static void CG_HumanCkitText( char *text, playerState_t *ps )
va( "Press %s to build a structure\n",
CG_KeyNameForCommand( "+attack" ) ) );
- if( CG_BuildableInRange( ps ) )
+ if( CG_BuildableInRange( ps, &health ) )
{
+ if( health < 1.0f )
+ {
+ Q_strcat( text, MAX_TUTORIAL_TEXT,
+ va( "Hold %s to repair this structure\n",
+ CG_KeyNameForCommand( "+button5" ) ) );
+ }
+
Q_strcat( text, MAX_TUTORIAL_TEXT,
va( "Press %s to destroy this structure\n",
CG_KeyNameForCommand( "deconstruct" ) ) );
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 7b79fc5d..64e6e927 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1047,8 +1047,6 @@ void CG_AddViewWeapon( playerState_t *ps )
return;
// drop gun lower at higher fov
- //if ( cg_fov.integer > 90 ) {
- //TA: the client side variable isn't used ( shouldn't iD have done this anyway? )
if( cg.refdef.fov_y > 90 )
fovOffset = -0.4 * ( cg.refdef.fov_y - 90 );
else
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index f04d562f..01f7e046 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -4599,7 +4599,7 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean
s->weapon = ps->weapon;
s->groundEntityNum = ps->groundEntityNum;
- //store items held and active items in otherEntityNum
+ //store items held and active items in modelindex and modelindex2
s->modelindex = 0;
s->modelindex2 = 0;
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
@@ -4626,6 +4626,8 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean
if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES )
s->generic1 = WPM_PRIMARY;
+
+ s->otherEntityNum = ps->otherEntityNum;
}
@@ -4708,7 +4710,7 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
s->weapon = ps->weapon;
s->groundEntityNum = ps->groundEntityNum;
- //store items held and active items in otherEntityNum
+ //store items held and active items in modelindex and modelindex2
s->modelindex = 0;
s->modelindex2 = 0;
@@ -4736,6 +4738,8 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES )
s->generic1 = WPM_PRIMARY;
+
+ s->otherEntityNum = ps->otherEntityNum;
}
/*
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 73c42b99..b0fdb56f 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -304,13 +304,6 @@ void G_TouchTriggers( gentity_t *ent )
if( hit->touch )
hit->touch( hit, ent, &trace );
}
-
- // if we didn't touch a jump pad this pmove frame
- if( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount )
- {
- ent->client->ps.jumppad_frame = 0;
- ent->client->ps.jumppad_ent = 0;
- }
}
/*
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index abeee458..d57f259f 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -1169,7 +1169,7 @@ void G_UpdateZaps( int msec )
// don't let a high msec value inflate the total damage
if( damage + zap->damageUsed > LEVEL2_AREAZAP_DMG )
- damage = LEVEL2_AREAZAP_DMG - zap->damageUsed;
+ damage = LEVEL2_AREAZAP_DMG - zap->damageUsed;
VectorSubtract( target->s.origin, source->s.origin, forward );
VectorNormalize( forward );
diff --git a/src/qcommon/msg.c b/src/qcommon/msg.c
index e4db4d8e..0fa7385a 100644
--- a/src/qcommon/msg.c
+++ b/src/qcommon/msg.c
@@ -1156,7 +1156,7 @@ netField_t playerStateFields[] =
{ PSF(grapplePoint[0]), 0 },
{ PSF(grapplePoint[1]), 0 },
{ PSF(grapplePoint[2]), 0 },
-{ PSF(jumppad_ent), 10 },
+{ PSF(otherEntityNum), 10 },
{ PSF(loopSound), 16 }
};
diff --git a/src/qcommon/q_shared.h b/src/qcommon/q_shared.h
index 0127fd90..9ade94b5 100644
--- a/src/qcommon/q_shared.h
+++ b/src/qcommon/q_shared.h
@@ -1077,7 +1077,7 @@ typedef struct playerState_s {
int generic1;
int loopSound;
- int jumppad_ent; // jumppad entity hit this frame
+ int otherEntityNum;
// not communicated over the net at all
int ping; // server to game info for scoreboard