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authorTim Angus <tim@ngus.net>2005-11-27 00:00:16 +0000
committerTim Angus <tim@ngus.net>2005-11-27 00:00:16 +0000
commit046697c4b9369c02e730f1e16617e09876619864 (patch)
tree738d39079d13eb84b4d932f2a032e61cae570dbd /src/cgame
parent3460e8bf9381c61e1bef98b78d320a8bd52b7f5f (diff)
* Fixed death by poison MOD s/antitox/medkit/
* Fixed Marauders momentarily disappearing when wall jumping * Fixed a potential crash bug involving the use of generic1 * Fixed being able to build multiple coincident repeaters if there is no reactor * Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present * Fixed invoking "reload" during a weapon reload causing an unnecessary reload * Fixed aliens having the wrong blood colour when shot with a las gun * Fixed hovel causing invisible builders
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_event.c3
-rw-r--r--src/cgame/cg_local.h2
-rw-r--r--src/cgame/cg_players.c15
-rw-r--r--src/cgame/cg_trails.c9
-rw-r--r--src/cgame/cg_view.c6
-rw-r--r--src/cgame/cg_weapons.c15
6 files changed, 36 insertions, 14 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 459d45f2..f2d64601 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -293,7 +293,7 @@ static void CG_Obituary( entityState_t *ent )
break;
case MOD_POISON:
- message = "should have used antitox against";
+ message = "should have used a medkit against";
message2 = "'s poison";
break;
case MOD_LEVEL1_PCLOUD:
@@ -840,7 +840,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
DEBUGNAME( "EV_BUILD_DELAY" );
if( clientNum == cg.predictedPlayerState.clientNum )
{
- //FIXME: change to "negative" sound
trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
cg.lastBuildAttempt = cg.time;
}
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index 908cd1b3..f1bc15d6 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -694,7 +694,7 @@ typedef struct
qboolean infoValid;
char name[ MAX_QPATH ];
- team_t team;
+ pTeam_t team;
int botSkill; // 0 = not bot, 1-5 = bot
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index d1a361d8..fd186145 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -1351,7 +1351,9 @@ static void CG_PlayerWWSmoothing( centity_t *cent, vec3_t in[ 3 ], vec3_t out[ 3
vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];
//set surfNormal
- if( !( es->eFlags & EF_WALLCLIMBCEILING ) )
+ if( !(es->eFlags & EF_WALLCLIMB ) )
+ VectorCopy( refNormal, surfNormal );
+ else if( !( es->eFlags & EF_WALLCLIMBCEILING ) )
VectorCopy( es->angles2, surfNormal );
else
VectorCopy( ceilingNormal, surfNormal );
@@ -2274,10 +2276,13 @@ void CG_Player( centity_t *cent )
//
// add the gun / barrel / flash
//
- if( !ci->nonsegmented )
- CG_AddPlayerWeapon( &torso, NULL, cent );
- else
- CG_AddPlayerWeapon( &legs, NULL, cent );
+ if( es->weapon != WP_NONE )
+ {
+ if( !ci->nonsegmented )
+ CG_AddPlayerWeapon( &torso, NULL, cent );
+ else
+ CG_AddPlayerWeapon( &legs, NULL, cent );
+ }
CG_PlayerUpgrades( cent, &torso );
diff --git a/src/cgame/cg_trails.c b/src/cgame/cg_trails.c
index c745b2bb..3ef19f00 100644
--- a/src/cgame/cg_trails.c
+++ b/src/cgame/cg_trails.c
@@ -637,10 +637,13 @@ static void CG_UpdateBeam( trailBeam_t *tb )
}
}
- if( !CG_AttachmentPoint( &ts->frontAttachment, tb->nodes->refPosition ) )
- CG_DestroyTrailSystem( &ts );
+ if( tb->nodes )
+ {
+ if( !CG_AttachmentPoint( &ts->frontAttachment, tb->nodes->refPosition ) )
+ CG_DestroyTrailSystem( &ts );
- VectorCopy( tb->nodes->refPosition, tb->nodes->position );
+ VectorCopy( tb->nodes->refPosition, tb->nodes->position );
+ }
}
CG_ApplyJitters( tb );
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index 89a072ab..95c0de7b 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -286,8 +286,8 @@ static void CG_OffsetThirdPersonView( void )
// if dead, look at killer
if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
{
- focusAngles[ YAW ] = cg.predictedPlayerState.generic1;
- cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.generic1;
+ focusAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
+ cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
}
//if ( focusAngles[PITCH] > 45 ) {
@@ -430,7 +430,7 @@ static void CG_OffsetFirstPersonView( void )
{
angles[ ROLL ] = 40;
angles[ PITCH ] = -15;
- angles[ YAW ] = cg.snap->ps.generic1;
+ angles[ YAW ] = cg.snap->ps.stats[ STAT_VIEWLOCK ];
origin[ 2 ] += cg.predictedPlayerState.viewheight;
return;
}
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index f47f75ab..7297c518 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -787,6 +787,9 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
weaponNum = cent->currentState.weapon;
weaponMode = cent->currentState.generic1;
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
if( ( ( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) ||
( ( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) ||
( ( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) )
@@ -970,6 +973,9 @@ void CG_AddViewWeapon( playerState_t *ps )
weapon_t weapon = ps->weapon;
weaponMode_t weaponMode = ps->generic1;
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
CG_RegisterWeapon( weapon );
wi = &cg_weapons[ weapon ];
cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
@@ -1432,6 +1438,9 @@ void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode )
if( weaponNum == WP_NONE )
return;
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
if( weaponNum >= WP_NUM_WEAPONS )
{
CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
@@ -1483,6 +1492,9 @@ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientN
float radius = 1.0f;
weaponInfo_t *weapon = &cg_weapons[ weaponNum ];
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
mark = weapon->wim[ weaponMode ].impactMark;
radius = weapon->wim[ weaponMode ].impactMarkSize;
ps = weapon->wim[ weaponMode ].impactParticleSystem;
@@ -1557,6 +1569,9 @@ void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode,
CG_Bleed( origin, normal, entityNum );
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
if( weapon->wim[ weaponMode ].alwaysImpact )
CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, IMPACTSOUND_FLESH );
}