diff options
| author | Tim Angus <tim@ngus.net> | 2001-02-05 03:14:44 +0000 | 
|---|---|---|
| committer | Tim Angus <tim@ngus.net> | 2001-02-05 03:14:44 +0000 | 
| commit | 96d1e6700762377bbfe54f30422ee0f532bea275 (patch) | |
| tree | c4e311216bb70d2ad4a3f818250d97f62a3c3989 /src/cgame | |
| parent | 76c534a0ef5d3d7ce318757d4be4675a9c63e8ae (diff) | |
Significantly reogranised how class properties are propogated between client/server. Started on Droid infest mechanism.
Diffstat (limited to 'src/cgame')
| -rw-r--r-- | src/cgame/cg_event.c | 10 | ||||
| -rw-r--r-- | src/cgame/cg_view.c | 16 | ||||
| -rw-r--r-- | src/cgame/cg_weapons.c | 6 | 
3 files changed, 16 insertions, 16 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c index d5f30cb4..c8a3fab2 100644 --- a/src/cgame/cg_event.c +++ b/src/cgame/cg_event.c @@ -464,14 +464,14 @@ also called by CG_CheckPlayerstateEvents  #define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}  void CG_EntityEvent( centity_t *cent, vec3_t position ) {    entityState_t *es; -  int       event; -  vec3_t      dir; +  int           event; +  vec3_t        dir;    const char    *s; -  int       clientNum; +  int           clientNum;    clientInfo_t  *ci; -  int   steptime; +  int           steptime; -  BG_unpackAttributes( NULL, NULL, &steptime, cg.predictedPlayerState.stats ); +  steptime = BG_FindSteptimeForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );    es = ¢->currentState;    event = es->event & ~EV_EVENT_BITS; diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index 7dabda68..d8401334 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -307,7 +307,7 @@ static void CG_StepOffset( void ) {    int   timeDelta;    int   steptime; -  BG_unpackAttributes( NULL, NULL, &steptime, cg.predictedPlayerState.stats ); +  steptime = BG_FindSteptimeForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );    // smooth out stair climbing    timeDelta = cg.time - cg.stepTime; @@ -331,9 +331,9 @@ static void CG_OffsetFirstPersonView( void ) {    float     delta;    float     speed;    float     f; -  vec3_t      predictedVelocity; +  vec3_t    predictedVelocity;    int       timeDelta; -  int       bob2; +  float     bob2;    if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {      return; @@ -389,17 +389,17 @@ static void CG_OffsetFirstPersonView( void ) {    // add angles based on bob    //TA: bob amount is class dependant -  BG_unpackAttributes( NULL, &bob2, NULL, cg.predictedPlayerState.stats ); +  bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );    if( bob2 != 0 )    {      // make sure the bob is visible even at low speeds      speed = cg.xyspeed > 200 ? cg.xyspeed : 200; -    delta = cg.bobfracsin * ( bob2 / 1000.0 ) * speed; +    delta = cg.bobfracsin * ( bob2 ) * speed;      if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)        delta *= 3;   // crouching      angles[PITCH] += delta; -    delta = cg.bobfracsin * ( bob2 / 1000.0 ) * speed; +    delta = cg.bobfracsin * ( bob2 ) * speed;      if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)        delta *= 3;   // crouching accentuates roll      if (cg.bobcycle & 1) @@ -530,7 +530,7 @@ static int CG_CalcFov( void ) {    int   a;    float b; -  BG_unpackAttributes( &attribFov, NULL, NULL, cg.predictedPlayerState.stats ); +  attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );    if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {      // if in intermission, use a fixed value @@ -555,7 +555,7 @@ static int CG_CalcFov( void ) {      zoomFov = attribFov;    //TA: only do all the zoom stuff if the client CAN zoom -  if( cg.predictedPlayerState.stats[ STAT_ABILITIES ] & SCA_CANZOOM ) +  if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_CANZOOM ) )    {      if ( cg.zoomed )      { diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 777271c3..15992501 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -692,7 +692,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {    float scale;    int   delta;    float fracsin; -  int   bob; +  float bob;    VectorCopy( cg.refdef.vieworg, origin );    VectorCopy( cg.refdefViewAngles, angles ); @@ -706,7 +706,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {    // gun angles from bobbing    //TA: bob amount is class dependant -  BG_unpackAttributes( NULL, &bob, NULL, cg.predictedPlayerState.stats ); +  bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );    if( bob != 0 )    {      angles[ROLL] += scale * cg.bobfracsin * 0.005; @@ -715,7 +715,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {    }    // drop the weapon when landing -  if( !( cg.predictedPlayerState.stats[ STAT_ABILITIES ] & SCA_NOWEAPONDRIFT ) ) +  if( !BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_NOWEAPONDRIFT ) )    {      delta = cg.time - cg.landTime;      if ( delta < LAND_DEFLECT_TIME )  | 
