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authorTim Angus <tim@ngus.net>2005-12-23 14:58:08 +0000
committerTim Angus <tim@ngus.net>2005-12-23 14:58:08 +0000
commit4b614e63d7da358a8a30e61a89365add79ecde9c (patch)
tree4359a65c759e098e6efc8c31c28d337f3ba66689 /src
parent07af35d09bd690d0f4ce059c4b3069917b8a49a4 (diff)
* Crudely removed CD key authentication
* Changed defaults for r_picmip and r_textureMode * Changed internal alien weapon names * Removed playback of the intro movie * Fixed painblend reset bug * Added multiple chat sounds * Player splash wake now uses mark system
Diffstat (limited to 'src')
-rw-r--r--src/cgame/cg_draw.c7
-rw-r--r--src/cgame/cg_event.c4
-rw-r--r--src/cgame/cg_local.h12
-rw-r--r--src/cgame/cg_main.c53
-rw-r--r--src/cgame/cg_players.c68
-rw-r--r--src/cgame/cg_servercmds.c8
-rw-r--r--src/cgame/cg_weapons.c3
-rw-r--r--src/game/bg_misc.c76
-rw-r--r--src/game/g_main.c2
-rw-r--r--src/game/g_trigger.c2
-rw-r--r--src/qcommon/common.c9
-rw-r--r--src/qcommon/files.c7
-rw-r--r--src/renderer/tr_init.c4
-rw-r--r--src/renderer/tr_shader.c4
-rw-r--r--src/server/server.h1
-rw-r--r--src/server/sv_client.c2
-rw-r--r--src/server/sv_init.c1
-rw-r--r--src/server/sv_main.c1
-rw-r--r--src/ui/ui_local.h9
19 files changed, 103 insertions, 170 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 88d54293..071f10ad 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -1305,7 +1305,7 @@ static void CG_DrawLevelShot( rectDef_t *rect )
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, levelshot );
// blend a detail texture over it
- detail = trap_R_RegisterShader( "levelShotDetail" );
+ detail = trap_R_RegisterShader( "gfx/misc/detail" );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, detail );
}
@@ -3270,6 +3270,9 @@ static void CG_PainBlend( void )
float x, y, w, h;
float s1, t1, s2, t2;
+ if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
+ return;
+
damage = cg.lastHealth - cg.snap->ps.stats[ STAT_HEALTH ];
if( damage < 0 )
@@ -3362,7 +3365,7 @@ void CG_ResetPainBlend( void )
{
cg.painBlendValue = 0.0f;
cg.painBlendTarget = 0.0f;
- cg.lastHealth = cg.snap->ps.stats[ STAT_MAX_HEALTH ];
+ cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ];
}
/*
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 70fa057d..d1e330b9 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -706,9 +706,9 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
case EV_GRENADE_BOUNCE:
DEBUGNAME( "EV_GRENADE_BOUNCE" );
if( rand( ) & 1 )
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound1 );
else
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound2 );
break;
//
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index b319e547..f31e2cde 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -92,10 +92,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
typedef enum
{
FOOTSTEP_NORMAL,
- FOOTSTEP_BOOT,
FOOTSTEP_FLESH,
- FOOTSTEP_MECH,
- FOOTSTEP_ENERGY,
FOOTSTEP_METAL,
FOOTSTEP_SPLASH,
FOOTSTEP_CUSTOM,
@@ -1125,7 +1122,7 @@ typedef struct
consoleLine_t consoleLines[ MAX_CONSOLE_LINES ];
int numConsoleLines;
- particleSystem_t *poisonCloudPS;
+ particleSystem_t *poisonCloudPS;
float painBlendValue;
float painBlendTarget;
@@ -1148,7 +1145,6 @@ typedef struct
qhandle_t balloonShader;
qhandle_t connectionShader;
- qhandle_t selectShader;
qhandle_t viewBloodShader;
qhandle_t tracerShader;
qhandle_t crosshairShader[ WP_NUM_WEAPONS ];
@@ -1181,11 +1177,13 @@ typedef struct
sfxHandle_t selectSound;
sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ];
sfxHandle_t talkSound;
+ sfxHandle_t alienTalkSound;
+ sfxHandle_t humanTalkSound;
sfxHandle_t landSound;
sfxHandle_t fallSound;
- sfxHandle_t hgrenb1aSound;
- sfxHandle_t hgrenb2aSound;
+ sfxHandle_t hardBounceSound1;
+ sfxHandle_t hardBounceSound2;
sfxHandle_t voteNow;
sfxHandle_t votePassed;
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index a64d736a..beda0462 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -639,36 +639,28 @@ static void CG_RegisterSounds( void )
cgs.media.alienL4ChargePrepare = trap_S_RegisterSound( "sound/player/level4/charge_prepare.wav", qtrue );
cgs.media.alienL4ChargeStart = trap_S_RegisterSound( "sound/player/level4/charge_start.wav", qtrue );
- cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse ); //FIXME
+ cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/tracer.wav", qfalse );
cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse );
- cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse ); //FIXME
- cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse ); //FIXME
+ cgs.media.talkSound = trap_S_RegisterSound( "sound/misc/talk.wav", qfalse );
+ cgs.media.alienTalkSound = trap_S_RegisterSound( "sound/misc/alien_talk.wav", qfalse );
+ cgs.media.humanTalkSound = trap_S_RegisterSound( "sound/misc/human_talk.wav", qfalse );
+ cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse );
- cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse ); //FIXME
- cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse ); //FIXME
- cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse ); //FIXME
+ cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse );
+ cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse );
+ cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse );
- cgs.media.disconnectSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse ); //FIXME
+ cgs.media.disconnectSound = trap_S_RegisterSound( "sound/misc/disconnect.wav", qfalse );
- //FIXME
for( i = 0; i < 4; i++ )
{
Com_sprintf( name, sizeof( name ), "sound/player/footsteps/step%i.wav", i + 1 );
cgs.media.footsteps[ FOOTSTEP_NORMAL ][ i ] = trap_S_RegisterSound( name, qfalse );
- Com_sprintf( name, sizeof( name ), "sound/player/footsteps/boot%i.wav", i + 1 );
- cgs.media.footsteps[ FOOTSTEP_BOOT ][ i ] = trap_S_RegisterSound( name, qfalse );
-
Com_sprintf( name, sizeof( name ), "sound/player/footsteps/flesh%i.wav", i + 1 );
cgs.media.footsteps[ FOOTSTEP_FLESH ][ i ] = trap_S_RegisterSound( name, qfalse );
- Com_sprintf( name, sizeof( name ), "sound/player/footsteps/mech%i.wav", i + 1 );
- cgs.media.footsteps[ FOOTSTEP_MECH ][ i ] = trap_S_RegisterSound( name, qfalse );
-
- Com_sprintf( name, sizeof( name ), "sound/player/footsteps/energy%i.wav", i + 1 );
- cgs.media.footsteps[ FOOTSTEP_ENERGY ][ i ] = trap_S_RegisterSound( name, qfalse );
-
Com_sprintf( name, sizeof( name ), "sound/player/footsteps/splash%i.wav", i + 1 );
cgs.media.footsteps[ FOOTSTEP_SPLASH ][ i ] = trap_S_RegisterSound( name, qfalse );
@@ -708,8 +700,8 @@ static void CG_RegisterSounds( void )
cgs.media.humanBuildableDamage[ i ] = trap_S_RegisterSound(
va( "sound/buildables/human/damage%d.wav", i ), qfalse );
- cgs.media.hgrenb1aSound = trap_S_RegisterSound( "sound/weapons/grenade/hgrenb1a.wav", qfalse ); //FIXME
- cgs.media.hgrenb2aSound = trap_S_RegisterSound( "sound/weapons/grenade/hgrenb2a.wav", qfalse ); //FIXME
+ cgs.media.hardBounceSound1 = trap_S_RegisterSound( "sound/misc/hard_bounce1.wav", qfalse );
+ cgs.media.hardBounceSound2 = trap_S_RegisterSound( "sound/misc/hard_bounce2.wav", qfalse );
cgs.media.repeaterUseSound = trap_S_RegisterSound( "sound/buildables/repeater/use.wav", qfalse );
@@ -769,25 +761,24 @@ static void CG_RegisterGraphics( void )
for( i = 0; i < 11; i++ )
cgs.media.numberShaders[ i ] = trap_R_RegisterShader( sb_nums[ i ] );
- cgs.media.viewBloodShader = trap_R_RegisterShader( "gfx/damage/fullscreen_painblend" ); //FIXME
+ cgs.media.viewBloodShader = trap_R_RegisterShader( "gfx/damage/fullscreen_painblend" );
- cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" ); //FIXME?
+ cgs.media.connectionShader = trap_R_RegisterShader( "gfx/2d/net" );
cgs.media.creepShader = trap_R_RegisterShader( "creep" );
cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/blip" );
cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/stalk" );
- cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); //FIXME
- cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
+ cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
- cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); //FIXME
+ cgs.media.backTileShader = trap_R_RegisterShader( "console" );
//TA: building shaders
- cgs.media.greenBuildShader = trap_R_RegisterShader("gfx/2d/greenbuild" );
- cgs.media.redBuildShader = trap_R_RegisterShader("gfx/2d/redbuild" );
- cgs.media.noPowerShader = trap_R_RegisterShader("gfx/2d/nopower" );
+ cgs.media.greenBuildShader = trap_R_RegisterShader("gfx/misc/greenbuild" );
+ cgs.media.redBuildShader = trap_R_RegisterShader("gfx/misc/redbuild" );
+ cgs.media.noPowerShader = trap_R_RegisterShader("gfx/misc/nopower" );
cgs.media.humanSpawningShader = trap_R_RegisterShader("models/buildables/telenode/rep_cyl" );
for( i = 0; i < 8; i++ )
@@ -795,7 +786,7 @@ static void CG_RegisterGraphics( void )
cgs.media.upgradeClassIconShader = trap_R_RegisterShader( "icons/icona_upgrade.tga" );
- cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" ); //FIXME?
+ cgs.media.balloonShader = trap_R_RegisterShader( "gfx/sprites/chatballoon" );
cgs.media.disconnectPS = CG_RegisterParticleSystem( "disconnectPS" );
@@ -804,10 +795,10 @@ static void CG_RegisterGraphics( void )
memset( cg_weapons, 0, sizeof( cg_weapons ) );
memset( cg_upgrades, 0, sizeof( cg_upgrades ) );
- cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); //FIXME
- cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); //FIXME
+ cgs.media.shadowMarkShader = trap_R_RegisterShader( "gfx/marks/shadow" );
+ cgs.media.wakeMarkShader = trap_R_RegisterShader( "gfx/marks/wake" );
- cgs.media.poisonCloudPS = CG_RegisterParticleSystem( "poisonCloudPS" );
+ cgs.media.poisonCloudPS = CG_RegisterParticleSystem( "firstPersonPoisonCloudPS" );
cgs.media.alienEvolvePS = CG_RegisterParticleSystem( "alienEvolvePS" );
cgs.media.alienAcidTubePS = CG_RegisterParticleSystem( "alienAcidTubePS" );
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index d35c5eca..3eb5e998 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -149,14 +149,8 @@ static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci )
if( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) )
ci->footsteps = FOOTSTEP_NORMAL;
- else if( !Q_stricmp( token, "boot" ) )
- ci->footsteps = FOOTSTEP_BOOT;
else if( !Q_stricmp( token, "flesh" ) )
ci->footsteps = FOOTSTEP_FLESH;
- else if( !Q_stricmp( token, "mech" ) )
- ci->footsteps = FOOTSTEP_MECH;
- else if( !Q_stricmp( token, "energy" ) )
- ci->footsteps = FOOTSTEP_ENERGY;
else if( !Q_stricmp( token, "none" ) )
ci->footsteps = FOOTSTEP_NONE;
else if( !Q_stricmp( token, "custom" ) )
@@ -1819,7 +1813,7 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t c
// add the mark as a temporary, so it goes directly to the renderer
// without taking a spot in the cg_marks array
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
- cent->pe.legs.yawAngle, alpha, alpha, alpha, 1, qfalse,
+ cent->pe.legs.yawAngle, 0.0f, 0.0f, 0.0f, alpha, qfalse,
24.0f * BG_FindShadowScaleForClass( class ), qtrue );
return qtrue;
@@ -1833,18 +1827,20 @@ CG_PlayerSplash
Draw a mark at the water surface
===============
*/
-static void CG_PlayerSplash( centity_t *cent )
+static void CG_PlayerSplash( centity_t *cent, pClass_t class )
{
vec3_t start, end;
+ vec3_t mins, maxs;
trace_t trace;
int contents;
- polyVert_t verts[ 4 ];
if( !cg_shadows.integer )
return;
+ BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL );
+
VectorCopy( cent->lerpOrigin, end );
- end[ 2 ] -= 24;
+ end[ 2 ] += mins[ 2 ];
// if the feet aren't in liquid, don't make a mark
// this won't handle moving water brushes, but they wouldn't draw right anyway...
@@ -1863,53 +1859,15 @@ static void CG_PlayerSplash( centity_t *cent )
return;
// trace down to find the surface
- trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
+ trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0,
+ ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
- if( trace.fraction == 1.0 )
+ if( trace.fraction == 1.0f )
return;
- // create a mark polygon
- VectorCopy( trace.endpos, verts[ 0 ].xyz );
- verts[ 0 ].xyz[ 0 ] -= 32;
- verts[ 0 ].xyz[ 1 ] -= 32;
- verts[ 0 ].st[ 0 ] = 0;
- verts[ 0 ].st[ 1 ] = 0;
- verts[ 0 ].modulate[ 0 ] = 255;
- verts[ 0 ].modulate[ 1 ] = 255;
- verts[ 0 ].modulate[ 2 ] = 255;
- verts[ 0 ].modulate[ 3 ] = 255;
-
- VectorCopy( trace.endpos, verts[ 1 ].xyz );
- verts[ 1 ].xyz[ 0 ] -= 32;
- verts[ 1 ].xyz[ 1 ] += 32;
- verts[ 1 ].st[ 0 ] = 0;
- verts[ 1 ].st[ 1 ] = 1;
- verts[ 1 ].modulate[ 0 ] = 255;
- verts[ 1 ].modulate[ 1 ] = 255;
- verts[ 1 ].modulate[ 2 ] = 255;
- verts[ 1 ].modulate[ 3 ] = 255;
-
- VectorCopy( trace.endpos, verts[ 2 ].xyz );
- verts[ 2 ].xyz[ 0 ] += 32;
- verts[ 2 ].xyz[ 1 ] += 32;
- verts[ 2 ].st[ 0 ] = 1;
- verts[ 2 ].st[ 1 ] = 1;
- verts[ 2 ].modulate[ 0 ] = 255;
- verts[ 2 ].modulate[ 1 ] = 255;
- verts[ 2 ].modulate[ 2 ] = 255;
- verts[ 2 ].modulate[ 3 ] = 255;
-
- VectorCopy( trace.endpos, verts[ 3 ].xyz );
- verts[ 3 ].xyz[ 0 ] += 32;
- verts[ 3 ].xyz[ 1 ] -= 32;
- verts[ 3 ].st[ 0 ] = 1;
- verts[ 3 ].st[ 1 ] = 0;
- verts[ 3 ].modulate[ 0 ] = 255;
- verts[ 3 ].modulate[ 1 ] = 255;
- verts[ 3 ].modulate[ 2 ] = 255;
- verts[ 3 ].modulate[ 3 ] = 255;
-
- trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
+ CG_ImpactMark( cgs.media.wakeMarkShader, trace.endpos, trace.plane.normal,
+ cent->pe.legs.yawAngle, 1.0f, 1.0f, 1.0f, 1.0f, qfalse,
+ 32.0f * BG_FindShadowScaleForClass( class ), qtrue );
}
@@ -2155,7 +2113,7 @@ void CG_Player( centity_t *cent )
shadow = CG_PlayerShadow( cent, &shadowPlane, class );
// add a water splash if partially in and out of water
- CG_PlayerSplash( cent );
+ CG_PlayerSplash( cent, class );
if( cg_shadows.integer == 3 && shadow )
renderfx |= RF_SHADOW_PLANE;
diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c
index a2970c3c..7b7a7b74 100644
--- a/src/cgame/cg_servercmds.c
+++ b/src/cgame/cg_servercmds.c
@@ -995,7 +995,13 @@ static void CG_ServerCommand( void )
if( !strcmp( cmd, "tchat" ) )
{
- trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
+ if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ trap_S_StartLocalSound( cgs.media.alienTalkSound, CHAN_LOCAL_SOUND );
+ else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ trap_S_StartLocalSound( cgs.media.humanTalkSound, CHAN_LOCAL_SOUND );
+ else
+ trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
+
Q_strncpyz( text, CG_Argv( 1 ), MAX_SAY_TEXT );
CG_RemoveChatEscapeChar( text );
CG_AddToTeamChat( text );
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 558b5ac4..f37078f4 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1239,9 +1239,6 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
CG_DrawPic( x, y, iconsize, iconsize, cg_upgrades[ items[ item ] - 32 ].upgradeIcon );
trap_R_SetColor( NULL );
-
-/* if( displacement == 0 )
- CG_DrawPic( x, y, iconsize, iconsize, cgs.media.selectShader );*/
}
if( vertical )
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 7bad98c4..cf2649ee 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -3280,7 +3280,7 @@ weaponAttributes_t bg_weapons[ ] =
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "abuild2", //char *weaponName;
+ "abuildupg", //char *weaponName;
"Alien build weapon2",//char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
@@ -3303,7 +3303,7 @@ weaponAttributes_t bg_weapons[ ] =
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "bite", //char *weaponName;
+ "level0", //char *weaponName;
"Bite", //char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
@@ -3322,17 +3322,17 @@ weaponAttributes_t bg_weapons[ ] =
WUT_ALIENS //WUTeam_t team;
},
{
- WP_ALEVEL3, //int weaponNum;
+ WP_ALEVEL1, //int weaponNum;
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "pounce", //char *weaponName;
- "Claw and pounce", //char *weaponHumanName;
+ "level1", //char *weaponName;
+ "Claws", //char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
- LEVEL3_CLAW_REPEAT, //int repeatRate1;
+ LEVEL1_CLAW_REPEAT, //int repeatRate1;
0, //int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
@@ -3345,22 +3345,22 @@ weaponAttributes_t bg_weapons[ ] =
WUT_ALIENS //WUTeam_t team;
},
{
- WP_ALEVEL3_UPG, //int weaponNum;
+ WP_ALEVEL1_UPG, //int weaponNum;
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "pounce_upgrade", //char *weaponName;
- "Claw and pounce (upgrade)", //char *weaponHumanName;
- 3, //int maxAmmo;
+ "level1upg", //char *weaponName;
+ "Claws Upgrade", //char *weaponHumanName;
+ 0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
- LEVEL3_CLAW_U_REPEAT,//int repeatRate1;
- 0, //int repeatRate2;
- LEVEL3_BOUNCEBALL_REPEAT,//int repeatRate3;
+ LEVEL1_CLAW_U_REPEAT, //int repeatRate1;
+ LEVEL1_PCLOUD_REPEAT, //int repeatRate2;
+ 0, //int repeatRate3;
0, //int reloadTime;
- qfalse, //qboolean hasAltMode;
- qtrue, //qboolean hasThirdMode;
+ qtrue, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
90.0f, //float zoomFov;
qfalse, //qboolean purchasable;
@@ -3368,17 +3368,17 @@ weaponAttributes_t bg_weapons[ ] =
WUT_ALIENS //WUTeam_t team;
},
{
- WP_ALEVEL1, //int weaponNum;
+ WP_ALEVEL2, //int weaponNum;
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "grabandclaw", //char *weaponName;
- "Claws", //char *weaponHumanName;
+ "level2", //char *weaponName;
+ "Bite", //char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
- LEVEL1_CLAW_REPEAT, //int repeatRate1;
+ LEVEL2_CLAW_REPEAT, //int repeatRate1;
0, //int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
@@ -3391,18 +3391,18 @@ weaponAttributes_t bg_weapons[ ] =
WUT_ALIENS //WUTeam_t team;
},
{
- WP_ALEVEL1_UPG, //int weaponNum;
+ WP_ALEVEL2_UPG, //int weaponNum;
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "grabandclaw_upgrade",//char *weaponName;
- "Claws Upgrade", //char *weaponHumanName;
+ "level2upg", //char *weaponName;
+ "Zap", //char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
- LEVEL1_CLAW_U_REPEAT, //int repeatRate1;
- LEVEL1_PCLOUD_REPEAT, //int repeatRate2;
+ LEVEL2_CLAW_U_REPEAT, //int repeatRate1;
+ LEVEL2_AREAZAP_REPEAT,//int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
qtrue, //qboolean hasAltMode;
@@ -3414,17 +3414,17 @@ weaponAttributes_t bg_weapons[ ] =
WUT_ALIENS //WUTeam_t team;
},
{
- WP_ALEVEL2, //int weaponNum;
+ WP_ALEVEL3, //int weaponNum;
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "areazap", //char *weaponName;
- "Area Zap", //char *weaponHumanName;
+ "level3", //char *weaponName;
+ "Pounce", //char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
- LEVEL2_CLAW_REPEAT, //int repeatRate1;
+ LEVEL3_CLAW_REPEAT, //int repeatRate1;
0, //int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
@@ -3437,22 +3437,22 @@ weaponAttributes_t bg_weapons[ ] =
WUT_ALIENS //WUTeam_t team;
},
{
- WP_ALEVEL2_UPG, //int weaponNum;
+ WP_ALEVEL3_UPG, //int weaponNum;
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "directzap", //char *weaponName;
- "Directed Zap", //char *weaponHumanName;
- 0, //int maxAmmo;
+ "level3upg", //char *weaponName;
+ "Pounce (upgrade)", //char *weaponHumanName;
+ 3, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
- LEVEL2_CLAW_U_REPEAT,//int repeatRate1;
- LEVEL2_AREAZAP_REPEAT,//int repeatRate2;
- 0, //int repeatRate3;
+ LEVEL3_CLAW_U_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ LEVEL3_BOUNCEBALL_REPEAT,//int repeatRate3;
0, //int reloadTime;
- qtrue, //qboolean hasAltMode;
- qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean hasAltMode;
+ qtrue, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
90.0f, //float zoomFov;
qfalse, //qboolean purchasable;
@@ -3464,7 +3464,7 @@ weaponAttributes_t bg_weapons[ ] =
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_WEAPON, //int slots;
- "charge", //char *weaponName;
+ "level4", //char *weaponName;
"Charge", //char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
diff --git a/src/game/g_main.c b/src/game/g_main.c
index bc3513a5..95cbda14 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -560,7 +560,7 @@ void G_InitGame( int levelTime, int randomSeed, int restart )
level.time = levelTime;
level.startTime = levelTime;
- level.snd_fry = G_SoundIndex( "sound/player/fry.wav" ); // FIXME standing in lava / slime
+ level.snd_fry = G_SoundIndex( "sound/misc/fry.wav" ); // FIXME standing in lava / slime
if( g_logFile.string[ 0 ] )
{
diff --git a/src/game/g_trigger.c b/src/game/g_trigger.c
index 2bd62177..0c86747f 100644
--- a/src/game/g_trigger.c
+++ b/src/game/g_trigger.c
@@ -399,7 +399,7 @@ void SP_trigger_hurt( gentity_t *self )
{
InitTrigger( self );
- self->noise_index = G_SoundIndex( "sound/world/electro.wav" );
+ self->noise_index = G_SoundIndex( "sound/misc/electro.wav" );
self->touch = hurt_touch;
if( !self->damage )
diff --git a/src/qcommon/common.c b/src/qcommon/common.c
index 0d82ac81..6ba479e3 100644
--- a/src/qcommon/common.c
+++ b/src/qcommon/common.c
@@ -71,7 +71,6 @@ cvar_t *com_showtrace;
cvar_t *com_version;
cvar_t *com_blood;
cvar_t *com_buildScript; // for automated data building scripts
-cvar_t *com_introPlayed;
cvar_t *cl_paused;
cvar_t *sv_paused;
cvar_t *com_cameraMode;
@@ -2413,8 +2412,6 @@ void Com_Init( char *commandLine ) {
com_cl_running = Cvar_Get ("cl_running", "0", CVAR_ROM);
com_buildScript = Cvar_Get( "com_buildScript", "0", 0 );
- com_introPlayed = Cvar_Get( "com_introplayed", "0", CVAR_ARCHIVE);
-
#if defined(_WIN32) && defined(_DEBUG)
com_noErrorInterrupt = Cvar_Get( "com_noErrorInterrupt", "0", 0 );
#endif
@@ -2457,11 +2454,7 @@ void Com_Init( char *commandLine ) {
if ( !Com_AddStartupCommands() ) {
// if the user didn't give any commands, run default action
if ( !com_dedicated->integer ) {
- Cbuf_AddText ("cinematic idlogo.RoQ\n");
- if( !com_introPlayed->integer ) {
- Cvar_Set( com_introPlayed->name, "1" );
- Cvar_Set( "nextmap", "cinematic intro.RoQ" );
- }
+ Cbuf_AddText ("cinematic splash.RoQ\n");
}
}
diff --git a/src/qcommon/files.c b/src/qcommon/files.c
index 1a336de5..09926a1a 100644
--- a/src/qcommon/files.c
+++ b/src/qcommon/files.c
@@ -1057,13 +1057,6 @@ int FS_FOpenFileRead( const char *filename, fileHandle_t *file, qboolean uniqueF
return -1;
}
- // make sure the q3key file is only readable by the quake3.exe at initialization
- // any other time the key should only be accessed in memory using the provided functions
- if( com_fullyInitialized && strstr( filename, "q3key" ) ) {
- *file = 0;
- return -1;
- }
-
//
// search through the path, one element at a time
//
diff --git a/src/renderer/tr_init.c b/src/renderer/tr_init.c
index 7965ce2f..a3fd2ca6 100644
--- a/src/renderer/tr_init.c
+++ b/src/renderer/tr_init.c
@@ -865,7 +865,7 @@ void R_Register( void )
r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH);
#endif
- r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_picmip = ri.Cvar_Get ("r_picmip", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );
AssertCvarRange( r_picmip, 0, 16, qtrue );
@@ -918,7 +918,7 @@ void R_Register( void )
r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE );
r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE );
r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
- r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
+ r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE );
r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE );
r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE );
diff --git a/src/renderer/tr_shader.c b/src/renderer/tr_shader.c
index 110540cb..380f9bf6 100644
--- a/src/renderer/tr_shader.c
+++ b/src/renderer/tr_shader.c
@@ -3010,8 +3010,8 @@ static void CreateInternalShaders( void ) {
static void CreateExternalShaders( void ) {
tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
- tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
- tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
+ //tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
+ //tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
}
/*
diff --git a/src/server/server.h b/src/server/server.h
index 3a0924a5..6740a82d 100644
--- a/src/server/server.h
+++ b/src/server/server.h
@@ -246,7 +246,6 @@ extern cvar_t *sv_gametype;
extern cvar_t *sv_pure;
extern cvar_t *sv_floodProtect;
extern cvar_t *sv_lanForceRate;
-extern cvar_t *sv_strictAuth;
//===========================================================
diff --git a/src/server/sv_client.c b/src/server/sv_client.c
index 44fdff3c..ba32299e 100644
--- a/src/server/sv_client.c
+++ b/src/server/sv_client.c
@@ -127,7 +127,7 @@ void SV_GetChallenge( netadr_t from ) {
// getIpAuthorize <challenge> <IP> <game> 0 <auth-flag>
NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
"getIpAuthorize %i %i.%i.%i.%i %s 0 %s", svs.challenges[i].challenge,
- from.ip[0], from.ip[1], from.ip[2], from.ip[3], game, sv_strictAuth->string );
+ from.ip[0], from.ip[1], from.ip[2], from.ip[3], game, "0" );
}
}
diff --git a/src/server/sv_init.c b/src/server/sv_init.c
index 4e931845..e484edcc 100644
--- a/src/server/sv_init.c
+++ b/src/server/sv_init.c
@@ -617,7 +617,6 @@ void SV_Init (void) {
sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
- sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
// initialize bot cvars so they are listed and can be set before loading the botlib
SV_BotInitCvars();
diff --git a/src/server/sv_main.c b/src/server/sv_main.c
index 90a16880..6f96ac7f 100644
--- a/src/server/sv_main.c
+++ b/src/server/sv_main.c
@@ -52,7 +52,6 @@ cvar_t *sv_gametype;
cvar_t *sv_pure;
cvar_t *sv_floodProtect;
cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
-cvar_t *sv_strictAuth;
/*
=============================================================================
diff --git a/src/ui/ui_local.h b/src/ui/ui_local.h
index d867c929..865ce927 100644
--- a/src/ui/ui_local.h
+++ b/src/ui/ui_local.h
@@ -586,11 +586,8 @@ typedef struct {
int cursorx;
int cursory;
glconfig_t glconfig;
- qboolean debug;
+ qboolean debug;
qhandle_t whiteShader;
- qhandle_t menuBackShader;
- qhandle_t menuBackShader2;
- qhandle_t menuBackNoLogoShader;
qhandle_t charset;
qhandle_t charsetProp;
qhandle_t charsetPropGlow;
@@ -600,8 +597,8 @@ typedef struct {
qhandle_t rb_off;
float scale;
float bias;
- qboolean demoversion;
- qboolean firstdraw;
+ qboolean demoversion;
+ qboolean firstdraw;
} uiStatic_t;