diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_consolecmds.c | 24 | ||||
-rw-r--r-- | src/cgame/cg_draw.c | 117 | ||||
-rw-r--r-- | src/cgame/cg_drawtools.c | 53 | ||||
-rw-r--r-- | src/cgame/cg_event.c | 7 | ||||
-rw-r--r-- | src/cgame/cg_local.h | 1 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 37 |
6 files changed, 0 insertions, 239 deletions
diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c index 3a057b3e..697b0e98 100644 --- a/src/cgame/cg_consolecmds.c +++ b/src/cgame/cg_consolecmds.c @@ -188,29 +188,6 @@ static void CG_TellAttacker_f( void ) trap_SendClientCommand( command ); } -static void CG_SquadMark_f( void ) -{ - centity_t *cent; - vec3_t end; - trace_t trace; - - // Find the player we are looking at - VectorMA( cg.refdef.vieworg, 131072, cg.refdef.viewaxis[ 0 ], end ); - CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL, end, - cg.snap->ps.clientNum, CONTENTS_SOLID | CONTENTS_BODY ); - if( trace.entityNum >= MAX_CLIENTS ) - return; - - // Only mark teammates - cent = cg_entities + trace.entityNum; - if( cent->currentState.eType != ET_PLAYER || - cgs.clientinfo[ trace.entityNum ].team != - cg.snap->ps.stats[ STAT_PTEAM ] ) - return; - - cent->pe.squadMarked = !cent->pe.squadMarked; -} - typedef struct { char *cmd; @@ -242,7 +219,6 @@ static consoleCommand_t commands[ ] = { "destroyTestPS", CG_DestroyTestPS_f }, { "testTS", CG_TestTS_f }, { "destroyTestTS", CG_DestroyTestTS_f }, - { "squadmark", CG_SquadMark_f }, }; diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 3687e195..0feedc68 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -2265,120 +2265,6 @@ static void CG_DrawCrosshairNames( rectDef_t *rect, float scale, int textStyle ) /* =============== -CG_DrawSquadMarkers -=============== -*/ -#define SQUAD_MARKER_W 16.0f -#define SQUAD_MARKER_H 8.0f -#define SQUAD_MARKER_BORDER 8.0f -static void CG_DrawSquadMarkers( vec4_t color ) -{ - centity_t *cent; - vec3_t origin; - qhandle_t shader; - float x, y, w, h, distance, scale, u1 = 0.0f, v1 = 0.0f, u2 = 1.0f, v2 = 1.0f; - int i; - qboolean vertical, flip; - - if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) - return; - - trap_R_SetColor( color ); - for( i = 0; i < cg.snap->numEntities; i++ ) - { - cent = cg_entities + cg.snap->entities[ i ].number; - if( cent->currentState.eType != ET_PLAYER || - cgs.clientinfo[ cg.snap->entities[ i ].number ].team != - cg.snap->ps.stats[ STAT_PTEAM ] || - !cent->pe.squadMarked ) - continue; - - // Find where on screen the player is - VectorCopy( cent->lerpOrigin, origin ); - origin[ 2 ] += ( ( cent->currentState.solid >> 16 ) & 255 ) - 30; - if( !CG_WorldToScreenWrap( origin, &x, &y ) ) - continue; - - // Scale the size of the marker with distance - distance = Distance( cent->lerpOrigin, cg.refdef.vieworg ); - if( !distance ) - continue; - - scale = 200.0f / distance; - - if( scale > 1.0f ) - scale = 1.0f; - - if( scale < 0.25f ) - scale = 0.25f; - - // Don't let the marker go off-screen - vertical = qfalse; - flip = qfalse; - if( x < SQUAD_MARKER_BORDER ) - { - x = SQUAD_MARKER_BORDER; - vertical = qtrue; - flip = qfalse; - } - else if( x > 640.0f - SQUAD_MARKER_BORDER ) - { - x = 640.0f - SQUAD_MARKER_BORDER; - vertical = qtrue; - flip = qtrue; - } - - if( y < SQUAD_MARKER_BORDER ) - { - y = SQUAD_MARKER_BORDER; - vertical = qfalse; - flip = qtrue; - } - else if( y > 480.0f - SQUAD_MARKER_BORDER ) - { - y = 480.0f - SQUAD_MARKER_BORDER; - vertical = qfalse; - flip = qfalse; - } - - // Draw the marker - if( vertical ) - { - shader = cgs.media.squadMarkerV; - - if( flip ) - { - u1 = 1.0f; - u2 = 0.0f; - } - - w = SQUAD_MARKER_H * scale; - h = SQUAD_MARKER_W * scale; - } - else - { - shader = cgs.media.squadMarkerH; - - if( flip ) - { - v1 = 1.0f; - v2 = 0.0f; - } - - w = SQUAD_MARKER_W * scale; - h = SQUAD_MARKER_H * scale; - } - - CG_AdjustFrom640( &x, &y, &w, &h ); - trap_R_DrawStretchPic( x - w / 2, y - h / 2, w, h, u1, v1, u2, v2, - shader ); - } - - trap_R_SetColor( NULL ); -} - -/* -=============== CG_OwnerDraw Draw an owner drawn item @@ -2504,9 +2390,6 @@ void CG_OwnerDraw( float x, float y, float w, float h, float text_x, case CG_HUMANS_SCORE_LABEL: CG_DrawTeamLabel( &rect, PTE_HUMANS, text_x, text_y, color, scale, textalign, textvalign, textStyle ); break; - case CG_SQUAD_MARKERS: - CG_DrawSquadMarkers( color ); - break; //loading screen case CG_LOAD_LEVELSHOT: diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c index fb34f991..06ae0713 100644 --- a/src/cgame/cg_drawtools.c +++ b/src/cgame/cg_drawtools.c @@ -349,59 +349,6 @@ qboolean CG_WorldToScreen( vec3_t point, float *x, float *y ) /* ================ -CG_WorldToScreenWrap -================ -*/ -qboolean CG_WorldToScreenWrap( vec3_t point, float *x, float *y ) -{ - vec3_t trans; - float px, py, dotForward, dotRight, dotUp, distance, propX, propY; - - px = tan( cg.refdef.fov_x * M_PI / 360.0f ); - py = tan( cg.refdef.fov_y * M_PI / 360.0f ); - - VectorSubtract( point, cg.refdef.vieworg, trans ); - - dotForward = DotProduct( trans, cg.refdef.viewaxis[ 0 ] ); - dotRight = DotProduct( trans, cg.refdef.viewaxis[ 1 ] ); - dotUp = DotProduct( trans, cg.refdef.viewaxis[ 2 ] ); - - distance = abs( dotForward ); - propX = dotRight / ( distance * px ); - propY = dotUp / ( distance * py ); - - // The distance along the forward axis does not make sense once the point - // moves off-screen so we need to use either the side or the up axis instead - if( propX < -1.0f || propX > 1.0f ) - { - distance = abs( dotRight ) / px; - propY = dotUp / ( distance * py ); - } - if( propY < -1.0f || propY > 1.0f ) - { - distance = abs( dotUp ) / py; - propX = dotRight / ( distance * px ); - } - - if( x ) - *x = 320 - propX * 320; - if( y ) - *y = 240 - propY * 240; - - // Snap to the edge of the screen when the point is behind us - if( dotForward < 0.f && *x > 0 && *x < 640 && *y > 0 && *y < 480 ) - { - if( abs( *x - 320 ) > abs( *y - 240 ) ) - *x = *x <= 320 ? 0.0f : 640; - else - *y = *y <= 240 ? 0.0f : 480; - } - - return qtrue; -} - -/* -================ CG_KeyBinding ================ */ diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c index 2d622088..e4b9fb44 100644 --- a/src/cgame/cg_event.c +++ b/src/cgame/cg_event.c @@ -874,13 +874,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) CG_ShotgunFire( es ); break; - case EV_MASS_DRIVER: - DEBUGNAME( "EV_MASS_DRIVER" ); - ByteToDir( es->eventParm, dir ); - CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT, 0 ); - CG_MassDriverFire( es ); - break; - case EV_GENERAL_SOUND: DEBUGNAME( "EV_GENERAL_SOUND" ); if( cgs.gameSounds[ es->eventParm ] ) diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index d969dca1..01308332 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -1617,7 +1617,6 @@ void CG_DrawRect( float x, float y, float width, float height, float size void CG_DrawSides(float x, float y, float w, float h, float size); void CG_DrawTopBottom(float x, float y, float w, float h, float size); qboolean CG_WorldToScreen( vec3_t point, float *x, float *y ); -qboolean CG_WorldToScreenWrap( vec3_t point, float *x, float *y ); char *CG_KeyBinding( const char *bind ); diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index d0968dd9..a4f8b667 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -1611,43 +1611,6 @@ void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode, CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, IMPACTSOUND_FLESH, charge ); } -/* -============== -CG_MassDriverFire - -Draws the mass driver trail -============== -*/ - -#define MDRIVER_MUZZLE_OFFSET 48.0f - -void CG_MassDriverFire( entityState_t *es ) -{ - vec3_t front, frontToBack; - trailSystem_t *ts; - float length; - - ts = CG_SpawnNewTrailSystem( cgs.media.massDriverTS ); - if( !CG_IsTrailSystemValid( &ts ) ) - return; - - // trail front attaches to the player, needs to be pushed forward a bit - // so that it doesn't look like it shot out of the wrong location - VectorCopy( es->origin2, front ); - VectorSubtract( es->pos.trBase, front, frontToBack ); - length = VectorLength( frontToBack ); - if( length - MDRIVER_MUZZLE_OFFSET < 0.0f ) - return; - VectorScale( frontToBack, 1.0f / length, frontToBack ); - VectorMA( front, MDRIVER_MUZZLE_OFFSET, frontToBack, front ); - CG_SetAttachmentPoint( &ts->frontAttachment, front ); - CG_AttachToPoint( &ts->frontAttachment ); - - // trail back attaches to the impact point - CG_SetAttachmentPoint( &ts->backAttachment, es->pos.trBase ); - CG_AttachToPoint( &ts->backAttachment ); -} - /* ============================================================================ |