diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_drawtools.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_ents.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_main.c | 16 | ||||
-rw-r--r-- | src/cgame/cg_predict.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_scanner.c | 30 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 14 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 18 |
7 files changed, 40 insertions, 44 deletions
diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c index 31f7f2e3..d5df1f42 100644 --- a/src/cgame/cg_drawtools.c +++ b/src/cgame/cg_drawtools.c @@ -328,7 +328,7 @@ void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) } count = armor; - max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION ); + max = health; if( max < count ) count = max; diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index c4b287aa..deaf9c56 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -292,7 +292,7 @@ static void CG_Missile( centity_t *cent ) RotateAroundDirection( ent.axis, cg.time / 4 ); - fraction = (float)s1->generic1 / (float)LC_TOTAL_CHARGE; + fraction = (float)s1->generic1 / (float)LCANON_TOTAL_CHARGE; VectorScale( ent.axis[ 0 ], fraction, ent.axis[ 0 ] ); VectorScale( ent.axis[ 1 ], fraction, ent.axis[ 1 ] ); VectorScale( ent.axis[ 2 ], fraction, ent.axis[ 2 ] ); diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c index e19f67d8..e0b4936d 100644 --- a/src/cgame/cg_main.c +++ b/src/cgame/cg_main.c @@ -564,7 +564,6 @@ called during a precache command static void CG_RegisterSounds( void ) { int i; - char items[ MAX_ITEMS + 1 ]; char name[ MAX_QPATH ]; const char *soundName; @@ -623,9 +622,6 @@ static void CG_RegisterSounds( void ) cgs.media.footsteps[ FOOTSTEP_METAL ][ i ] = trap_S_RegisterSound( name, qfalse ); } - // only register the items that the server says we need - strcpy( items, CG_ConfigString( CS_ITEMS ) ); - for( i = 1 ; i < MAX_SOUNDS ; i++ ) { soundName = CG_ConfigString( CS_SOUNDS + i ); @@ -669,7 +665,6 @@ This function may execute for a couple of minutes with a slow disk. static void CG_RegisterGraphics( void ) { int i; - char items[ MAX_ITEMS + 1 ]; static char *sb_nums[ 11 ] = { "gfx/2d/numbers/zero_32b", @@ -782,9 +777,6 @@ static void CG_RegisterGraphics( void ) memset( cg_weapons, 0, sizeof( cg_weapons ) ); memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); - // only register the items that the server says we need - strcpy( items, CG_ConfigString( CS_ITEMS) ); - // wall marks cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" ); cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" ); @@ -1502,6 +1494,12 @@ static void CG_RunCinematicFrame( int handle ) trap_CIN_RunCinematic( handle ); } +//TA: hack to prevent warning +static qboolean CG_OwnerDrawVisible( int parameter ) +{ + return qfalse; +} + /* ================= CG_LoadHudMenu @@ -1531,7 +1529,7 @@ void CG_LoadHudMenu( ) cgDC.registerFont = &trap_R_RegisterFont; cgDC.ownerDrawItem = &CG_OwnerDraw; cgDC.getValue = &CG_GetValue; - cgDC.ownerDrawVisible = NULL; //&CG_OwnerDrawVisible; + cgDC.ownerDrawVisible = &CG_OwnerDrawVisible; cgDC.runScript = &CG_RunMenuScript; cgDC.getTeamColor = &CG_GetTeamColor; cgDC.setCVar = trap_Cvar_Set; diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c index 6f55f1ce..a8285306 100644 --- a/src/cgame/cg_predict.c +++ b/src/cgame/cg_predict.c @@ -414,7 +414,7 @@ void CG_PredictPlayerState( void ) if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies - cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0; + cg_pmove.noFootsteps = 0; // save the state before the pmove so we can detect transitions oldPlayerState = cg.predictedPlayerState; diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c index 4135eec9..1c730dd7 100644 --- a/src/cgame/cg_scanner.c +++ b/src/cgame/cg_scanner.c @@ -13,8 +13,6 @@ #include "cg_local.h" -#define RANGE 1000.0f - #define XPOS 0.0f #define YPOS 0.0f #define WIDTH 640.0f @@ -30,9 +28,9 @@ static void CG_DrawBlips( vec3_t origin, vec4_t colour ) vec3_t up = { 0, 0, 1 }; RotatePointAroundVector( drawOrigin, up, origin, -cg.refdefViewAngles[ 1 ] - 90 ); - drawOrigin[ 0 ] /= ( 2 * RANGE / WIDTH ); - drawOrigin[ 1 ] /= ( 2 * RANGE / HEIGHT ); - drawOrigin[ 2 ] /= ( 2 * RANGE / WIDTH ); + drawOrigin[ 0 ] /= ( 2 * HELMET_RANGE / WIDTH ); + drawOrigin[ 1 ] /= ( 2 * HELMET_RANGE / HEIGHT ); + drawOrigin[ 2 ] /= ( 2 * HELMET_RANGE / WIDTH ); trap_R_SetColor( colour ); @@ -51,7 +49,7 @@ static void CG_DrawBlips( vec3_t origin, vec4_t colour ) trap_R_SetColor( NULL ); } -#define RANGE2 1000.0f +#define ALIENSENSE_RANGE 1000.0f #define XPOS2 20.0f #define YPOS2 20.0f @@ -129,7 +127,7 @@ void CG_AlienSense( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.humanBuildablePos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE2 ) + if( VectorLength( relOrigin ) < ALIENSENSE_RANGE ) CG_DrawDir( relOrigin, buildable ); } @@ -139,7 +137,7 @@ void CG_AlienSense( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.humanClientPos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE2 ) + if( VectorLength( relOrigin ) < ALIENSENSE_RANGE ) CG_DrawDir( relOrigin, client ); } } @@ -167,7 +165,7 @@ void CG_Scanner( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.humanBuildablePos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE && ( relOrigin[ 2 ] < 0 ) ) + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) CG_DrawBlips( relOrigin, hIbelow ); } @@ -177,7 +175,7 @@ void CG_Scanner( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.alienBuildablePos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE && ( relOrigin[ 2 ] < 0 ) ) + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) CG_DrawBlips( relOrigin, aIbelow ); } @@ -187,7 +185,7 @@ void CG_Scanner( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.humanClientPos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE && ( relOrigin[ 2 ] < 0 ) ) + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) CG_DrawBlips( relOrigin, hIbelow ); } @@ -197,7 +195,7 @@ void CG_Scanner( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.alienClientPos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE && ( relOrigin[ 2 ] < 0 ) ) + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) CG_DrawBlips( relOrigin, aIbelow ); } @@ -209,7 +207,7 @@ void CG_Scanner( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.humanBuildablePos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE && ( relOrigin[ 2 ] > 0 ) ) + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) CG_DrawBlips( relOrigin, hIabove ); } @@ -219,7 +217,7 @@ void CG_Scanner( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.alienBuildablePos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE && ( relOrigin[ 2 ] > 0 ) ) + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) CG_DrawBlips( relOrigin, aIabove ); } @@ -229,7 +227,7 @@ void CG_Scanner( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.humanClientPos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE && ( relOrigin[ 2 ] > 0 ) ) + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) CG_DrawBlips( relOrigin, hIabove ); } @@ -239,7 +237,7 @@ void CG_Scanner( void ) VectorClear( relOrigin ); VectorSubtract( cg.ep.alienClientPos[ i ], origin, relOrigin ); - if( VectorLength( relOrigin ) < RANGE && ( relOrigin[ 2 ] > 0 ) ) + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) CG_DrawBlips( relOrigin, aIabove ); } } diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index afe9c979..89f25029 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -486,7 +486,7 @@ static void CG_OffsetFirstPersonView( void ) AngleVectors( angles, forward, NULL, NULL ); VectorNormalize( forward ); - fraction1 = (float)( cg.time - cg.weapon2Time ) / POUNCE_TIME; + fraction1 = (float)( cg.time - cg.weapon2Time ) / (float)DRAGOON_POUNCE_TIME; if( fraction1 > 1.0f ) fraction1 = 1.0f; @@ -556,8 +556,8 @@ static void CG_OffsetFirstPersonView( void ) float fraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 2 * PCLOUD_ROLL_FREQUENCY ); float pitchFraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 5 * PCLOUD_ROLL_FREQUENCY ); - fraction *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)PCLOUD_TIME ); - pitchFraction *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)PCLOUD_TIME ); + fraction *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)HYDRA_PCLOUD_TIME ); + pitchFraction *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)HYDRA_PCLOUD_TIME ); angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE; angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE; @@ -602,7 +602,7 @@ static void CG_OffsetFirstPersonView( void ) //bit closer to the ground mins[ 2 ] = -1.0f; - deltaTime = cg.time - ( cg.firstKnockedTime + (int)( (float)KOVER_TIME / 5.0f ) ); + deltaTime = cg.time - ( cg.firstKnockedTime + (int)( (float)BMOFO_KOVER_TIME / 5.0f ) ); if( deltaTime < 0 ) { @@ -625,7 +625,7 @@ static void CG_OffsetFirstPersonView( void ) CG_Trace( &tr, baseOrigin, mins, maxs, origin, cg.predictedPlayerState.clientNum, MASK_SOLID ); VectorCopy( tr.endpos, origin ); - rollFraction = (float)deltaTime / ( (float)KOVER_TIME / 6.0f ); + rollFraction = (float)deltaTime / ( (float)BMOFO_KOVER_TIME / 6.0f ); if( rollFraction > 1.0f ) rollFraction = 1.0f; @@ -655,7 +655,7 @@ static void CG_OffsetFirstPersonView( void ) deltaTime = cg.time - cg.firstGetUpTime; - rollFraction = (float)deltaTime / (float)GETUP_TIME; + rollFraction = (float)deltaTime / (float)BMOFO_GETUP_TIME; if( rollFraction > 1.0f ) rollFraction = 1.0f; @@ -872,7 +872,7 @@ static int CG_CalcFov( void ) { phase = cg.time / 1000.0 * PCLOUD_ZOOM_FREQUENCY * M_PI * 2; v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ); - v *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)PCLOUD_TIME ); + v *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)HYDRA_PCLOUD_TIME ); fov_x += v; fov_y += v; } diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index e715e544..e8c6aedf 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -99,7 +99,7 @@ void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum ) refEntity_t *re; //add a bunch of bolt segments - le = CG_AllocLocalEntity(); + le = CG_AllocLocalEntity( ); re = &le->refEntity; le->leType = LE_LIGHTNING_BOLT; @@ -141,8 +141,7 @@ void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum ) le->destENum = destENum; le->vOffset = -4; - //FIXME: share with server - le->maxRange = 200; + le->maxRange = CHIMERA_AREAZAP_RANGE; VectorCopy( start, re->origin ); VectorCopy( end, re->oldorigin ); @@ -563,7 +562,7 @@ static void CG_LightningBolt( centity_t *cent, vec3_t origin ) VectorMA( muzzlePoint, 14, forward, muzzlePoint ); // project forward by the lightning range - VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint ); + VectorMA( muzzlePoint, TESLAGEN_RANGE, forward, endPoint ); // see if it hit a wall CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, @@ -673,6 +672,7 @@ static void CG_PoisonCloud( centity_t *cent, int firstPoisonTime ) cent->poisonTime = cg.time + POISONCLOUD_GAP; } +#define FIREBALL_GAP 15 //basically as fast as possible yet regular /* =============== @@ -697,7 +697,7 @@ static void CG_FlameTrail( centity_t *cent ) { AngleVectors( cg.refdefViewAngles, forward, right, up ); VectorCopy( cg.refdef.vieworg, muzzlePoint ); - VectorScale( cg.predictedPlayerState.velocity, FIREBALL_LAG, pVelocity ); + VectorScale( cg.predictedPlayerState.velocity, FLAMER_LAG, pVelocity ); } else { @@ -706,10 +706,10 @@ static void CG_FlameTrail( centity_t *cent ) //FIXME: this is gonna look weird when crouching muzzlePoint[ 2 ] += DEFAULT_VIEWHEIGHT; - VectorScale( cent->currentState.pos.trDelta, FIREBALL_LAG, pVelocity ); + VectorScale( cent->currentState.pos.trDelta, FLAMER_LAG, pVelocity ); } - VectorMA( pVelocity, FIREBALL_SPEED, forward, velocity ); + VectorMA( pVelocity, FLAMER_SPEED, forward, velocity ); //FIXME: tweak these numbers when (if?) the flamer model is done VectorMA( muzzlePoint, 24.0f, forward, muzzlePoint ); @@ -718,7 +718,7 @@ static void CG_FlameTrail( centity_t *cent ) CG_LaunchSprite( muzzlePoint, velocity, vec3_origin, 0.0f, 0.1f, 4.0f, 40.0f, 255.0f, 255.0f, - rand( ) % 360, cg.time, cg.time, FIREBALL_LIFETIME, + rand( ) % 360, cg.time, cg.time, FLAMER_LIFETIME, cgs.media.flameShader[ 0 ], qfalse, qfalse ); //set next ball time @@ -1012,7 +1012,7 @@ void CG_AddViewWeapon( playerState_t *ps ) if( ps->weapon == WP_LUCIFER_CANON && ps->stats[ STAT_MISC ] > 0 ) { - float fraction = (float)ps->stats[ STAT_MISC ] / (float)LC_TOTAL_CHARGE; + float fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANON_TOTAL_CHARGE; VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], hand.origin ); VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], hand.origin ); |