diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/cgame/cg_local.h | 2 | ||||
-rw-r--r-- | src/cgame/cg_players.c | 8 | ||||
-rw-r--r-- | src/cgame/cg_servercmds.c | 6 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 4 | ||||
-rw-r--r-- | src/game/bg_local.h | 3 | ||||
-rw-r--r-- | src/game/bg_misc.c | 539 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 15 | ||||
-rw-r--r-- | src/game/bg_public.h | 15 | ||||
-rw-r--r-- | src/game/g_active.c | 6 | ||||
-rw-r--r-- | src/game/g_admin.c | 2 | ||||
-rw-r--r-- | src/game/g_buildable.c | 11 | ||||
-rw-r--r-- | src/game/g_client.c | 7 | ||||
-rw-r--r-- | src/game/g_cmds.c | 37 | ||||
-rw-r--r-- | src/game/g_local.h | 28 | ||||
-rw-r--r-- | src/game/g_main.c | 16 | ||||
-rw-r--r-- | src/game/g_mover.c | 10 | ||||
-rw-r--r-- | src/game/g_public.h | 4 | ||||
-rw-r--r-- | src/game/g_spawn.c | 35 | ||||
-rw-r--r-- | src/game/g_target.c | 2 | ||||
-rw-r--r-- | src/game/g_utils.c | 2 | ||||
-rw-r--r-- | src/game/g_weapon.c | 2 | ||||
-rw-r--r-- | src/game/tremulous.h | 8 | ||||
-rw-r--r-- | src/master/messages.c | 2 | ||||
-rw-r--r-- | src/qcommon/cmd.c | 1 |
24 files changed, 356 insertions, 409 deletions
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 54477662..e759eaba 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -2083,6 +2083,6 @@ typedef enum DT_INTERACTIVE, // team, class, armoury DT_ARMOURYEVOLVE, // Insufficient funds et al DT_BUILD, // build errors - DT_COMMAND, // You must be living/human/spec etc. + DT_COMMAND, // You must be alive/human/spec/etc. } dialogType_t; diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 5556bd5c..c882dd37 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -619,7 +619,7 @@ static int CG_GetCorpseNum( class_t class ) if( !Q_stricmp( modelName, match->modelName ) && !Q_stricmp( skinName, match->skinName ) ) { - // this clientinfo is identical, so use it's handles + // this clientinfo is identical, so use its handles return i; } } @@ -2160,7 +2160,7 @@ void CG_Corpse( centity_t *cent ) int renderfx; qboolean shadow = qfalse; float shadowPlane; - vec3_t origin, liveZ, deadZ; + vec3_t origin, aliveZ, deadZ; float scale; corpseNum = CG_GetCorpseNum( es->clientNum ); @@ -2180,8 +2180,8 @@ void CG_Corpse( centity_t *cent ) memset( &head, 0, sizeof( head ) ); VectorCopy( cent->lerpOrigin, origin ); - BG_ClassBoundingBox( es->clientNum, liveZ, NULL, NULL, deadZ, NULL ); - origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] ); + BG_ClassBoundingBox( es->clientNum, aliveZ, NULL, NULL, deadZ, NULL ); + origin[ 2 ] -= ( aliveZ[ 2 ] - deadZ[ 2 ] ); VectorCopy( es->angles, cent->lerpAngles ); diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c index ab071d42..5e2c20da 100644 --- a/src/cgame/cg_servercmds.c +++ b/src/cgame/cg_servercmds.c @@ -562,9 +562,9 @@ void CG_Menu( int menu, int arg ) type = DT_COMMAND; break; - case MN_CMD_LIVING: - //longMsg = "You must be living to perform this action."; - shortMsg = "Must be living to use this command"; + case MN_CMD_ALIVE: + //longMsg = "You must be alive to perform this action."; + shortMsg = "Must be alive to use this command"; type = DT_COMMAND; break; diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index f7f42474..1259fbb8 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -181,7 +181,7 @@ static void CG_AddTestModel( void ) return; } - // if testing a gun, set the origin reletive to the view origin + // if testing a gun, set the origin relative to the view origin if( cg.testGun ) { VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin ); @@ -1303,7 +1303,7 @@ static int CG_CalcViewValues( void ) CG_OffsetFirstPersonView( ); } - // position eye reletive to origin + // position eye relative to origin AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); if( cg.hyperspace ) diff --git a/src/game/bg_local.h b/src/game/bg_local.h index b38571d8..200ad9b2 100644 --- a/src/game/bg_local.h +++ b/src/game/bg_local.h @@ -65,16 +65,15 @@ extern pml_t pml; extern float pm_stopspeed; extern float pm_duckScale; extern float pm_swimScale; -extern float pm_wadeScale; extern float pm_accelerate; -extern float pm_airaccelerate; extern float pm_wateraccelerate; extern float pm_flyaccelerate; extern float pm_friction; extern float pm_waterfriction; extern float pm_flightfriction; +extern float pm_spectatorfriction; extern int c_pmove; diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 60fb35cd..c41344aa 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -36,8 +36,8 @@ int trap_FS_GetFileList( const char *path, const char *extension, char *listbu static const buildableAttributes_t bg_buildableList[ ] = { { - BA_A_SPAWN, //int buildNum; - "eggpod", //char *buildName; + BA_A_SPAWN, //int number; + "eggpod", //char *name; "Egg", //char *humanName; "The most basic alien structure. It allows aliens to spawn " "and protect the Overmind. Without any of these, the Overmind " @@ -46,14 +46,14 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; ASPAWN_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; ASPAWN_HEALTH, //int health; ASPAWN_REGEN, //int regenRate; ASPAWN_SPLASHDAMAGE, //int splashDamage; ASPAWN_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; ASPAWN_BT, //int buildTime; @@ -71,8 +71,8 @@ static const buildableAttributes_t bg_buildableList[ ] = ASPAWN_VALUE, //int value; }, { - BA_A_OVERMIND, //int buildNum; - "overmind", //char *buildName; + BA_A_OVERMIND, //int number; + "overmind", //char *name; "Overmind", //char *humanName; "A collective consciousness that controls all the alien structures " "in its vicinity. It must be protected at all costs, since its " @@ -81,16 +81,16 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; OVERMIND_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; OVERMIND_HEALTH, //int health; OVERMIND_REGEN, //int regenRate; OVERMIND_SPLASHDAMAGE, //int splashDamage; OVERMIND_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; - OVERMIND_ATTACK_REPEAT,//int nextthink; + OVERMIND_ATTACK_REPEAT, //int nextthink; OVERMIND_BT, //int buildTime; qfalse, //qboolean usable; 0, //int turretRange; @@ -106,24 +106,24 @@ static const buildableAttributes_t bg_buildableList[ ] = OVERMIND_VALUE, //int value; }, { - BA_A_BARRICADE, //int buildNum; - "barricade", //char *buildName; + BA_A_BARRICADE, //int number; + "barricade", //char *name; "Barricade", //char *humanName; "Used to obstruct corridors and doorways, hindering humans from " "threatening the spawns and Overmind. Barricades will shrink " "to allow aliens to pass over them, however.", - "team_alien_barricade",//char *entityName; + "team_alien_barricade", //char *entityName; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; BARRICADE_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; BARRICADE_HEALTH, //int health; BARRICADE_REGEN, //int regenRate; - BARRICADE_SPLASHDAMAGE,//int splashDamage; - BARRICADE_SPLASHRADIUS,//int splashRadius; + BARRICADE_SPLASHDAMAGE, //int splashDamage; + BARRICADE_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; BARRICADE_BT, //int buildTime; @@ -141,24 +141,24 @@ static const buildableAttributes_t bg_buildableList[ ] = BARRICADE_VALUE, //int value; }, { - BA_A_ACIDTUBE, //int buildNum; - "acid_tube", //char *buildName; + BA_A_ACIDTUBE, //int number; + "acid_tube", //char *name; "Acid Tube", //char *humanName; "Ejects lethal poisonous acid at an approaching human. These " "are highly effective when used in conjunction with a trapper " "to hold the victim in place.", - "team_alien_acid_tube",//char *entityName; + "team_alien_acid_tube", //char *entityName; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; ACIDTUBE_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; ACIDTUBE_HEALTH, //int health; ACIDTUBE_REGEN, //int regenRate; ACIDTUBE_SPLASHDAMAGE, //int splashDamage; ACIDTUBE_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 200, //int nextthink; ACIDTUBE_BT, //int buildTime; @@ -176,8 +176,8 @@ static const buildableAttributes_t bg_buildableList[ ] = ACIDTUBE_VALUE, //int value; }, { - BA_A_TRAPPER, //int buildNum; - "trapper", //char *buildName; + BA_A_TRAPPER, //int number; + "trapper", //char *name; "Trapper", //char *humanName; "Fires a blob of adhesive spit at any non-alien in its line of " "sight. This hinders their movement, making them an easy target " @@ -186,13 +186,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; TRAPPER_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages //NEEDS ADV BUILDER SO S2 AND UP + ( 1 << S2 )|( 1 << S3 ), //int stages; //NEEDS ADV BUILDER SO S2 AND UP TRAPPER_HEALTH, //int health; TRAPPER_REGEN, //int regenRate; TRAPPER_SPLASHDAMAGE, //int splashDamage; TRAPPER_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; + TEAM_ALIENS, //int team; ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; @@ -211,8 +211,8 @@ static const buildableAttributes_t bg_buildableList[ ] = TRAPPER_VALUE, //int value; }, { - BA_A_BOOSTER, //int buildNum; - "booster", //char *buildName; + BA_A_BOOSTER, //int number; + "booster", //char *name; "Booster", //char *humanName; "Laces the attacks of any alien that touches it with a poison " "that will gradually deal damage to any humans exposed to it. " @@ -222,13 +222,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; BOOSTER_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; BOOSTER_HEALTH, //int health; BOOSTER_REGEN, //int regenRate; BOOSTER_SPLASHDAMAGE, //int splashDamage; BOOSTER_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; + TEAM_ALIENS, //int team; ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; @@ -247,8 +247,8 @@ static const buildableAttributes_t bg_buildableList[ ] = BOOSTER_VALUE, //int value; }, { - BA_A_HIVE, //int buildNum; - "hive", //char *buildName; + BA_A_HIVE, //int number; + "hive", //char *name; "Hive", //char *humanName; "Houses millions of tiny insectoid aliens. When a human " "approaches this structure, the insectoids attack.", @@ -256,13 +256,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; HIVE_BP, //int buildPoints; - ( 1 << S3 ), //int stages + ( 1 << S3 ), //int stages; HIVE_HEALTH, //int health; HIVE_REGEN, //int regenRate; HIVE_SPLASHDAMAGE, //int splashDamage; HIVE_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; + TEAM_ALIENS, //int team; ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 500, //int nextthink; @@ -281,8 +281,8 @@ static const buildableAttributes_t bg_buildableList[ ] = HIVE_VALUE, //int value; }, { - BA_H_SPAWN, //int buildNum; - "telenode", //char *buildName; + BA_H_SPAWN, //int number; + "telenode", //char *name; "Telenode", //char *humanName; "The most basic human structure. It provides a means for humans " "to enter the battle arena. Without any of these the humans " @@ -291,13 +291,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; HSPAWN_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; HSPAWN_HEALTH, //int health; 0, //int regenRate; HSPAWN_SPLASHDAMAGE, //int splashDamage; HSPAWN_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; + TEAM_HUMANS, //int team; ( 1 << WP_HBUILD ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; @@ -316,8 +316,8 @@ static const buildableAttributes_t bg_buildableList[ ] = HSPAWN_VALUE, //int value; }, { - BA_H_MGTURRET, //int buildNum; - "mgturret", //char *buildName; + BA_H_MGTURRET, //int number; + "mgturret", //char *name; "Machinegun Turret", //char *humanName; "Automated base defense that is effective against large targets " "but slow to begin firing. Should always be " @@ -326,14 +326,14 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; MGTURRET_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; MGTURRET_HEALTH, //int health; 0, //int regenRate; MGTURRET_SPLASHDAMAGE, //int splashDamage; MGTURRET_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; + TEAM_HUMANS, //int team; + ( 1 << WP_HBUILD ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 50, //int nextthink; MGTURRET_BT, //int buildTime; @@ -351,8 +351,8 @@ static const buildableAttributes_t bg_buildableList[ ] = MGTURRET_VALUE, //int value; }, { - BA_H_TESLAGEN, //int buildNum; - "tesla", //char *buildName; + BA_H_TESLAGEN, //int number; + "tesla", //char *name; "Tesla Generator", //char *humanName; "A structure equipped with a strong electrical attack that fires " "instantly and always hits its target. It is effective against smaller " @@ -361,13 +361,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; TESLAGEN_BP, //int buildPoints; - ( 1 << S3 ), //int stages + ( 1 << S3 ), //int stages; TESLAGEN_HEALTH, //int health; 0, //int regenRate; TESLAGEN_SPLASHDAMAGE, //int splashDamage; TESLAGEN_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; + TEAM_HUMANS, //int team; ( 1 << WP_HBUILD ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 150, //int nextthink; @@ -386,8 +386,8 @@ static const buildableAttributes_t bg_buildableList[ ] = TESLAGEN_VALUE, //int value; }, { - BA_H_ARMOURY, //int buildNum; - "arm", //char *buildName; + BA_H_ARMOURY, //int number; + "arm", //char *name; "Armoury", //char *humanName; "An essential part of the human base, providing a means " "to upgrade the basic human equipment. A range of upgrades " @@ -396,13 +396,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; ARMOURY_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; ARMOURY_HEALTH, //int health; 0, //int regenRate; ARMOURY_SPLASHDAMAGE, //int splashDamage; ARMOURY_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; + TEAM_HUMANS, //int team; ( 1 << WP_HBUILD ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; @@ -421,8 +421,8 @@ static const buildableAttributes_t bg_buildableList[ ] = ARMOURY_VALUE, //int value; }, { - BA_H_DCC, //int buildNum; - "dcc", //char *buildName; + BA_H_DCC, //int number; + "dcc", //char *name; "Defence Computer", //char *humanName; "A structure that enables self-repair functionality in " "human structures. Each Defence Computer built increases " @@ -431,13 +431,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; DC_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; DC_HEALTH, //int health; 0, //int regenRate; DC_SPLASHDAMAGE, //int splashDamage; DC_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; + TEAM_HUMANS, //int team; ( 1 << WP_HBUILD ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; @@ -456,8 +456,8 @@ static const buildableAttributes_t bg_buildableList[ ] = DC_VALUE, //int value; }, { - BA_H_MEDISTAT, //int buildNum; - "medistat", //char *buildName; + BA_H_MEDISTAT, //int number; + "medistat", //char *name; "Medistation", //char *humanName; "A structure that automatically restores " "the health and stamina of any human that stands on it. " @@ -467,13 +467,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; MEDISTAT_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; MEDISTAT_HEALTH, //int health; 0, //int regenRate; MEDISTAT_SPLASHDAMAGE, //int splashDamage; MEDISTAT_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; + TEAM_HUMANS, //int team; ( 1 << WP_HBUILD ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; @@ -492,8 +492,8 @@ static const buildableAttributes_t bg_buildableList[ ] = MEDISTAT_VALUE, //int value; }, { - BA_H_REACTOR, //int buildNum; - "reactor", //char *buildName; + BA_H_REACTOR, //int number; + "reactor", //char *name; "Reactor", //char *humanName; "All structures except the telenode rely on a reactor to operate. " "The reactor provides power for all the human structures either " @@ -502,16 +502,16 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; REACTOR_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; REACTOR_HEALTH, //int health; 0, //int regenRate; REACTOR_SPLASHDAMAGE, //int splashDamage; REACTOR_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; + TEAM_HUMANS, //int team; ( 1 << WP_HBUILD ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; - REACTOR_ATTACK_DCC_REPEAT, //int nextthink; + REACTOR_ATTACK_DCC_REPEAT, //int nextthink; REACTOR_BT, //int buildTime; qtrue, //qboolean usable; 0, //int turretRange; @@ -527,8 +527,8 @@ static const buildableAttributes_t bg_buildableList[ ] = REACTOR_VALUE, //int value; }, { - BA_H_REPEATER, //int buildNum; - "repeater", //char *buildName; + BA_H_REPEATER, //int number; + "repeater", //char *name; "Repeater", //char *humanName; "A power distributor that transmits power from the reactor " "to remote locations, so that bases may be built far " @@ -537,13 +537,13 @@ static const buildableAttributes_t bg_buildableList[ ] = TR_GRAVITY, //trType_t traj; 0.0, //float bounce; REPEATER_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; REPEATER_HEALTH, //int health; 0, //int regenRate; REPEATER_SPLASHDAMAGE, //int splashDamage; REPEATER_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; + TEAM_HUMANS, //int team; ( 1 << WP_HBUILD ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; @@ -851,15 +851,15 @@ void BG_InitBuildableConfigs( void ) static const classAttributes_t bg_classList[ ] = { { - PCL_NONE, //int classnum; - "spectator", //char *className; + PCL_NONE, //int number; + "spectator", //char *name; "", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; 0, //int health; 0.0f, //float fallDamage; 0.0f, //float regenRate; 0, //int abilities; - WP_NONE, //weapon_t startWeapon + WP_NONE, //weapon_t startWeapon; 0.0f, //float buildDist; 90, //int fov; 0.000f, //float bob; @@ -877,16 +877,16 @@ static const classAttributes_t bg_classList[ ] = 0 //int value; }, { - PCL_ALIEN_BUILDER0, //int classnum; - "builder", //char *className; + PCL_ALIEN_BUILDER0, //int number; + "builder", //char *name; "Responsible for building and maintaining all the alien structures. " "Has a weak melee slash attack.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; ABUILDER_HEALTH, //int health; 0.2f, //float fallDamage; ABUILDER_REGEN, //float regenRate; - SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_ALIENSENSE,//int abilities; - WP_ABUILD, //weapon_t startWeapon + SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; + WP_ABUILD, //weapon_t startWeapon; 95.0f, //float buildDist; 110, //int fov; 0.001f, //float bob; @@ -899,22 +899,22 @@ static const classAttributes_t bg_classList[ ] = 100.0f, //float stopSpeed; 195.0f, //float jumpMagnitude; 1.0f, //float knockbackScale; - { PCL_ALIEN_BUILDER0_UPG, PCL_ALIEN_LEVEL0, PCL_NONE }, //int children[ 3 ]; + { PCL_ALIEN_BUILDER0_UPG, PCL_ALIEN_LEVEL0, PCL_NONE }, //int children[ 3 ]; ABUILDER_COST, //int cost; ABUILDER_VALUE //int value; }, { - PCL_ALIEN_BUILDER0_UPG, //int classnum; - "builderupg", //char *classname; + PCL_ALIEN_BUILDER0_UPG, //int number; + "builderupg", //char *name; "Similar to the base Granger, except that in addition to " "being able to build structures it has a spit attack " "that slows victims and the ability to crawl on walls.", - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; ABUILDER_UPG_HEALTH, //int health; 0.2f, //float fallDamage; ABUILDER_UPG_REGEN, //float regenRate; - SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; - WP_ABUILD2, //weapon_t startWeapon + SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; + WP_ABUILD2, //weapon_t startWeapon; 105.0f, //float buildDist; 110, //int fov; 0.001f, //float bob; @@ -932,16 +932,16 @@ static const classAttributes_t bg_classList[ ] = ABUILDER_UPG_VALUE //int value; }, { - PCL_ALIEN_LEVEL0, //int classnum; - "level0", //char *classname; + PCL_ALIEN_LEVEL0, //int number; + "level0", //char *name; "Has a lethal reflexive bite and the ability to crawl on " "walls and ceilings.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; LEVEL0_HEALTH, //int health; 0.0f, //float fallDamage; LEVEL0_REGEN, //float regenRate; SCA_WALLCLIMBER|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL0, //weapon_t startWeapon + WP_ALEVEL0, //weapon_t startWeapon; 0.0f, //float buildDist; 140, //int fov; 0.0f, //float bob; @@ -959,18 +959,18 @@ static const classAttributes_t bg_classList[ ] = LEVEL0_VALUE //int value; }, { - PCL_ALIEN_LEVEL1, //int classnum; - "level1", //char *classname; + PCL_ALIEN_LEVEL1, //int number; + "level1", //char *name; "A support class able to crawl on walls and ceilings. Its melee " "attack is most effective when combined with the ability to grab " "and hold its victims in place. Provides a weak healing aura " "that accelerates the healing rate of nearby aliens.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; LEVEL1_HEALTH, //int health; 0.0f, //float fallDamage; LEVEL1_REGEN, //float regenRate; SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL1, //weapon_t startWeapon + WP_ALEVEL1, //weapon_t startWeapon; 0.0f, //float buildDist; 120, //int fov; 0.001f, //float bob; @@ -983,23 +983,23 @@ static const classAttributes_t bg_classList[ ] = 300.0f, //float stopSpeed; 310.0f, //float jumpMagnitude; 1.2f, //float knockbackScale; - { PCL_ALIEN_LEVEL2, PCL_ALIEN_LEVEL1_UPG, PCL_NONE }, //int children[ 3 ]; - LEVEL1_COST, //int cost; - LEVEL1_VALUE //int value; + { PCL_ALIEN_LEVEL2, PCL_ALIEN_LEVEL1_UPG, PCL_NONE }, //int children[ 3 ]; + LEVEL1_COST, //int cost; + LEVEL1_VALUE //int value; }, { - PCL_ALIEN_LEVEL1_UPG, //int classnum; - "level1upg", //char *classname; + PCL_ALIEN_LEVEL1_UPG, //int number; + "level1upg", //char *name; "In addition to the basic Basilisk abilities, the Advanced " "Basilisk sprays a poisonous gas which disorients any " "nearby humans. Has a strong healing aura that " "that accelerates the healing rate of nearby aliens.", - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; LEVEL1_UPG_HEALTH, //int health; 0.0f, //float fallDamage; LEVEL1_UPG_REGEN, //float regenRate; SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL1_UPG, //weapon_t startWeapon + WP_ALEVEL1_UPG, //weapon_t startWeapon; 0.0f, //float buildDist; 120, //int fov; 0.001f, //float bob; @@ -1017,16 +1017,16 @@ static const classAttributes_t bg_classList[ ] = LEVEL1_UPG_VALUE //int value; }, { - PCL_ALIEN_LEVEL2, //int classnum; - "level2", //char *classname; + PCL_ALIEN_LEVEL2, //int number; + "level2", //char *name; "Has a melee attack and the ability to jump off walls. This " "allows the Marauder to gather great speed in enclosed areas.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; LEVEL2_HEALTH, //int health; 0.0f, //float fallDamage; LEVEL2_REGEN, //float regenRate; SCA_WALLJUMPER|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL2, //weapon_t startWeapon + WP_ALEVEL2, //weapon_t startWeapon; 0.0f, //float buildDist; 90, //int fov; 0.001f, //float bob; @@ -1039,21 +1039,21 @@ static const classAttributes_t bg_classList[ ] = 100.0f, //float stopSpeed; 380.0f, //float jumpMagnitude; 0.8f, //float knockbackScale; - { PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL2_UPG, PCL_NONE }, //int children[ 3 ]; + { PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL2_UPG, PCL_NONE }, //int children[ 3 ]; LEVEL2_COST, //int cost; LEVEL2_VALUE //int value; }, { - PCL_ALIEN_LEVEL2_UPG, //int classnum; - "level2upg", //char *classname; + PCL_ALIEN_LEVEL2_UPG, //int number; + "level2upg", //char *name; "The Advanced Marauder has all the abilities of the basic Marauder " "with the addition of an area effect electric shock attack.", - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; LEVEL2_UPG_HEALTH, //int health; 0.0f, //float fallDamage; LEVEL2_UPG_REGEN, //float regenRate; SCA_WALLJUMPER|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL2_UPG, //weapon_t startWeapon + WP_ALEVEL2_UPG, //weapon_t startWeapon; 0.0f, //float buildDist; 90, //int fov; 0.001f, //float bob; @@ -1071,17 +1071,17 @@ static const classAttributes_t bg_classList[ ] = LEVEL2_UPG_VALUE //int value; }, { - PCL_ALIEN_LEVEL3, //int classnum; - "level3", //char *classname; + PCL_ALIEN_LEVEL3, //int number; + "level3", //char *name; "Possesses a melee attack and the pounce ability, which may " "be used as both an attack and a means to reach remote " "locations inaccessible from the ground.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; LEVEL3_HEALTH, //int health; 0.0f, //float fallDamage; LEVEL3_REGEN, //float regenRate; SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL3, //weapon_t startWeapon + WP_ALEVEL3, //weapon_t startWeapon; 0.0f, //float buildDist; 110, //int fov; 0.0005f, //float bob; @@ -1094,22 +1094,22 @@ static const classAttributes_t bg_classList[ ] = 200.0f, //float stopSpeed; 270.0f, //float jumpMagnitude; 0.5f, //float knockbackScale; - { PCL_ALIEN_LEVEL4, PCL_ALIEN_LEVEL3_UPG, PCL_NONE }, //int children[ 3 ]; + { PCL_ALIEN_LEVEL4, PCL_ALIEN_LEVEL3_UPG, PCL_NONE }, //int children[ 3 ]; LEVEL3_COST, //int cost; LEVEL3_VALUE //int value; }, { - PCL_ALIEN_LEVEL3_UPG, //int classnum; - "level3upg", //char *classname; + PCL_ALIEN_LEVEL3_UPG, //int number; + "level3upg", //char *name; "In addition to the basic Dragoon abilities, the Advanced " "Dragoon has 3 barbs which may be used to attack humans " "from a distance.", - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; LEVEL3_UPG_HEALTH, //int health; 0.0f, //float fallDamage; LEVEL3_UPG_REGEN, //float regenRate; SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL3_UPG, //weapon_t startWeapon + WP_ALEVEL3_UPG, //weapon_t startWeapon; 0.0f, //float buildDist; 110, //int fov; 0.0005f, //float bob; @@ -1127,18 +1127,18 @@ static const classAttributes_t bg_classList[ ] = LEVEL3_UPG_VALUE //int value; }, { - PCL_ALIEN_LEVEL4, //int classnum; - "level4", //char *classname; + PCL_ALIEN_LEVEL4, //int number; + "level4", //char *name; "A large alien with a strong melee attack, this class can " "also charge at enemy humans and structures, inflicting " "great damage. Any humans or their structures caught under " "a falling Tyrant will be crushed by its weight.", - ( 1 << S3 ), //int stages + ( 1 << S3 ), //int stages; LEVEL4_HEALTH, //int health; 0.0f, //float fallDamage; LEVEL4_REGEN, //float regenRate; SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL4, //weapon_t startWeapon + WP_ALEVEL4, //weapon_t startWeapon; 0.0f, //float buildDist; 90, //int fov; 0.001f, //float bob; @@ -1156,15 +1156,15 @@ static const classAttributes_t bg_classList[ ] = LEVEL4_VALUE //int value; }, { - PCL_HUMAN, //int classnum; - "human_base", //char *classname; + PCL_HUMAN, //int number; + "human_base", //char *name; "", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; 100, //int health; 1.0f, //float fallDamage; 0.0f, //float regenRate; SCA_TAKESFALLDAMAGE|SCA_CANUSELADDERS, //int abilities; - WP_NONE, //special-cased in g_client.c //weapon_t startWeapon + WP_NONE, //special-cased in g_client.c //weapon_t startWeapon; 110.0f, //float buildDist; 90, //int fov; 0.002f, //float bob; @@ -1182,16 +1182,15 @@ static const classAttributes_t bg_classList[ ] = ALIEN_CREDITS_PER_KILL //int value; }, { - PCL_HUMAN_BSUIT, //int classnum; - "human_bsuit", //char *classname; + PCL_HUMAN_BSUIT, //int number; + "human_bsuit", //char *name; "", - ( 1 << S3 ), //int stages + ( 1 << S3 ), //int stages; 100, //int health; 1.0f, //float fallDamage; 0.0f, //float regenRate; - SCA_TAKESFALLDAMAGE| - SCA_CANUSELADDERS, //int abilities; - WP_NONE, //special-cased in g_client.c //weapon_t startWeapon + SCA_TAKESFALLDAMAGE|SCA_CANUSELADDERS, //int abilities; + WP_NONE, //special-cased in g_client.c //weapon_t startWeapon; 110.0f, //float buildDist; 90, //int fov; 0.002f, //float bob; @@ -1698,11 +1697,11 @@ void BG_InitClassConfigs( void ) static const weaponAttributes_t bg_weapons[ ] = { { - WP_ALEVEL0, //int weaponNum; + WP_ALEVEL0, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "level0", //char *weaponName; + "level0", //char *name; "Bite", //char *humanName; "", 0, //int maxAmmo; @@ -1723,11 +1722,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ALEVEL1, //int weaponNum; + WP_ALEVEL1, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "level1", //char *weaponName; + "level1", //char *name; "Claws", //char *humanName; "", 0, //int maxAmmo; @@ -1748,11 +1747,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ALEVEL1_UPG, //int weaponNum; + WP_ALEVEL1_UPG, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "level1upg", //char *weaponName; + "level1upg", //char *name; "Claws Upgrade", //char *humanName; "", 0, //int maxAmmo; @@ -1763,7 +1762,7 @@ static const weaponAttributes_t bg_weapons[ ] = LEVEL1_PCLOUD_REPEAT, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; - LEVEL1_CLAW_U_K_SCALE,//float knockbackScale; + LEVEL1_CLAW_U_K_SCALE, //float knockbackScale; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean canZoom; @@ -1773,11 +1772,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ALEVEL2, //int weaponNum; + WP_ALEVEL2, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "level2", //char *weaponName; + "level2", //char *name; "Bite", //char *humanName; "", 0, //int maxAmmo; @@ -1788,7 +1787,7 @@ static const weaponAttributes_t bg_weapons[ ] = 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; - LEVEL2_CLAW_K_SCALE, //float knockbackScale; + LEVEL2_CLAW_K_SCALE, //float knockbackScale; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean canZoom; @@ -1798,11 +1797,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ALEVEL2_UPG, //int weaponNum; + WP_ALEVEL2_UPG, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "level2upg", //char *weaponName; + "level2upg", //char *name; "Zap", //char *humanName; "", 0, //int maxAmmo; @@ -1810,10 +1809,10 @@ static const weaponAttributes_t bg_weapons[ ] = qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; LEVEL2_CLAW_U_REPEAT, //int repeatRate1; - LEVEL2_AREAZAP_REPEAT,//int repeatRate2; + LEVEL2_AREAZAP_REPEAT, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; - LEVEL2_CLAW_U_K_SCALE,//float knockbackScale; + LEVEL2_CLAW_U_K_SCALE, //float knockbackScale; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean canZoom; @@ -1823,11 +1822,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ALEVEL3, //int weaponNum; + WP_ALEVEL3, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "level3", //char *weaponName; + "level3", //char *name; "Pounce", //char *humanName; "", 0, //int maxAmmo; @@ -1848,11 +1847,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ALEVEL3_UPG, //int weaponNum; + WP_ALEVEL3_UPG, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "level3upg", //char *weaponName; + "level3upg", //char *name; "Pounce (upgrade)", //char *humanName; "", 3, //int maxAmmo; @@ -1861,9 +1860,9 @@ static const weaponAttributes_t bg_weapons[ ] = qfalse, //int usesEnergy; LEVEL3_CLAW_U_REPEAT, //int repeatRate1; 0, //int repeatRate2; - LEVEL3_BOUNCEBALL_REPEAT,//int repeatRate3; + LEVEL3_BOUNCEBALL_REPEAT, //int repeatRate3; 0, //int reloadTime; - LEVEL3_CLAW_U_K_SCALE,//float knockbackScale; + LEVEL3_CLAW_U_K_SCALE, //float knockbackScale; qfalse, //qboolean hasAltMode; qtrue, //qboolean hasThirdMode; qfalse, //qboolean canZoom; @@ -1873,11 +1872,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ALEVEL4, //int weaponNum; + WP_ALEVEL4, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "level4", //char *weaponName; + "level4", //char *name; "Charge", //char *humanName; "", 0, //int maxAmmo; @@ -1898,11 +1897,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_BLASTER, //int weaponNum; + WP_BLASTER, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; 0, //int slots; - "blaster", //char *weaponName; + "blaster", //char *name; "Blaster", //char *humanName; "", 0, //int maxAmmo; @@ -1923,11 +1922,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_MACHINEGUN, //int weaponNum; + WP_MACHINEGUN, //int number; RIFLE_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "rifle", //char *weaponName; + "rifle", //char *name; "Rifle", //char *humanName; "Basic weapon. Cased projectile weapon, with a slow clip based " "reload system.", @@ -1949,11 +1948,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_PAIN_SAW, //int weaponNum; + WP_PAIN_SAW, //int number; PAINSAW_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "psaw", //char *weaponName; + "psaw", //char *name; "Pain Saw", //char *humanName; "Similar to a chainsaw, but instead of a chain it has an " "electric arc capable of dealing a great deal of damage at " @@ -1976,11 +1975,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_SHOTGUN, //int weaponNum; + WP_SHOTGUN, //int number; SHOTGUN_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "shotgun", //char *weaponName; + "shotgun", //char *name; "Shotgun", //char *humanName; "Close range weapon that is useful against larger foes. " "It has a slow repeat rate, but can be devastatingly " @@ -1993,7 +1992,7 @@ static const weaponAttributes_t bg_weapons[ ] = 0, //int repeatRate2; 0, //int repeatRate3; SHOTGUN_RELOAD, //int reloadTime; - SHOTGUN_K_SCALE, //float knockbackScale; + SHOTGUN_K_SCALE, //float knockbackScale; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean canZoom; @@ -2003,11 +2002,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_LAS_GUN, //int weaponNum; + WP_LAS_GUN, //int number; LASGUN_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "lgun", //char *weaponName; + "lgun", //char *name; "Las Gun", //char *humanName; "Slightly more powerful than the basic rifle, rapidly fires " "small packets of energy.", @@ -2029,11 +2028,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_MASS_DRIVER, //int weaponNum; + WP_MASS_DRIVER, //int number; MDRIVER_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "mdriver", //char *weaponName; + "mdriver", //char *name; "Mass Driver", //char *humanName; "A portable particle accelerator which causes minor nuclear " "reactions at the point of impact. It has a very large " @@ -2056,11 +2055,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_CHAINGUN, //int weaponNum; + WP_CHAINGUN, //int number; CHAINGUN_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "chaingun", //char *weaponName; + "chaingun", //char *name; "Chaingun", //char *humanName; "Belt drive, cased projectile weapon. It has a high repeat " "rate but a wide firing angle and is therefore relatively " @@ -2083,11 +2082,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_FLAMER, //int weaponNum; + WP_FLAMER, //int number; FLAMER_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "flamer", //char *weaponName; + "flamer", //char *name; "Flame Thrower", //char *humanName; "Sprays fire at its target. It is powered by compressed " "gas. The relatively low rate of fire means this weapon is most " @@ -2110,11 +2109,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_PULSE_RIFLE, //int weaponNum; + WP_PULSE_RIFLE, //int number; PRIFLE_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "prifle", //char *weaponName; + "prifle", //char *name; "Pulse Rifle", //char *humanName; "An energy weapon that fires rapid pulses of concentrated energy.", PRIFLE_CLIPS, //int maxAmmo; @@ -2135,11 +2134,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_LUCIFER_CANNON, //int weaponNum; + WP_LUCIFER_CANNON, //int number; LCANNON_PRICE, //int price; - ( 1 << S3 ), //int stages + ( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "lcannon", //char *weaponName; + "lcannon", //char *name; "Lucifer Cannon", //char *humanName; "Blaster technology scaled up to deliver devastating power. " "Primary fire must be charged before firing. It has a quick " @@ -2149,7 +2148,7 @@ static const weaponAttributes_t bg_weapons[ ] = qfalse, //int infiniteAmmo; qtrue, //int usesEnergy; LCANNON_REPEAT, //int repeatRate1; - LCANNON_SECONDARY_REPEAT, //int repeatRate2; + LCANNON_SECONDARY_REPEAT, //int repeatRate2; 0, //int repeatRate3; LCANNON_RELOAD, //int reloadTime; LCANNON_K_SCALE, //float knockbackScale; @@ -2162,11 +2161,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_GRENADE, //int weaponNum; + WP_GRENADE, //int number; GRENADE_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_NONE, //int slots; - "grenade", //char *weaponName; + "grenade", //char *name; "Grenade", //char *humanName; "", 1, //int maxAmmo; @@ -2187,11 +2186,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_LOCKBLOB_LAUNCHER, //int weaponNum; + WP_LOCKBLOB_LAUNCHER, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "lockblob", //char *weaponName; + "lockblob", //char *name; "Lock Blob", //char *humanName; "", 0, //int maxAmmo; @@ -2212,11 +2211,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_HIVE, //int weaponNum; + WP_HIVE, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "hive", //char *weaponName; + "hive", //char *name; "Hive", //char *humanName; "", 0, //int maxAmmo; @@ -2237,11 +2236,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_TESLAGEN, //int weaponNum; + WP_TESLAGEN, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "teslagen", //char *weaponName; + "teslagen", //char *name; "Tesla Generator", //char *humanName; "", 0, //int maxAmmo; @@ -2262,11 +2261,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_MGTURRET, //int weaponNum; + WP_MGTURRET, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "mgturret", //char *weaponName; + "mgturret", //char *name; "Machinegun Turret", //char *humanName; "", 0, //int maxAmmo; @@ -2287,22 +2286,22 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_HUMANS //team_t team; }, { - WP_ABUILD, //int weaponNum; + WP_ABUILD, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "abuild", //char *weaponName; + "abuild", //char *name; "Alien build weapon", //char *humanName; "", 0, //int maxAmmo; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; - ABUILDER_BUILD_REPEAT,//int repeatRate1; + ABUILDER_BUILD_REPEAT, //int repeatRate1; ABUILDER_CLAW_REPEAT, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; - ABUILDER_CLAW_K_SCALE,//float knockbackScale; + ABUILDER_CLAW_K_SCALE, //float knockbackScale; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean canZoom; @@ -2312,22 +2311,22 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ABUILD2, //int weaponNum; + WP_ABUILD2, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "abuildupg", //char *weaponName; - "Alien build weapon2",//char *humanName; + "abuildupg", //char *name; + "Alien build weapon2", //char *humanName; "", 0, //int maxAmmo; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; - ABUILDER_BUILD_REPEAT,//int repeatRate1; + ABUILDER_BUILD_REPEAT, //int repeatRate1; ABUILDER_CLAW_REPEAT, //int repeatRate2; ABUILDER_BLOB_REPEAT, //int repeatRate3; 0, //int reloadTime; - ABUILDER_CLAW_K_SCALE,//float knockbackScale; + ABUILDER_CLAW_K_SCALE, //float knockbackScale; qtrue, //qboolean hasAltMode; qtrue, //qboolean hasThirdMode; qfalse, //qboolean canZoom; @@ -2337,11 +2336,11 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_HBUILD, //int weaponNum; + WP_HBUILD, //int number; HBUILD_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_WEAPON, //int slots; - "ckit", //char *weaponName; + "ckit", //char *name; "Construction Kit", //char *humanName; "Used for building structures. This includes " "spawns, power and basic defense. More structures become " @@ -2417,117 +2416,117 @@ qboolean BG_WeaponAllowedInStage( weapon_t weapon, stage_t stage ) static const upgradeAttributes_t bg_upgrades[ ] = { { - UP_LIGHTARMOUR, //int upgradeNum; + UP_LIGHTARMOUR, //int number; LIGHTARMOUR_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots; - "larmour", //char *upgradeName; + "larmour", //char *name; "Light Armour", //char *humanName; "Protective armour that helps to defend against light alien melee " "attacks.", "icons/iconu_larmour", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; + qtrue, //qboolean purchasable; + qfalse, //qboolean usable; + TEAM_HUMANS //team_t team; }, { - UP_HELMET, //int upgradeNum; + UP_HELMET, //int number; HELMET_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_HEAD, //int slots; - "helmet", //char *upgradeName; + "helmet", //char *name; "Helmet", //char *humanName; "In addition to protecting your head, the helmet provides a " "scanner indicating the presence of any friendly or hostile " "lifeforms and structures in your immediate vicinity.", "icons/iconu_helmet", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; + qtrue, //qboolean purchasable; + qfalse, //qboolean usable; + TEAM_HUMANS //team_t team; }, { - UP_MEDKIT, //int upgradeNum; + UP_MEDKIT, //int number; MEDKIT_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_NONE, //int slots; - "medkit", //char *upgradeName; + "medkit", //char *name; "Medkit", //char *humanName; "", "icons/iconu_atoxin", - qfalse, //qboolean purchasable - qtrue, //qboolean usable - TEAM_HUMANS //team_t team; + qfalse, //qboolean purchasable; + qtrue, //qboolean usable; + TEAM_HUMANS //team_t team; }, { - UP_BATTPACK, //int upgradeNum; + UP_BATTPACK, //int number; BATTPACK_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_BACKPACK, //int slots; - "battpack", //char *upgradeName; + "battpack", //char *name; "Battery Pack", //char *humanName; "Back-mounted battery pack that permits storage of one and a half " "times the normal energy capacity for energy weapons.", "icons/iconu_battpack", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; + qtrue, //qboolean purchasable; + qfalse, //qboolean usable; + TEAM_HUMANS //team_t team; }, { - UP_JETPACK, //int upgradeNum; + UP_JETPACK, //int number; JETPACK_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_BACKPACK, //int slots; - "jetpack", //char *upgradeName; + "jetpack", //char *name; "Jet Pack", //char *humanName; "Back-mounted jet pack that enables the user to fly to remote " "locations. It is very useful against alien spawns in hard " "to reach spots.", "icons/iconu_jetpack", - qtrue, //qboolean purchasable - qtrue, //qboolean usable - TEAM_HUMANS //team_t team; + qtrue, //qboolean purchasable; + qtrue, //qboolean usable; + TEAM_HUMANS //team_t team; }, { - UP_BATTLESUIT, //int upgradeNum; + UP_BATTLESUIT, //int number; BSUIT_PRICE, //int price; - ( 1 << S3 ), //int stages - SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int slots; - "bsuit", //char *upgradeName; + ( 1 << S3 ), //int stages; + SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int slots; + "bsuit", //char *name; "Battlesuit", //char *humanName; "A full body armour that is highly effective at repelling alien attacks. " "It allows the user to enter hostile situations with a greater degree " "of confidence.", "icons/iconu_bsuit", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; + qtrue, //qboolean purchasable; + qfalse, //qboolean usable; + TEAM_HUMANS //team_t team; }, { - UP_GRENADE, //int upgradeNum; + UP_GRENADE, //int number; GRENADE_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ),//int stages + ( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_NONE, //int slots; - "gren", //char *upgradeName; + "gren", //char *name; "Grenade", //char *humanName; "A small incendinary device ideal for damaging tightly packed " "alien structures. Has a five second timer.", 0, - qtrue, //qboolean purchasable - qtrue, //qboolean usable - TEAM_HUMANS //team_t team; + qtrue, //qboolean purchasable; + qtrue, //qboolean usable; + TEAM_HUMANS //team_t team; }, { - UP_AMMO, //int upgradeNum; + UP_AMMO, //int number; 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages; SLOT_NONE, //int slots; - "ammo", //char *upgradeName; + "ammo", //char *name; "Ammunition", //char *humanName; "Ammunition for the currently held weapon.", 0, - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; + qtrue, //qboolean purchasable; + qfalse, //qboolean usable; + TEAM_HUMANS //team_t team; } }; @@ -2764,7 +2763,7 @@ char *eventnames[ ] = "EV_DEATH3", "EV_OBITUARY", - "EV_GIB_PLAYER", // gib a previously living player + "EV_GIB_PLAYER", "EV_BUILD_CONSTRUCT", "EV_BUILD_DESTROY", diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 759e8774..c68c507b 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -35,10 +35,8 @@ pml_t pml; float pm_stopspeed = 100.0f; float pm_duckScale = 0.25f; float pm_swimScale = 0.50f; -float pm_wadeScale = 0.70f; float pm_accelerate = 10.0f; -float pm_airaccelerate = 1.0f; float pm_wateraccelerate = 4.0f; float pm_flyaccelerate = 4.0f; @@ -502,7 +500,7 @@ static float PM_CmdScale( usercmd_t *cmd ) ================ PM_SetMovementDir -Determine the rotation of the legs reletive +Determine the rotation of the legs relative to the facing dir ================ */ @@ -678,10 +676,7 @@ static qboolean PM_CheckWallJump( void ) !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && trace.plane.normal[ 2 ] < MIN_WALK_NORMAL ) { - if( !VectorCompare( trace.plane.normal, pm->ps->grapplePoint ) ) - { - VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); - } + VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); } else return qfalse; @@ -1783,12 +1778,12 @@ static void PM_CrashLand( void ) if( delta > AVG_FALL_DISTANCE ) { - if( PM_Live( pm->ps->pm_type ) ) + if( PM_Alive( pm->ps->pm_type ) ) PM_AddEvent( EV_FALL_FAR ); } else if( delta > MIN_FALL_DISTANCE ) { - if( PM_Live( pm->ps->pm_type ) ) + if( PM_Alive( pm->ps->pm_type ) ) PM_AddEvent( EV_FALL_MEDIUM ); } else @@ -3632,7 +3627,7 @@ void PmoveSingle( pmove_t *pmove ) pm = pmove; // this counter lets us debug movement problems with a journal - // by setting a conditional breakpoint fot the previous frame + // by setting a conditional breakpoint for the previous frame c_pmove++; // clear results diff --git a/src/game/bg_public.h b/src/game/bg_public.h index bbb2f08b..ba43b1f9 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -117,7 +117,7 @@ typedef enum PM_NOCLIP, // noclip movement PM_SPECTATOR, // still run into walls PM_JETPACK, // jetpack physics - PM_GRABBED, // like dead, but for when the player is still live + PM_GRABBED, // like dead, but for when the player is still alive PM_DEAD, // no acceleration or turning, but free falling PM_FREEZE, // stuck in place with no control PM_INTERMISSION // no movement or status bar @@ -126,7 +126,7 @@ typedef enum // pmtype_t categories #define PM_Paralyzed( x ) ( (x) == PM_DEAD || (x) == PM_FREEZE ||\ (x) == PM_INTERMISSION ) -#define PM_Live( x ) ( (x) == PM_NORMAL || (x) == PM_JETPACK ||\ +#define PM_Alive( x ) ( (x) == PM_NORMAL || (x) == PM_JETPACK ||\ (x) == PM_GRABBED ) typedef enum @@ -429,13 +429,8 @@ typedef enum BA_NUM_BUILDABLES } buildable_t; -// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS]) -#define PLAYEREVENT_DENIEDREWARD 0x0001 -#define PLAYEREVENT_GAUNTLETREWARD 0x0002 -#define PLAYEREVENT_HOLYSHIT 0x0004 - // entityState_t->event values -// entity events are for effects that take place reletive +// entity events are for effects that take place relative // to an existing entities origin. Very network efficient. // two bits at the top of the entityState->event field @@ -520,7 +515,7 @@ typedef enum EV_DEATH3, EV_OBITUARY, - EV_GIB_PLAYER, // gib a previously living player + EV_GIB_PLAYER, EV_BUILD_CONSTRUCT, EV_BUILD_DESTROY, @@ -570,7 +565,7 @@ typedef enum MN_CMD_SPEC, MN_CMD_ALIEN, MN_CMD_HUMAN, - MN_CMD_LIVING, + MN_CMD_ALIVE, //alien stuff MN_A_CLASS, diff --git a/src/game/g_active.c b/src/game/g_active.c index aa8bfc5d..9e6a56b0 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -40,7 +40,7 @@ void P_DamageFeedback( gentity_t *player ) vec3_t angles; client = player->client; - if( !PM_Live( client->ps.pm_type ) ) + if( !PM_Alive( client->ps.pm_type ) ) return; // total points of damage shot at the player this frame @@ -735,9 +735,9 @@ void ClientTimerActions( gentity_t *ent, int msec ) else client->voiceEnthusiasm = 0.0f; - client->pers.aliveSeconds++; + client->pers.secondsAlive++; if( g_freeFundPeriod.integer > 0 && - client->pers.aliveSeconds % g_freeFundPeriod.integer == 0 ) + client->pers.secondsAlive % g_freeFundPeriod.integer == 0 ) { // Give clients some credit periodically if( G_TimeTilSuddenDeath( ) > 0 ) diff --git a/src/game/g_admin.c b/src/game/g_admin.c index 3b8dcdab..6fca16a0 100644 --- a/src/game/g_admin.c +++ b/src/game/g_admin.c @@ -12,7 +12,7 @@ and Travis Maurer. The functionality of this code mimics the behaviour of the currently inactive project shrubet (http://www.etstats.com/shrubet/index.php?ver=2) by Ryan Mannion. However, shrubet was a closed-source project and -none of it's code has been copied, only it's functionality. +none of its code has been copied, only its functionality. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 58977872..305fb117 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -586,7 +586,7 @@ qboolean G_FindCreep( gentity_t *self ) if( !self->client && self->s.groundEntityNum == ENTITYNUM_NONE ) return qtrue; - //if self does not have a parentNode or it's parentNode is invalid find a new one + //if self does not have a parentNode or its parentNode is invalid, then find a new one if( self->client || self->parentNode == NULL || !self->parentNode->inuse || self->parentNode->health <= 0 ) { @@ -1466,7 +1466,6 @@ void ATrapper_FindEnemy( gentity_t *ent, int range ) int start; // iterate through entities - // note that if we exist then level.num_entities != 0 start = rand( ) / ( RAND_MAX / level.num_entities + 1 ); for( i = start; i < level.num_entities + start; i++ ) { @@ -1594,7 +1593,6 @@ think function */ void HSpawn_Disappear( gentity_t *self ) { - self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed self->timestamp = level.time; G_QueueBuildPoints( self ); G_RewardAttackers( self ); @@ -2071,7 +2069,7 @@ void HMedistat_Think( gentity_t *self ) if( self->enemy == player && player->client && player->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS && player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && - PM_Live( player->client->ps.pm_type ) ) + PM_Alive( player->client->ps.pm_type ) ) { occupied = qtrue; player->client->ps.stats[ STAT_STATE ] |= SS_HEALING_ACTIVE; @@ -2094,7 +2092,7 @@ void HMedistat_Think( gentity_t *self ) { if( ( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] || player->client->ps.stats[ STAT_STAMINA ] < STAMINA_MAX ) && - PM_Live( player->client->ps.pm_type ) ) + PM_Alive( player->client->ps.pm_type ) ) { self->enemy = player; @@ -3650,7 +3648,6 @@ static gentity_t *G_Build( gentity_t *builder, buildable_t buildable, break; } - built->s.number = built - g_entities; built->r.contents = CONTENTS_BODY; built->clipmask = MASK_PLAYERSOLID; built->enemy = NULL; @@ -3865,7 +3862,7 @@ static gentity_t *G_FinishSpawningBuildable( gentity_t *ent, qboolean force ) ============ G_SpawnBuildableThink -Complete spawning a buildable using it's placeholder +Complete spawning a buildable using its placeholder ============ */ static void G_SpawnBuildableThink( gentity_t *ent ) diff --git a/src/game/g_client.c b/src/game/g_client.c index edb8942c..01986061 100644 --- a/src/game/g_client.c +++ b/src/game/g_client.c @@ -464,7 +464,6 @@ static void SpawnCorpse( gentity_t *ent ) VectorCopy( ent->s.apos.trBase, body->s.angles ); body->s.eFlags = EF_DEAD; body->s.eType = ET_CORPSE; - body->s.number = body - g_entities; body->timestamp = level.time; body->s.event = 0; body->r.contents = CONTENTS_CORPSE; @@ -1127,9 +1126,9 @@ char *ClientConnect( int clientNum, qboolean firstTime ) =========== ClientBegin -called when a client has finished connecting, and is ready -to be placed into the level. This will happen every level load, -and on transition between teams, but doesn't happen on respawns +Called when a client has finished connecting, and is ready +to be placed into the level. This will happen on every +level load and level restart, but doesn't happen on respawns. ============ */ void ClientBegin( int clientNum ) diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c index a3831ae0..4e6288a8 100644 --- a/src/game/g_cmds.c +++ b/src/game/g_cmds.c @@ -600,7 +600,7 @@ void Cmd_Team_f( gentity_t *ent ) // stop switching teams for gameplay exploit reasons by enforcing a long // wait before they can come back - if( !force && !g_cheats.integer && ent->client->pers.aliveSeconds && + if( !force && !g_cheats.integer && ent->client->pers.secondsAlive && level.time - ent->client->pers.teamChangeTime < 30000 ) { trap_SendServerCommand( ent-g_entities, @@ -1776,7 +1776,6 @@ void Cmd_Class_f( gentity_t *ent ) return; } - //guard against selling the HBUILD weapons exploit if( ent->client->sess.spectatorState == SPECTATOR_NOT && ( currentClass == PCL_ALIEN_BUILDER0 || currentClass == PCL_ALIEN_BUILDER0_UPG ) && @@ -3067,35 +3066,35 @@ int G_FloodLimited( gentity_t *ent ) commands_t cmds[ ] = { { "a", CMD_MESSAGE|CMD_INTERMISSION, Cmd_AdminMessage_f }, - { "build", CMD_TEAM|CMD_LIVING, Cmd_Build_f }, - { "buy", CMD_HUMAN|CMD_LIVING, Cmd_Buy_f }, + { "build", CMD_TEAM|CMD_ALIVE, Cmd_Build_f }, + { "buy", CMD_HUMAN|CMD_ALIVE, Cmd_Buy_f }, { "callteamvote", CMD_MESSAGE|CMD_TEAM, Cmd_CallVote_f }, { "callvote", CMD_MESSAGE, Cmd_CallVote_f }, { "class", CMD_TEAM, Cmd_Class_f }, - { "damage", CMD_CHEAT|CMD_LIVING, Cmd_Damage_f }, - { "deconstruct", CMD_TEAM|CMD_LIVING, Cmd_Destroy_f }, - { "destroy", CMD_CHEAT|CMD_TEAM|CMD_LIVING, Cmd_Destroy_f }, + { "damage", CMD_CHEAT|CMD_ALIVE, Cmd_Damage_f }, + { "deconstruct", CMD_TEAM|CMD_ALIVE, Cmd_Destroy_f }, + { "destroy", CMD_CHEAT|CMD_TEAM|CMD_ALIVE, Cmd_Destroy_f }, { "follow", CMD_SPEC, Cmd_Follow_f }, { "follownext", CMD_SPEC, Cmd_FollowCycle_f }, { "followprev", CMD_SPEC, Cmd_FollowCycle_f }, - { "give", CMD_CHEAT|CMD_TEAM|CMD_LIVING, Cmd_Give_f }, - { "god", CMD_CHEAT|CMD_TEAM|CMD_LIVING, Cmd_God_f }, + { "give", CMD_CHEAT|CMD_TEAM|CMD_ALIVE, Cmd_Give_f }, + { "god", CMD_CHEAT|CMD_TEAM|CMD_ALIVE, Cmd_God_f }, { "ignore", 0, Cmd_Ignore_f }, - { "itemact", CMD_HUMAN|CMD_LIVING, Cmd_ActivateItem_f }, - { "itemdeact", CMD_HUMAN|CMD_LIVING, Cmd_DeActivateItem_f }, - { "itemtoggle", CMD_HUMAN|CMD_LIVING, Cmd_ToggleItem_f }, - { "kill", CMD_TEAM|CMD_LIVING, Cmd_Kill_f }, + { "itemact", CMD_HUMAN|CMD_ALIVE, Cmd_ActivateItem_f }, + { "itemdeact", CMD_HUMAN|CMD_ALIVE, Cmd_DeActivateItem_f }, + { "itemtoggle", CMD_HUMAN|CMD_ALIVE, Cmd_ToggleItem_f }, + { "kill", CMD_TEAM|CMD_ALIVE, Cmd_Kill_f }, { "listmaps", CMD_MESSAGE|CMD_INTERMISSION, Cmd_ListMaps_f }, { "m", CMD_MESSAGE|CMD_INTERMISSION, Cmd_PrivateMessage_f }, { "mt", CMD_MESSAGE|CMD_INTERMISSION, Cmd_PrivateMessage_f }, { "noclip", CMD_CHEAT_TEAM, Cmd_Noclip_f }, - { "notarget", CMD_CHEAT|CMD_TEAM|CMD_LIVING, Cmd_Notarget_f }, - { "reload", CMD_HUMAN|CMD_LIVING, Cmd_Reload_f }, + { "notarget", CMD_CHEAT|CMD_TEAM|CMD_ALIVE, Cmd_Notarget_f }, + { "reload", CMD_HUMAN|CMD_ALIVE, Cmd_Reload_f }, { "say", CMD_MESSAGE|CMD_INTERMISSION, Cmd_Say_f }, - { "say_area", CMD_MESSAGE|CMD_TEAM|CMD_LIVING, Cmd_SayArea_f }, + { "say_area", CMD_MESSAGE|CMD_TEAM|CMD_ALIVE, Cmd_SayArea_f }, { "say_team", CMD_MESSAGE|CMD_INTERMISSION, Cmd_Say_f }, { "score", CMD_INTERMISSION, ScoreboardMessage }, - { "sell", CMD_HUMAN|CMD_LIVING, Cmd_Sell_f }, + { "sell", CMD_HUMAN|CMD_ALIVE, Cmd_Sell_f }, { "setviewpos", CMD_CHEAT_TEAM, Cmd_SetViewpos_f }, { "team", 0, Cmd_Team_f }, { "teamvote", CMD_TEAM, Cmd_Vote_f }, @@ -3187,11 +3186,11 @@ void ClientCommand( int clientNum ) return; } - if( command->cmdFlags & CMD_LIVING && + if( command->cmdFlags & CMD_ALIVE && ( ent->client->ps.stats[ STAT_HEALTH ] <= 0 || ent->client->sess.spectatorState != SPECTATOR_NOT ) ) { - G_TriggerMenu( clientNum, MN_CMD_LIVING ); + G_TriggerMenu( clientNum, MN_CMD_ALIVE ); return; } diff --git a/src/game/g_local.h b/src/game/g_local.h index 5df8b2bf..255359f5 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -37,11 +37,8 @@ typedef struct gclient_s gclient_t; #define INFINITE 1000000 #define FRAMETIME 100 // msec -#define CARNAGE_REWARD_TIME 3000 -#define REWARD_SPRITE_TIME 2000 #define INTERMISSION_DELAY_TIME 1000 -#define SP_INTERMISSION_DELAY_TIME 5000 // gentity->flags #define FL_GODMODE 0x00000010 @@ -72,8 +69,6 @@ typedef enum MODEL_2TO1 } moverState_t; -#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3" - //============================================================================ struct gentity_s @@ -253,11 +248,6 @@ typedef enum CON_CONNECTED } clientConnected_t; -// the auto following clients don't follow a specific client -// number, but instead follow the first two active players -#define FOLLOW_ACTIVE1 -1 -#define FOLLOW_ACTIVE2 -2 - // client data that stays across multiple levels or tournament restarts // this is achieved by writing all the data to cvar strings at game shutdown // time and reading them back at connection time. Anything added here @@ -323,7 +313,7 @@ typedef struct namelog_t *namelog; g_admin_admin_t *admin; - int aliveSeconds; // time player has been alive in seconds + int secondsAlive; // time player has been alive in seconds qboolean hasHealed; // has healed a player (basi regen aura) in the last 10sec (for score use) // used to save persistant[] values while in SPECTATOR_FOLLOW mode @@ -542,7 +532,7 @@ typedef struct struct gentity_s *gentities; int gentitySize; - int num_entities; // current number, <= MAX_GENTITIES + int num_entities; // MAX_CLIENTS <= num_entities <= ENTITYNUM_MAX_NORMAL int warmupTime; // restart match at this time @@ -619,8 +609,8 @@ typedef struct float averageNumHumanClients; int numHumanSamples; - int numLiveAlienClients; - int numLiveHumanClients; + int numAlienClientsAlive; + int numHumanClientsAlive; int alienBuildPoints; int alienBuildPointQueue; @@ -689,7 +679,7 @@ typedef struct #define CMD_SPEC 0x0010 // must be a spectator #define CMD_ALIEN 0x0020 #define CMD_HUMAN 0x0040 -#define CMD_LIVING 0x0080 +#define CMD_ALIVE 0x0080 #define CMD_INTERMISSION 0x0100 // valid during intermission typedef struct @@ -840,9 +830,7 @@ void G_FreeEntity( gentity_t *e ); qboolean G_EntitiesFree( void ); void G_TouchTriggers( gentity_t *ent ); -void G_TouchSolids( gentity_t *ent ); -float *tv( float x, float y, float z ); char *vtos( const vec3_t v ); float vectoyaw( const vec3_t vec ); @@ -850,7 +838,7 @@ float vectoyaw( const vec3_t vec ); void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ); void G_AddEvent( gentity_t *ent, int event, int eventParm ); void G_BroadcastEvent( int event, int eventParm ); -void G_SetOrigin( gentity_t *ent, vec3_t origin ); +void G_SetOrigin( gentity_t *ent, const vec3_t origin ); void AddRemap(const char *oldShader, const char *newShader, float timeOffset); const char *BuildShaderStateConfig( void ); @@ -877,7 +865,6 @@ qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, floa qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod, int team ); float G_RewardAttackers( gentity_t *self ); -void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ); void AddScore( gentity_t *ent, int score ); void G_LogDestruction( gentity_t *self, gentity_t *actor, int mod ); @@ -962,7 +949,6 @@ void G_ClearPlayerZapEffects( gentity_t *player ); // g_client.c // void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap ); -team_t TeamCount( int ignoreClientNum, int team ); void G_SetClientViewAngle( gentity_t *ent, vec3_t angle ); gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles ); gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); @@ -1220,8 +1206,6 @@ void trap_LinkEntity( gentity_t *ent ); void trap_UnlinkEntity( gentity_t *ent ); int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); -int trap_BotAllocateClient( void ); -void trap_BotFreeClient( int clientNum ); void trap_GetUsercmd( int clientNum, usercmd_t *cmd ); qboolean trap_GetEntityToken( char *buffer, int bufferSize ); diff --git a/src/game/g_main.c b/src/game/g_main.c index d262a011..efc33a1d 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -1430,8 +1430,8 @@ void CalculateRanks( void ) memset( level.numVotingClients, 0, sizeof( level.numVotingClients ) ); level.numAlienClients = 0; level.numHumanClients = 0; - level.numLiveAlienClients = 0; - level.numLiveHumanClients = 0; + level.numAlienClientsAlive = 0; + level.numHumanClientsAlive = 0; for( i = 0; i < level.maxclients; i++ ) { @@ -1454,19 +1454,19 @@ void CalculateRanks( void ) { level.numAlienClients++; if( level.clients[ i ].sess.spectatorState == SPECTATOR_NOT ) - level.numLiveAlienClients++; + level.numAlienClientsAlive++; } else if( level.clients[ i ].pers.teamSelection == TEAM_HUMANS ) { level.numHumanClients++; if( level.clients[ i ].sess.spectatorState == SPECTATOR_NOT ) - level.numLiveHumanClients++; + level.numHumanClientsAlive++; } } } } - level.numNonSpectatorClients = level.numLiveAlienClients + - level.numLiveHumanClients; + level.numNonSpectatorClients = level.numAlienClientsAlive + + level.numHumanClientsAlive; level.numVotingClients[ TEAM_ALIENS ] = level.numAlienClients; level.numVotingClients[ TEAM_HUMANS ] = level.numHumanClients; P[ i ] = '\0'; @@ -1965,7 +1965,7 @@ void CheckExitRules( void ) ( !level.uncondAlienWin && ( level.time > level.startTime + 1000 ) && ( level.numAlienSpawns == 0 ) && - ( level.numLiveAlienClients == 0 ) ) ) + ( level.numAlienClientsAlive == 0 ) ) ) { //humans win level.lastWin = TEAM_HUMANS; @@ -1976,7 +1976,7 @@ void CheckExitRules( void ) else if( level.uncondAlienWin || ( ( level.time > level.startTime + 1000 ) && ( level.numHumanSpawns == 0 ) && - ( level.numLiveHumanClients == 0 ) ) ) + ( level.numHumanClientsAlive == 0 ) ) ) { //aliens win level.lastWin = TEAM_ALIENS; diff --git a/src/game/g_mover.c b/src/game/g_mover.c index 0ff748eb..1cf681ae 100644 --- a/src/game/g_mover.c +++ b/src/game/g_mover.c @@ -33,8 +33,6 @@ PUSHMOVE =============================================================================== */ -void MatchTeam( gentity_t *teamLeader, int moverState, int time ); - typedef struct { gentity_t *ent; @@ -279,7 +277,7 @@ qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t ** listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES ); - // move the pusher to it's final position + // move the pusher to its final position VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin ); VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles ); trap_LinkEntity( pusher ); @@ -1231,7 +1229,7 @@ static void manualDoorTriggerSpectator( gentity_t *door, gentity_t *player ) ================ manualTriggerSpectator -Trip to skip the closest door targetted by trigger +Trip to skip the closest door targeted by trigger ================ */ void manualTriggerSpectator( gentity_t *trigger, gentity_t *player ) @@ -1740,7 +1738,7 @@ PLAT ============== Touch_Plat -Don't allow decent if a living player is on it +Don't allow to descend if a player is on it and is alive =============== */ void Touch_Plat( gentity_t *ent, gentity_t *other, trace_t *trace ) @@ -1910,7 +1908,7 @@ void Touch_Button( gentity_t *ent, gentity_t *other, trace_t *trace ) /*QUAKED func_button (0 .5 .8) ? -When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. +When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again. "model2" .md3 model to also draw "angle" determines the opening direction diff --git a/src/game/g_public.h b/src/game/g_public.h index cb3a27b2..683502ef 100644 --- a/src/game/g_public.h +++ b/src/game/g_public.h @@ -78,8 +78,8 @@ typedef struct { // when a trace call is made and passEntityNum != ENTITYNUM_NONE, // an ent will be excluded from testing if: // ent->s.number == passEntityNum (don't interact with self) - // ent->s.ownerNum = passEntityNum (don't interact with your own missiles) - // entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner) + // ent->r.ownerNum == passEntityNum (don't interact with your own missiles) + // entity[ent->r.ownerNum].r.ownerNum == passEntityNum (don't interact with other missiles from owner) int ownerNum; } entityShared_t; diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c index 78946712..bc42da6d 100644 --- a/src/game/g_spawn.c +++ b/src/game/g_spawn.c @@ -96,15 +96,10 @@ typedef enum { F_INT, F_FLOAT, - F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL - F_GSTRING, // string on disk, pointer in memory, TAG_GAME + F_STRING, F_VECTOR, F_VECTOR4, - F_ANGLEHACK, - F_ENTITY, // index on disk, pointer in memory - F_ITEM, // index on disk, pointer in memory - F_CLIENT, // index on disk, pointer in memory - F_IGNORE + F_ANGLEHACK } fieldtype_t; typedef struct @@ -112,7 +107,6 @@ typedef struct char *name; size_t ofs; fieldtype_t type; - int flags; } field_t; field_t fields[ ] = @@ -123,25 +117,24 @@ field_t fields[ ] = {"angles", FOFS(s.angles), F_VECTOR}, {"animation", FOFS(animation), F_VECTOR4}, {"bounce", FOFS(physicsBounce), F_FLOAT}, - {"classname", FOFS(classname), F_LSTRING}, + {"classname", FOFS(classname), F_STRING}, {"count", FOFS(count), F_INT}, {"dmg", FOFS(damage), F_INT}, {"health", FOFS(health), F_INT}, - {"light", 0, F_IGNORE}, - {"message", FOFS(message), F_LSTRING}, - {"model", FOFS(model), F_LSTRING}, - {"model2", FOFS(model2), F_LSTRING}, + {"message", FOFS(message), F_STRING}, + {"model", FOFS(model), F_STRING}, + {"model2", FOFS(model2), F_STRING}, {"origin", FOFS(s.origin), F_VECTOR}, {"radius", FOFS(pos2), F_VECTOR}, {"random", FOFS(random), F_FLOAT}, {"rotatorAngle", FOFS(rotatorAngle), F_FLOAT}, {"spawnflags", FOFS(spawnflags), F_INT}, {"speed", FOFS(speed), F_FLOAT}, - {"target", FOFS(target), F_LSTRING}, - {"targetname", FOFS(targetname), F_LSTRING}, - {"targetShaderName", FOFS(targetShaderName), F_LSTRING}, - {"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING}, - {"team", FOFS(team), F_LSTRING}, + {"target", FOFS(target), F_STRING}, + {"targetname", FOFS(targetname), F_STRING}, + {"targetShaderName", FOFS(targetShaderName), F_STRING}, + {"targetShaderNewName", FOFS(targetShaderNewName), F_STRING}, + {"team", FOFS(team), F_STRING}, {"wait", FOFS(wait), F_FLOAT} }; @@ -400,7 +393,7 @@ void G_ParseField( const char *key, const char *value, gentity_t *ent ) switch( f->type ) { - case F_LSTRING: + case F_STRING: *(char **)( b + f->ofs ) = G_NewString( value ); break; @@ -435,10 +428,6 @@ void G_ParseField( const char *key, const char *value, gentity_t *ent ) ( (float *)( b + f->ofs ) )[ 1 ] = v; ( (float *)( b + f->ofs ) )[ 2 ] = 0; break; - - default: - case F_IGNORE: - break; } } diff --git a/src/game/g_target.c b/src/game/g_target.c index bad37806..8b2bb261 100644 --- a/src/game/g_target.c +++ b/src/game/g_target.c @@ -159,7 +159,7 @@ void SP_target_speaker( gentity_t *ent ) if( !G_SpawnString( "noise", "NOSOUND", &s ) ) G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) ); - // force all client reletive sounds to be "activator" speakers that + // force all client relative sounds to be "activator" speakers that // play on the entity that activates it if( s[ 0 ] == '*' ) ent->spawnflags |= 8; diff --git a/src/game/g_utils.c b/src/game/g_utils.c index 8a06aa5f..3a4bd3f4 100644 --- a/src/game/g_utils.c +++ b/src/game/g_utils.c @@ -701,7 +701,7 @@ G_SetOrigin Sets the pos trajectory for a fixed position ================ */ -void G_SetOrigin( gentity_t *ent, vec3_t origin ) +void G_SetOrigin( gentity_t *ent, const vec3_t origin ) { VectorCopy( origin, ent->s.pos.trBase ); ent->s.pos.trType = TR_STATIONARY; diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index dcd65a09..dfa96ab3 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -1263,7 +1263,7 @@ qboolean CheckPounceAttack( gentity_t *ent ) if( ent->client->pmext.pouncePayload <= 0 ) return qfalse; - // In case the goon lands on his target, he get's one shot after landing + // In case the goon lands on his target, he gets one shot after landing payload = ent->client->pmext.pouncePayload; if( !( ent->client->ps.pm_flags & PMF_CHARGE ) ) ent->client->pmext.pouncePayload = 0; diff --git a/src/game/tremulous.h b/src/game/tremulous.h index daf4c56f..146b4790 100644 --- a/src/game/tremulous.h +++ b/src/game/tremulous.h @@ -503,12 +503,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define BSUIT_POISON_PROTECTION 3 #define BSUIT_PCLOUD_PROTECTION 3000 -#define MGCLIP_PRICE 0 - -#define CGAMMO_PRICE 0 - -#define GAS_PRICE 0 - #define MEDKIT_POISON_IMMUNITY_TIME 0 #define MEDKIT_STARTUP_TIME 4000 #define MEDKIT_STARTUP_SPEED 5 @@ -521,7 +515,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA * _SPLASHDAMGE - the amount of damage caused by this buildable when it blows up * _SPLASHRADIUS - the radius around which it does this damage * - * REACTOR_BASESIZE - the maximum distance a buildable can be from an reactor + * REACTOR_BASESIZE - the maximum distance a buildable can be from a reactor * REPEATER_BASESIZE - the maximum distance a buildable can be from a repeater * HUMAN_BHLTH_MODIFIER - overall health modifier for coarse tuning * diff --git a/src/master/messages.c b/src/master/messages.c index a86e7957..a41ef4d3 100644 --- a/src/master/messages.c +++ b/src/master/messages.c @@ -510,7 +510,7 @@ void HandleMessage (const char* msg, size_t length, { server_t* server; - // If it's an heartbeat + // If it's a heartbeat if (!strncmp (S2M_HEARTBEAT, msg, strlen (S2M_HEARTBEAT))) { char gameId [64]; diff --git a/src/qcommon/cmd.c b/src/qcommon/cmd.c index 7972d053..d575f491 100644 --- a/src/qcommon/cmd.c +++ b/src/qcommon/cmd.c @@ -826,7 +826,6 @@ void Cmd_ExecuteString( const char *text ) { } // send it as a server command if we are connected - // this will usually result in a chat message CL_ForwardCommandToServer ( text ); } |