Bug 5094 - Code cleanup, patch by Zack Middleton and DevHC. Fixes unused-but-set gcc warnings
This commit is contained in:
parent
1ea7ab1f42
commit
23f6fd1633
85 changed files with 246 additions and 496 deletions
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@ -904,9 +904,9 @@ static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) {
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p = CG_ConfigString(CS_LOCATIONS + ci->location);
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if (!p || !*p)
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p = "unknown";
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len = CG_DrawStrlen(p);
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if (len > lwidth)
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len = lwidth;
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// len = CG_DrawStrlen(p);
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// if (len > lwidth)
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// len = lwidth;
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// xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth +
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// ((lwidth/2 - len/2) * TINYCHAR_WIDTH);
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@ -1348,8 +1348,8 @@ CG_DrawTeamInfo
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*/
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#ifndef MISSIONPACK
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static void CG_DrawTeamInfo( void ) {
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int w, h;
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int i, len;
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int h;
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int i;
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vec4_t hcolor;
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int chatHeight;
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@ -1370,16 +1370,6 @@ static void CG_DrawTeamInfo( void ) {
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h = (cgs.teamChatPos - cgs.teamLastChatPos) * TINYCHAR_HEIGHT;
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w = 0;
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for (i = cgs.teamLastChatPos; i < cgs.teamChatPos; i++) {
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len = CG_DrawStrlen(cgs.teamChatMsgs[i % chatHeight]);
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if (len > w)
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w = len;
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}
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w *= TINYCHAR_WIDTH;
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w += TINYCHAR_WIDTH * 2;
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED ) {
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hcolor[0] = 1.0f;
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hcolor[1] = 0.0f;
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@ -1924,7 +1914,7 @@ CG_DrawCrosshair3D
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*/
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static void CG_DrawCrosshair3D(void)
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{
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float w, h;
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float w;
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qhandle_t hShader;
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float f;
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int ca;
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@ -1947,14 +1937,13 @@ static void CG_DrawCrosshair3D(void)
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return;
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}
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w = h = cg_crosshairSize.value;
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w = cg_crosshairSize.value;
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// pulse the size of the crosshair when picking up items
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f = cg.time - cg.itemPickupBlendTime;
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if ( f > 0 && f < ITEM_BLOB_TIME ) {
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f /= ITEM_BLOB_TIME;
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w *= ( 1 + f );
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h *= ( 1 + f );
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}
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ca = cg_drawCrosshair.integer;
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@ -2164,7 +2153,6 @@ static void CG_DrawTeamVote(void) {
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static qboolean CG_DrawScoreboard( void ) {
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#ifdef MISSIONPACK
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static qboolean firstTime = qtrue;
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float fade, *fadeColor;
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if (menuScoreboard) {
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menuScoreboard->window.flags &= ~WINDOW_FORCED;
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@ -2188,20 +2176,15 @@ static qboolean CG_DrawScoreboard( void ) {
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}
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if ( cg.showScores || cg.predictedPlayerState.pm_type == PM_DEAD || cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
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fade = 1.0;
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fadeColor = colorWhite;
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} else {
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fadeColor = CG_FadeColor( cg.scoreFadeTime, FADE_TIME );
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if ( !fadeColor ) {
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if ( !CG_FadeColor( cg.scoreFadeTime, FADE_TIME ) ) {
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// next time scoreboard comes up, don't print killer
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cg.deferredPlayerLoading = 0;
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cg.killerName[0] = 0;
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firstTime = qtrue;
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return qfalse;
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}
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fade = *fadeColor;
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}
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}
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if (menuScoreboard == NULL) {
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if ( cgs.gametype >= GT_TEAM ) {
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@ -2361,9 +2344,12 @@ static void CG_DrawWarmup( void ) {
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int w;
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int sec;
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int i;
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float scale;
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clientInfo_t *ci1, *ci2;
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#ifdef MISSIONPACK
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float scale;
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#else
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int cw;
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#endif
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clientInfo_t *ci1, *ci2;
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const char *s;
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sec = cg.warmup;
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@ -2464,30 +2450,41 @@ static void CG_DrawWarmup( void ) {
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break;
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}
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}
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scale = 0.45f;
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#ifdef MISSIONPACK
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switch ( cg.warmupCount ) {
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case 0:
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cw = 28;
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scale = 0.54f;
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break;
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case 1:
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cw = 24;
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scale = 0.51f;
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break;
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case 2:
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cw = 20;
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scale = 0.48f;
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break;
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default:
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cw = 16;
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scale = 0.45f;
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break;
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}
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#ifdef MISSIONPACK
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w = CG_Text_Width(s, scale, 0);
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CG_Text_Paint(320 - w / 2, 125, scale, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE);
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w = CG_Text_Width(s, scale, 0);
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CG_Text_Paint(320 - w / 2, 125, scale, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE);
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#else
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switch ( cg.warmupCount ) {
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case 0:
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cw = 28;
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break;
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case 1:
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cw = 24;
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break;
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case 2:
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cw = 20;
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break;
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default:
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cw = 16;
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break;
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}
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w = CG_DrawStrlen( s );
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CG_DrawStringExt( 320 - w * cw/2, 70, s, colorWhite,
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qfalse, qtrue, cw, (int)(cw * 1.5), 0 );
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@ -671,7 +671,8 @@ Also called by client movement prediction code
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void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) {
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centity_t *cent;
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vec3_t oldOrigin, origin, deltaOrigin;
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vec3_t oldAngles, angles, deltaAngles;
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vec3_t oldAngles, angles;
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//vec3_t deltaAngles;
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if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
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VectorCopy( in, out );
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@ -691,7 +692,7 @@ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int
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BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles );
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VectorSubtract( origin, oldOrigin, deltaOrigin );
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VectorSubtract( angles, oldAngles, deltaAngles );
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//VectorSubtract( angles, oldAngles, deltaAngles );
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VectorAdd( in, deltaOrigin, out );
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@ -599,11 +599,10 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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DEBUGNAME("EV_JUMP_PAD");
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// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm );
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{
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localEntity_t *smoke;
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vec3_t up = {0, 0, 1};
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smoke = CG_SmokePuff( cent->lerpOrigin, up,
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CG_SmokePuff( cent->lerpOrigin, up,
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32,
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1, 1, 1, 0.33f,
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1000,
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@ -150,10 +150,6 @@ typedef struct {
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int painDirection; // flip from 0 to 1
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int lightningFiring;
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// railgun trail spawning
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vec3_t railgunImpact;
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qboolean railgunFlash;
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int railFireTime;
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// machinegun spinning
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@ -419,7 +415,6 @@ typedef struct weaponInfo_s {
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sfxHandle_t readySound;
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sfxHandle_t firingSound;
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qboolean loopFireSound;
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} weaponInfo_t;
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@ -837,7 +832,7 @@ typedef struct {
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sfxHandle_t sfx_ric1;
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sfxHandle_t sfx_ric2;
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sfxHandle_t sfx_ric3;
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sfxHandle_t sfx_railg;
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//sfxHandle_t sfx_railg;
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sfxHandle_t sfx_rockexp;
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sfxHandle_t sfx_plasmaexp;
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#ifdef MISSIONPACK
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@ -862,7 +857,6 @@ typedef struct {
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sfxHandle_t obeliskRespawnSound;
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sfxHandle_t winnerSound;
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sfxHandle_t loserSound;
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sfxHandle_t youSuckSound;
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#endif
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sfxHandle_t gibSound;
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sfxHandle_t gibBounce1Sound;
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@ -629,9 +629,6 @@ void CG_AddKamikaze( localEntity_t *le ) {
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le->angles.trBase[1] = random() * 360;
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le->angles.trBase[2] = random() * 360;
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}
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else {
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c = 0;
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}
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memset(&shockwave, 0, sizeof(shockwave));
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shockwave.hModel = cgs.media.kamikazeShockWave;
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shockwave.reType = RT_MODEL;
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@ -725,7 +725,7 @@ static void CG_RegisterSounds( void ) {
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cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse);
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cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse);
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cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse);
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cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
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//cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
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cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
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cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
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#ifdef MISSIONPACK
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@ -742,7 +742,6 @@ static void CG_RegisterSounds( void ) {
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cgs.media.kamikazeFarSound = trap_S_RegisterSound( "sound/items/kam_explode_far.wav", qfalse );
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cgs.media.winnerSound = trap_S_RegisterSound( "sound/feedback/voc_youwin.wav", qfalse );
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cgs.media.loserSound = trap_S_RegisterSound( "sound/feedback/voc_youlose.wav", qfalse );
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cgs.media.youSuckSound = trap_S_RegisterSound( "sound/misc/yousuck.wav", qfalse );
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cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse);
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cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse);
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@ -160,52 +160,42 @@ void CG_SelectPrevPlayer( void ) {
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static void CG_DrawPlayerArmorIcon( rectDef_t *rect, qboolean draw2D ) {
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centity_t *cent;
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playerState_t *ps;
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vec3_t angles;
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vec3_t origin;
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if ( cg_drawStatus.integer == 0 ) {
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if ( cg_drawStatus.integer == 0 ) {
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return;
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}
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cent = &cg_entities[cg.snap->ps.clientNum];
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ps = &cg.snap->ps;
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if ( draw2D || ( !cg_draw3dIcons.integer && cg_drawIcons.integer) ) {
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CG_DrawPic( rect->x, rect->y + rect->h/2 + 1, rect->w, rect->h, cgs.media.armorIcon );
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} else if (cg_draw3dIcons.integer) {
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VectorClear( angles );
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origin[0] = 90;
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origin[1] = 0;
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origin[2] = -10;
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angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0;
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CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cgs.media.armorModel, 0, origin, angles );
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}
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} else if (cg_draw3dIcons.integer) {
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VectorClear( angles );
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origin[0] = 90;
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origin[1] = 0;
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origin[2] = -10;
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angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0f;
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CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cgs.media.armorModel, 0, origin, angles );
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}
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}
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static void CG_DrawPlayerArmorValue(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) {
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char num[16];
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int value;
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centity_t *cent;
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int value;
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playerState_t *ps;
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cent = &cg_entities[cg.snap->ps.clientNum];
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ps = &cg.snap->ps;
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value = ps->stats[STAT_ARMOR];
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if (shader) {
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trap_R_SetColor( color );
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trap_R_SetColor( color );
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CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader);
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trap_R_SetColor( NULL );
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trap_R_SetColor( NULL );
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} else {
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Com_sprintf (num, sizeof(num), "%i", value);
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value = CG_Text_Width(num, scale, 0);
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CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle);
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CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle);
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}
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}
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@ -220,29 +210,27 @@ static float healthColors[4][4] = {
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static void CG_DrawPlayerAmmoIcon( rectDef_t *rect, qboolean draw2D ) {
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centity_t *cent;
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playerState_t *ps;
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vec3_t angles;
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vec3_t origin;
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cent = &cg_entities[cg.snap->ps.clientNum];
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ps = &cg.snap->ps;
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if ( draw2D || (!cg_draw3dIcons.integer && cg_drawIcons.integer) ) {
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qhandle_t icon;
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icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
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qhandle_t icon;
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icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
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if ( icon ) {
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CG_DrawPic( rect->x, rect->y, rect->w, rect->h, icon );
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CG_DrawPic( rect->x, rect->y, rect->w, rect->h, icon );
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}
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} else if (cg_draw3dIcons.integer) {
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if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) {
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VectorClear( angles );
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origin[0] = 70;
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origin[1] = 0;
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origin[2] = 0;
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angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 );
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CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
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}
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}
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} else if (cg_draw3dIcons.integer) {
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if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) {
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VectorClear( angles );
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origin[0] = 70;
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origin[1] = 0;
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origin[2] = 0;
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angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 );
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CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
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}
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}
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}
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static void CG_DrawPlayerAmmoValue(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) {
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@ -364,7 +352,7 @@ static void CG_DrawSelectedPlayerArmor( rectDef_t *rect, float scale, vec4_t col
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}
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qhandle_t CG_StatusHandle(int task) {
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qhandle_t h = cgs.media.assaultShader;
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qhandle_t h;
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switch (task) {
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case TEAMTASK_OFFENSE :
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h = cgs.media.assaultShader;
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@ -858,9 +858,7 @@ void CG_AddParticles (void)
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float alpha;
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float time, time2;
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vec3_t org;
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int color;
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cparticle_t *active, *tail;
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int type;
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vec3_t rotate_ang;
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if (!initparticles)
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@ -965,16 +963,12 @@ void CG_AddParticles (void)
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if (alpha > 1.0)
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alpha = 1;
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color = p->color;
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time2 = time*time;
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org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
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org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
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org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;
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type = p->type;
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CG_AddParticleToScene (p, org, alpha);
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}
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@ -1682,8 +1676,8 @@ qboolean ValidBloodPool (vec3_t start)
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vec3_t angles;
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vec3_t right, up;
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vec3_t this_pos, x_pos, center_pos, end_pos;
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float x, y;
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float fwidth, fheight;
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int x, y;
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int fwidth, fheight;
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trace_t trace;
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vec3_t normal;
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@ -1575,7 +1575,6 @@ CG_DustTrail
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*/
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static void CG_DustTrail( centity_t *cent ) {
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int anim;
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localEntity_t *dust;
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vec3_t end, vel;
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trace_t tr;
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@ -1607,7 +1606,7 @@ static void CG_DustTrail( centity_t *cent ) {
|
|||
end[2] -= 16;
|
||||
|
||||
VectorSet(vel, 0, 0, -30);
|
||||
dust = CG_SmokePuff( end, vel,
|
||||
CG_SmokePuff( end, vel,
|
||||
24,
|
||||
.8f, .8f, 0.7f, 0.33f,
|
||||
500,
|
||||
|
|
|
@ -295,7 +295,10 @@ CG_CheckLocalSounds
|
|||
==================
|
||||
*/
|
||||
void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
|
||||
int highScore, health, armor, reward;
|
||||
int highScore, reward;
|
||||
#ifdef MISSIONPACK
|
||||
int health, armor;
|
||||
#endif
|
||||
sfxHandle_t sfx;
|
||||
|
||||
// don't play the sounds if the player just changed teams
|
||||
|
@ -305,9 +308,9 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
|
|||
|
||||
// hit changes
|
||||
if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
|
||||
#ifdef MISSIONPACK
|
||||
armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
|
||||
health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
|
||||
#ifdef MISSIONPACK
|
||||
if (armor > 50 ) {
|
||||
trap_S_StartLocalSound( cgs.media.hitSoundHighArmor, CHAN_LOCAL_SOUND );
|
||||
} else if (armor || health > 100) {
|
||||
|
|
|
@ -213,7 +213,7 @@ CG_RailTrail
|
|||
==========================
|
||||
*/
|
||||
void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) {
|
||||
vec3_t axis[36], move, move2, next_move, vec, temp;
|
||||
vec3_t axis[36], move, move2, vec, temp;
|
||||
float len;
|
||||
int i, j, skip;
|
||||
|
||||
|
@ -271,7 +271,6 @@ void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) {
|
|||
}
|
||||
|
||||
VectorMA(move, 20, vec, move);
|
||||
VectorCopy(move, next_move);
|
||||
VectorScale (vec, SPACING, vec);
|
||||
|
||||
skip = -1;
|
||||
|
@ -471,7 +470,6 @@ static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {
|
|||
vec3_t velocity, xvelocity, origin;
|
||||
vec3_t offset, xoffset;
|
||||
vec3_t v[3];
|
||||
int t, startTime, step;
|
||||
|
||||
float waterScale = 1.0f;
|
||||
|
||||
|
@ -479,11 +477,7 @@ static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {
|
|||
return;
|
||||
}
|
||||
|
||||
step = 50;
|
||||
|
||||
es = ¢->currentState;
|
||||
startTime = cent->trailTime;
|
||||
t = step * ( (startTime + step) / step );
|
||||
|
||||
BG_EvaluateTrajectory( &es->pos, cg.time, origin );
|
||||
|
||||
|
@ -528,21 +522,21 @@ static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {
|
|||
VectorScale( xvelocity, waterScale, le->pos.trDelta );
|
||||
|
||||
AxisCopy( axisDefault, re->axis );
|
||||
re->shaderTime = cg.time / 1000.0f;
|
||||
re->reType = RT_SPRITE;
|
||||
re->radius = 0.25f;
|
||||
re->shaderTime = cg.time / 1000.0f;
|
||||
re->reType = RT_SPRITE;
|
||||
re->radius = 0.25f;
|
||||
re->customShader = cgs.media.railRingsShader;
|
||||
le->bounceFactor = 0.3f;
|
||||
|
||||
re->shaderRGBA[0] = wi->flashDlightColor[0] * 63;
|
||||
re->shaderRGBA[1] = wi->flashDlightColor[1] * 63;
|
||||
re->shaderRGBA[2] = wi->flashDlightColor[2] * 63;
|
||||
re->shaderRGBA[3] = 63;
|
||||
re->shaderRGBA[0] = wi->flashDlightColor[0] * 63;
|
||||
re->shaderRGBA[1] = wi->flashDlightColor[1] * 63;
|
||||
re->shaderRGBA[2] = wi->flashDlightColor[2] * 63;
|
||||
re->shaderRGBA[3] = 63;
|
||||
|
||||
le->color[0] = wi->flashDlightColor[0] * 0.2;
|
||||
le->color[1] = wi->flashDlightColor[1] * 0.2;
|
||||
le->color[2] = wi->flashDlightColor[2] * 0.2;
|
||||
le->color[3] = 0.25f;
|
||||
le->color[0] = wi->flashDlightColor[0] * 0.2;
|
||||
le->color[1] = wi->flashDlightColor[1] * 0.2;
|
||||
le->color[2] = wi->flashDlightColor[2] * 0.2;
|
||||
le->color[3] = 0.25f;
|
||||
|
||||
le->angles.trType = TR_LINEAR;
|
||||
le->angles.trTime = cg.time;
|
||||
|
@ -680,8 +674,6 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
|
||||
}
|
||||
|
||||
weaponInfo->loopFireSound = qfalse;
|
||||
|
||||
switch ( weaponNum ) {
|
||||
case WP_GAUNTLET:
|
||||
MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
|
||||
|
@ -708,8 +700,6 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
|
||||
weaponInfo->missileTrailFunc = CG_GrappleTrail;
|
||||
weaponInfo->missileDlight = 200;
|
||||
weaponInfo->wiTrailTime = 2000;
|
||||
weaponInfo->trailRadius = 64;
|
||||
MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
|
||||
weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
|
||||
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
|
||||
|
@ -719,7 +709,6 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
#ifdef MISSIONPACK
|
||||
case WP_CHAINGUN:
|
||||
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/vulcan/wvulfire.wav", qfalse );
|
||||
weaponInfo->loopFireSound = qtrue;
|
||||
MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
|
||||
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf1b.wav", qfalse );
|
||||
weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf2b.wav", qfalse );
|
||||
|
@ -1135,28 +1124,6 @@ static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
|
|||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
===============
|
||||
CG_SpawnRailTrail
|
||||
|
||||
Origin will be the exact tag point, which is slightly
|
||||
different than the muzzle point used for determining hits.
|
||||
===============
|
||||
*/
|
||||
static void CG_SpawnRailTrail( centity_t *cent, vec3_t origin ) {
|
||||
clientInfo_t *ci;
|
||||
|
||||
if ( cent->currentState.weapon != WP_RAILGUN ) {
|
||||
return;
|
||||
}
|
||||
if ( !cent->pe.railgunFlash ) {
|
||||
return;
|
||||
}
|
||||
cent->pe.railgunFlash = qtrue;
|
||||
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
|
||||
CG_RailTrail( ci, origin, cent->pe.railgunImpact );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
======================
|
||||
|
@ -1338,7 +1305,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
// continuous flash
|
||||
} else {
|
||||
// impulse flash
|
||||
if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) {
|
||||
if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -1375,9 +1342,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
// add lightning bolt
|
||||
CG_LightningBolt( nonPredictedCent, flash.origin );
|
||||
|
||||
// add rail trail
|
||||
CG_SpawnRailTrail( cent, flash.origin );
|
||||
|
||||
if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) {
|
||||
trap_R_AddLightToScene( flash.origin, 300 + (rand()&31), weapon->flashDlightColor[0],
|
||||
weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
|
||||
|
@ -1878,6 +1842,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
|
|||
case WP_RAILGUN:
|
||||
mod = cgs.media.ringFlashModel;
|
||||
shader = cgs.media.railExplosionShader;
|
||||
//sfx = cgs.media.sfx_railg;
|
||||
sfx = cgs.media.sfx_plasmaexp;
|
||||
mark = cgs.media.energyMarkShader;
|
||||
radius = 24;
|
||||
|
@ -1917,15 +1882,6 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
|
|||
}
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
|
||||
radius = 8;
|
||||
break;
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue