remove a bunch of unused stuff from game
From /dev/humancontroller.
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af90948182
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ad8d3dc567
2 changed files with 2 additions and 23 deletions
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@ -118,7 +118,6 @@ struct gentity_s {
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int timestamp; // body queue sinking, etc
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int timestamp; // body queue sinking, etc
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float angle; // set in editor, -1 = up, -2 = down
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char *target;
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char *target;
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char *targetname;
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char *targetname;
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char *team;
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char *team;
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@ -214,11 +213,6 @@ typedef struct {
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float lastfraggedcarrier;
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float lastfraggedcarrier;
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} playerTeamState_t;
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} playerTeamState_t;
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// the auto following clients don't follow a specific client
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// number, but instead follow the first two active players
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#define FOLLOW_ACTIVE1 -1
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#define FOLLOW_ACTIVE2 -2
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// client data that stays across multiple levels or tournament restarts
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// client data that stays across multiple levels or tournament restarts
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// this is achieved by writing all the data to cvar strings at game shutdown
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// this is achieved by writing all the data to cvar strings at game shutdown
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// time and reading them back at connection time. Anything added here
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// time and reading them back at connection time. Anything added here
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@ -479,7 +473,6 @@ void G_FreeEntity( gentity_t *e );
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qboolean G_EntitiesFree( void );
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qboolean G_EntitiesFree( void );
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void G_TouchTriggers (gentity_t *ent);
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void G_TouchTriggers (gentity_t *ent);
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void G_TouchSolids (gentity_t *ent);
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float *tv (float x, float y, float z);
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float *tv (float x, float y, float z);
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char *vtos( const vec3_t v );
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char *vtos( const vec3_t v );
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@ -575,8 +568,6 @@ gentity_t *SelectSpawnPoint (vec3_t avoidPoint, vec3_t origin, vec3_t angles, qb
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void CopyToBodyQue( gentity_t *ent );
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void CopyToBodyQue( gentity_t *ent );
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void ClientRespawn(gentity_t *ent);
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void ClientRespawn(gentity_t *ent);
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void BeginIntermission (void);
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void BeginIntermission (void);
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void InitClientPersistant (gclient_t *client);
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void InitClientResp (gclient_t *client);
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void InitBodyQue (void);
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void InitBodyQue (void);
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void ClientSpawn( gentity_t *ent );
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void ClientSpawn( gentity_t *ent );
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void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
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void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
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@ -599,25 +590,15 @@ void FireWeapon( gentity_t *ent );
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void G_StartKamikaze( gentity_t *ent );
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void G_StartKamikaze( gentity_t *ent );
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#endif
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#endif
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//
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// p_hud.c
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//
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void MoveClientToIntermission (gentity_t *client);
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void G_SetStats (gentity_t *ent);
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void DeathmatchScoreboardMessage (gentity_t *client);
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//
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//
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// g_cmds.c
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// g_cmds.c
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//
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//
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void DeathmatchScoreboardMessage( gentity_t *ent );
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//
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// g_pweapon.c
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//
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//
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//
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// g_main.c
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// g_main.c
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//
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//
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void MoveClientToIntermission( gentity_t *ent );
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void FindIntermissionPoint( void );
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void FindIntermissionPoint( void );
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void SetLeader(int team, int client);
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void SetLeader(int team, int client);
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void CheckTeamLeader( int team );
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void CheckTeamLeader( int team );
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@ -33,8 +33,6 @@ PUSHMOVE
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===============================================================================
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===============================================================================
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*/
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*/
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void MatchTeam( gentity_t *teamLeader, int moverState, int time );
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typedef struct {
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typedef struct {
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gentity_t *ent;
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gentity_t *ent;
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vec3_t origin;
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vec3_t origin;
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