20 Sep 2009

This commit is contained in:
g-cont 2009-09-20 00:00:00 +04:00 committed by Alibek Omarov
parent 82e6c4b001
commit 5eca627c1d
24 changed files with 346 additions and 355 deletions

View File

@ -6,55 +6,6 @@
--------------------Configuration: client - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB5.tmp" with contents
[
/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "../common" /I "global" /I "hud" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\client\!debug/" /Fo"..\temp\client\!debug/" /Fd"..\temp\client\!debug/" /FD /c
"D:\Xash3D\src_main\client\global\view.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB5.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB6.tmp" with contents
[
msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\client\!debug/client.pdb" /debug /machine:I386 /nodefaultlib:"libc.lib" /def:".\client.def" /out:"..\temp\client\!debug/client.dll" /implib:"..\temp\client\!debug/client.lib" /pdbtype:sept /libpath:"..\common\libs"
"\Xash3D\src_main\temp\client\!debug\dll_int.obj"
"\Xash3D\src_main\temp\client\!debug\hud.obj"
"\Xash3D\src_main\temp\client\!debug\hud_ammo.obj"
"\Xash3D\src_main\temp\client\!debug\hud_ammohistory.obj"
"\Xash3D\src_main\temp\client\!debug\hud_battery.obj"
"\Xash3D\src_main\temp\client\!debug\hud_death.obj"
"\Xash3D\src_main\temp\client\!debug\hud_flashlight.obj"
"\Xash3D\src_main\temp\client\!debug\hud_geiger.obj"
"\Xash3D\src_main\temp\client\!debug\hud_health.obj"
"\Xash3D\src_main\temp\client\!debug\hud_icons.obj"
"\Xash3D\src_main\temp\client\!debug\hud_menu.obj"
"\Xash3D\src_main\temp\client\!debug\hud_message.obj"
"\Xash3D\src_main\temp\client\!debug\hud_motd.obj"
"\Xash3D\src_main\temp\client\!debug\hud_msg.obj"
"\Xash3D\src_main\temp\client\!debug\hud_saytext.obj"
"\Xash3D\src_main\temp\client\!debug\hud_scoreboard.obj"
"\Xash3D\src_main\temp\client\!debug\hud_sound.obj"
"\Xash3D\src_main\temp\client\!debug\hud_statusbar.obj"
"\Xash3D\src_main\temp\client\!debug\hud_text.obj"
"\Xash3D\src_main\temp\client\!debug\hud_train.obj"
"\Xash3D\src_main\temp\client\!debug\hud_warhead.obj"
"\Xash3D\src_main\temp\client\!debug\hud_zoom.obj"
"\Xash3D\src_main\temp\client\!debug\tempents.obj"
"\Xash3D\src_main\temp\client\!debug\triapi.obj"
"\Xash3D\src_main\temp\client\!debug\utils.obj"
"\Xash3D\src_main\temp\client\!debug\view.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB6.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB7.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\client\!debug\client.dll "D:\Xash3D\bin\client.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB7.bat"
Compiling...
view.cpp
Linking...
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\client\!debug\client.dll
‘ª®¯¨à®¢ ­® ä ©«®¢: 1.

View File

@ -158,20 +158,23 @@ void HUD_UpdateEntityVars( edict_t *ent, skyportal_t *sky, const entity_state_t
switch( state->ed_type )
{
case ED_CLIENT:
if( ent == GetLocalPlayer())
{
edict_t *viewent = GetViewModel();
// setup player viewmodel (only for local player!)
viewent->v.modelindex = state->viewmodel;
}
for( i = 0; i < 3; i++ )
{
ent->v.punchangle[i] = LerpAngle( prev->punch_angles[i], state->punch_angles[i], m_fLerp);
ent->v.viewangles[i] = LerpAngle( prev->viewangles[i], state->viewangles[i], m_fLerp);
ent->v.view_ofs[i] = LerpAngle( prev->viewoffset[i], state->viewoffset[i], m_fLerp);
}
ent->v.fov = LerpPoint( prev->fov, state->fov, m_fLerp );
if( prev->fov < 90 && state->fov == 90 ) ent->v.fov = state->fov; // fov is reset, so don't lerping
else ent->v.fov = LerpPoint( prev->fov, state->fov, m_fLerp );
if( ent == GetLocalPlayer())
{
edict_t *viewent = GetViewModel();
// setup player viewmodel (only for local player!)
viewent->v.modelindex = state->viewmodel;
gHUD.m_flFOV = ent->v.fov; // keep client fov an actual
}
break;
case ED_PORTAL:
case ED_MOVER:

View File

@ -315,6 +315,8 @@ void V_PreRender( ref_params_t *pparams )
// output
gHUD.m_CrosshairAngles = pparams->crosshairangle;
pparams->fov_x = gHUD.m_flFOV; // this is a final fov value
pparams->fov_y = V_CalcFov( pparams->fov_x, pparams->viewport[2], pparams->viewport[3] );
}

View File

@ -215,17 +215,12 @@ int CHud :: UpdateClientData( client_data_t *cdata, float time )
m_iKeyBits = cdata->iKeyBits;
m_iWeaponBits = cdata->iWeaponBits;
m_flFOV = cdata->fov;
Think();
cdata->iKeyBits = m_iKeyBits;
cdata->v_idlescale = m_iConcussionEffect;
// fov has been changed
if( m_flFOV != cdata->fov )
cdata->fov = m_flFOV;
if( m_flMouseSensitivity )
cdata->mouse_sensitivity = m_flMouseSensitivity;

View File

@ -333,6 +333,28 @@ void CHudAmmo :: Think( void )
}
}
if( Q_rint( gHUD.m_flFOV ) != gWR.iOldFOV )
{
if( m_pWeapon )
{
// update crosshairs
if( gHUD.m_flFOV >= 90 )
{
// normal crosshairs
if( m_pWeapon->iOnTarget && m_pWeapon->hAutoaim )
SetCrosshair(m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 );
else SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
}
else
{ // zoomed crosshairs
if( m_pWeapon->iOnTarget && m_pWeapon->hZoomedAutoaim )
SetCrosshair(m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 );
else SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 );
}
}
gWR.iOldFOV = gHUD.m_flFOV;
}
if( !gpActiveSel ) return;
// has the player selected one?
@ -566,20 +588,21 @@ int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf )
return 1;
m_pWeapon = pWeapon;
m_pWeapon->iOnTarget = fOnTarget;
// update crosshairs
if( gHUD.m_flFOV >= 90 )
{
// normal crosshairs
if( fOnTarget && m_pWeapon->hAutoaim )
if( m_pWeapon->iOnTarget && m_pWeapon->hAutoaim )
SetCrosshair(m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 );
else SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
}
else
{ // zoomed crosshairs
if( fOnTarget && m_pWeapon->hZoomedAutoaim )
if( m_pWeapon->iOnTarget && m_pWeapon->hZoomedAutoaim )
SetCrosshair(m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 );
else SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 );
}
m_fFade = 200.0f; //!!!

View File

@ -23,17 +23,18 @@
struct WEAPON
{
char szName[MAX_WEAPON_NAME];
int iAmmoType;
int iAmmo2Type;
int iMax1;
int iMax2;
int iSlot;
int iSlotPos;
int iFlags;
int iId;
int iClip;
int iCount; // # of itesm in plist
char szName[MAX_WEAPON_NAME];
int iAmmoType;
int iAmmo2Type;
int iMax1;
int iMax2;
int iSlot;
int iSlotPos;
int iFlags;
int iId;
int iClip;
int iCount; // # of itesm in plist
int iOnTarget; // weapon is onTarget
HSPRITE hActive;
wrect_t rcActive;

View File

@ -40,13 +40,14 @@ public:
void Reset( void )
{
iOldWeaponBits = 0;
iOldWeaponBits = iOldFOV = 0;
memset( rgSlots, 0, sizeof rgSlots );
memset( riAmmo, 0, sizeof riAmmo );
}
///// WEAPON /////
int iOldWeaponBits;
int iOldFOV;
WEAPON *GetWeapon( int iId ) { return &rgWeapons[iId]; }
void AddWeapon( WEAPON *wp )

View File

@ -48,8 +48,7 @@ typedef struct client_data_s
int iKeyBits; // Keyboard bits
int iWeaponBits; // came from pev->weapons
float v_idlescale; // view shake/rotate
float mouse_sensitivity; // used for menus
float fov; // field of view
float mouse_sensitivity; // used for menus and zoomed weapons
} client_data_t;
typedef struct cl_enginefuncs_s

View File

@ -430,7 +430,7 @@ shader_t pfnLoadShader( const char *szShaderName, int fShaderNoMip )
if( !re ) return 0; // render not initialized
if( !szShaderName || !*szShaderName )
{
MsgDev( D_ERROR, "CL_LoadShader: invalid shadername\n" );
MsgDev( D_ERROR, "CL_LoadShader: invalid shadername (%s)\n", fShaderNoMip ? "nomip" : "generic" );
return -1;
}

View File

@ -58,8 +58,16 @@ CL_MouseEvent
*/
void CL_MouseEvent( int mx, int my )
{
cl.mouse_x[cl.mouse_step] += mx;
cl.mouse_y[cl.mouse_step] += my;
if( UI_IsVisible( ))
{
// if the menu is visible, move the menu cursor
UI_MouseMove( mx, my );
}
else
{
cl.mouse_x[cl.mouse_step] += mx;
cl.mouse_y[cl.mouse_step] += my;
}
}
/*
@ -89,38 +97,30 @@ void CL_MouseMove( usercmd_t *cmd )
rate = com.sqrt( mx * mx + my * my ) / 0.5f;
if( UI_IsVisible( ))
if( cl.frame.ps.health <= 0 ) return;
if( cl.data.mouse_sensitivity == 0.0f ) cl.data.mouse_sensitivity = 1.0f;
accel_sensitivity = m_sensitivity->value + rate * cl_mouseaccel->value;
accel_sensitivity *= cl.data.mouse_sensitivity; // scale by fov
mx *= accel_sensitivity;
my *= accel_sensitivity;
// add mouse X/Y movement to cmd
if(( in_strafe.state & 1 ) || (lookstrafe->integer && mlook_active))
cmd->sidemove += m_side->value * mx;
else cl.refdef.cl_viewangles[YAW] -= m_yaw->value * mx;
if( mlook_active ) clgame.dllFuncs.pfnStopPitchDrift();
if( mlook_active && !( in_strafe.state & 1 ))
{
// if the menu is visible, move the menu cursor
UI_MouseMove( mx, my );
cl.refdef.cl_viewangles[PITCH] += m_pitch->value * my;
cl.refdef.cl_viewangles[PITCH] = bound( -70, cl.refdef.cl_viewangles[PITCH], 80 );
}
else if( cls.key_dest != key_menu )
else
{
if( cl.frame.ps.health <= 0 ) return;
if( cl.mouse_sens == 0.0f ) cl.mouse_sens = 1.0f;
accel_sensitivity = m_sensitivity->value + rate * cl_mouseaccel->value;
accel_sensitivity *= cl.mouse_sens; // scale by fov
mx *= accel_sensitivity;
my *= accel_sensitivity;
// add mouse X/Y movement to cmd
if(( in_strafe.state & 1 ) || (lookstrafe->integer && mlook_active))
cmd->sidemove += m_side->value * mx;
else cl.refdef.cl_viewangles[YAW] -= m_yaw->value * mx;
if( mlook_active ) clgame.dllFuncs.pfnStopPitchDrift();
if( mlook_active && !( in_strafe.state & 1 ))
{
cl.refdef.cl_viewangles[PITCH] += m_pitch->value * my;
cl.refdef.cl_viewangles[PITCH] = bound( -70, cl.refdef.cl_viewangles[PITCH], 80 );
}
else
{
if(( in_strafe.state & 1 ) && cl.frame.ps.movetype == MOVETYPE_NOCLIP )
cmd->upmove -= m_forward->value * my;
else cmd->forwardmove -= m_forward->value * my;
}
if(( in_strafe.state & 1 ) && cl.frame.ps.movetype == MOVETYPE_NOCLIP )
cmd->upmove -= m_forward->value * my;
else cmd->forwardmove -= m_forward->value * my;
}
}
@ -497,23 +497,28 @@ CL_FinishMove
*/
void CL_FinishMove( usercmd_t *cmd )
{
int ms;
static double extramsec = 0;
int ms;
// send milliseconds of time to apply the move
ms = cls.frametime * 1000;
extramsec += cls.frametime * 1000;
ms = extramsec;
extramsec -= ms; // fractional part is left for next frame
if( ms > 250 ) ms = 100; // time was unreasonable
cmd->msec = ms;
// send the current server time so the amount of movement
// can be determined without allowing cheating
cmd->servertime = cl.time;
if( cls.key_dest == key_game )
cmd->buttons = CL_ButtonBits( 1 );
// process commands with user dll's
cl.data.fov = cl.refdef.fov_x;
cl.data.iKeyBits = CL_ButtonBits( 0 );
cl.data.iWeaponBits = cl.frame.ps.weapons;
cl.data.mouse_sensitivity = cl.mouse_sens;
VectorCopy( cl.refdef.cl_viewangles, cmd->angles );
VectorCopy( cl.refdef.cl_viewangles, cl.data.angles );
@ -522,8 +527,6 @@ void CL_FinishMove( usercmd_t *cmd )
clgame.dllFuncs.pfnUpdateClientData( &cl.data, ( cl.time * 0.001f ));
CL_ResetButtonBits( cl.data.iKeyBits );
cl.refdef.fov_x = cl.data.fov;
cl.mouse_sens = cl.data.mouse_sensitivity;
in_cancel = 0;
}
@ -725,6 +728,7 @@ void CL_InitServerCommands( void )
Cmd_AddCommand ("give", NULL, "give specified item or weapon" );
Cmd_AddCommand ("intermission", NULL, "go to intermission" );
Cmd_AddCommand ("god", NULL, "classic cheat" );
Cmd_AddCommand ("fov", NULL, "set client field of view" );
}
/*

View File

@ -48,7 +48,6 @@ cvar_t *info_password;
cvar_t *info_spectator;
cvar_t *name;
cvar_t *rate;
cvar_t *fov;
client_static_t cls;
client_t cl;
@ -1100,7 +1099,6 @@ void CL_InitLocal( void )
info_spectator = Cvar_Get( "spectator", "0", CVAR_USERINFO, "spectator mode" );
name = Cvar_Get( "name", "unnamed", CVAR_USERINFO | CVAR_ARCHIVE, "player name" );
rate = Cvar_Get( "rate", "25000", CVAR_USERINFO | CVAR_ARCHIVE, "player network rate" ); // FIXME
fov = Cvar_Get( "fov", "90", CVAR_USERINFO | CVAR_ARCHIVE, "client fov" );
cl_showfps = Cvar_Get( "cl_showfps", "1", CVAR_ARCHIVE, "show client fps" );
// register our commands

View File

@ -442,10 +442,10 @@ SCR_Init
*/
void SCR_Init( void )
{
scr_showpause = Cvar_Get("scr_showpause", "1", 0, "show pause picture" );
scr_centertime = Cvar_Get("scr_centertime", "2.5", 0, "centerprint hold time" );
scr_printspeed = Cvar_Get("scr_printspeed", "8", 0, "centerprint speed of print" );
cl_levelshot_name = Cvar_Get( "cl_levelshot_name", "", 0, "contains path to current levelshot" );
scr_showpause = Cvar_Get( "scr_showpause", "1", 0, "show pause picture" );
scr_centertime = Cvar_Get( "scr_centertime", "2.5", 0, "centerprint hold time" );
scr_printspeed = Cvar_Get( "scr_printspeed", "8", 0, "centerprint speed of print" );
cl_levelshot_name = Cvar_Get( "cl_levelshot_name", MAP_DEFAULT_SHADER, 0, "contains path to current levelshot" );
scr_loading = Cvar_Get("scr_loading", "0", 0, "loading bar progress" );
scr_download = Cvar_Get("scr_download", "0", 0, "downloading bar progress" );
cl_testentities = Cvar_Get ("cl_testentities", "0", 0, "test client entities" );

View File

@ -35,27 +35,6 @@ void V_ClearScene( void )
re->ClearScene();
}
/*
====================
V_CalcFov
====================
*/
float V_CalcFov( float fov_x, float width, float height )
{
float fov_y, x, rad = 360.0f * M_PI;
// check to avoid division by zero
if( fov_x == 0 ) Host_Error( "V_CalcFov: null fov!\n" );
// make sure that fov in-range
fov_x = bound( 1, fov_x, 179 );
x = width / tan( fov_x / rad );
fov_y = atan2( height, x );
fov_y = (fov_y * rad);
return fov_y;
}
/*
===============
V_SetupRefDef
@ -72,8 +51,6 @@ void V_SetupRefDef( void )
// UNDONE: temporary place for detect waterlevel
CL_CheckWater( clent );
// get field of view
cl.refdef.fov_x = clent->v.fov;
VectorCopy( clent->v.velocity, cl.refdef.simvel );
VectorCopy( clent->v.origin, cl.refdef.simorg );
VectorCopy( clent->v.view_ofs, cl.refdef.viewheight );

View File

@ -98,7 +98,6 @@ typedef struct
int mouse_x[2];
int mouse_y[2];
int mouse_step;
float mouse_sens;
long mtime[2]; // the timestamp of the last two messages
long time; // this is the time value that the client

View File

@ -6,6 +6,138 @@
--------------------Configuration: engine - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP93CD.tmp" with contents
[
/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "common" /I "server" /I "client" /I "uimenu" /I "../public" /I "../common" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\engine\!debug/" /Fo"..\temp\engine\!debug/" /Fd"..\temp\engine\!debug/" /FD /c
"D:\Xash3D\src_main\engine\common\cinematic.c"
"D:\Xash3D\src_main\engine\client\cl_cmds.c"
"D:\Xash3D\src_main\engine\client\cl_demo.c"
"D:\Xash3D\src_main\engine\client\cl_effects.c"
"D:\Xash3D\src_main\engine\client\cl_frame.c"
"D:\Xash3D\src_main\engine\client\cl_game.c"
"D:\Xash3D\src_main\engine\client\cl_input.c"
"D:\Xash3D\src_main\engine\client\cl_main.c"
"D:\Xash3D\src_main\engine\client\cl_parse.c"
"D:\Xash3D\src_main\engine\client\cl_phys.c"
"D:\Xash3D\src_main\engine\client\cl_scrn.c"
"D:\Xash3D\src_main\engine\client\cl_view.c"
"D:\Xash3D\src_main\engine\common\con_keys.c"
"D:\Xash3D\src_main\engine\common\con_main.c"
"D:\Xash3D\src_main\engine\common\con_utils.c"
"D:\Xash3D\src_main\engine\common\engfuncs.c"
"D:\Xash3D\src_main\engine\host.c"
"D:\Xash3D\src_main\engine\common\input.c"
"D:\Xash3D\src_main\engine\uimenu\ui_ingame.c"
"D:\Xash3D\src_main\engine\uimenu\ui_loadgame.c"
"D:\Xash3D\src_main\engine\uimenu\ui_main.c"
"D:\Xash3D\src_main\engine\uimenu\ui_menu.c"
"D:\Xash3D\src_main\engine\uimenu\ui_mods.c"
"D:\Xash3D\src_main\engine\uimenu\ui_playersetup.c"
"D:\Xash3D\src_main\engine\uimenu\ui_savegame.c"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP93CD.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP93CE.tmp" with contents
[
user32.lib msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\engine\!debug/engine.pdb" /debug /machine:I386 /nodefaultlib:"msvcrt.lib" /out:"..\temp\engine\!debug/engine.dll" /implib:"..\temp\engine\!debug/engine.lib" /pdbtype:sept
"\Xash3D\src_main\temp\engine\!debug\cinematic.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_cmds.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_demo.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_effects.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_frame.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_game.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_input.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_main.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_parse.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_phys.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_scrn.obj"
"\Xash3D\src_main\temp\engine\!debug\cl_view.obj"
"\Xash3D\src_main\temp\engine\!debug\com_library.obj"
"\Xash3D\src_main\temp\engine\!debug\con_keys.obj"
"\Xash3D\src_main\temp\engine\!debug\con_main.obj"
"\Xash3D\src_main\temp\engine\!debug\con_utils.obj"
"\Xash3D\src_main\temp\engine\!debug\engfuncs.obj"
"\Xash3D\src_main\temp\engine\!debug\engine.obj"
"\Xash3D\src_main\temp\engine\!debug\host.obj"
"\Xash3D\src_main\temp\engine\!debug\infostring.obj"
"\Xash3D\src_main\temp\engine\!debug\input.obj"
"\Xash3D\src_main\temp\engine\!debug\net_chan.obj"
"\Xash3D\src_main\temp\engine\!debug\net_huff.obj"
"\Xash3D\src_main\temp\engine\!debug\net_msg.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_client.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_cmds.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_frame.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_game.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_init.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_main.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_move.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_phys.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_save.obj"
"\Xash3D\src_main\temp\engine\!debug\sv_world.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_advanced.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_audio.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_controls.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_credits.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_defaults.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_demos.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_gameoptions.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_gotosite.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_ingame.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_loadgame.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_main.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_menu.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_mods.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_multiplayer.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_network.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_options.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_performance.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_playersetup.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_qmenu.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_quit.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_savegame.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_singleplayer.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_video.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP93CE.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP93CF.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\engine\!debug\engine.dll "D:\Xash3D\bin\engine.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP93CF.bat"
Compiling...
cinematic.c
cl_cmds.c
cl_demo.c
cl_effects.c
cl_frame.c
cl_game.c
cl_input.c
cl_main.c
cl_parse.c
cl_phys.c
cl_scrn.c
cl_view.c
con_keys.c
con_main.c
con_utils.c
engfuncs.c
host.c
input.c
ui_ingame.c
ui_loadgame.c
Generating Code...
Compiling...
ui_main.c
ui_menu.c
ui_mods.c
ui_playersetup.c
ui_savegame.c
Generating Code...
Linking...
Creating library ..\temp\engine\!debug/engine.lib and object ..\temp\engine\!debug/engine.exp
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\engine\!debug\engine.dll
‘Ş®Ż¨ŕ®˘ ­® ä ©«®˘: 1.

View File

@ -127,8 +127,13 @@ typedef struct sv_client_s
char name[32]; // extracted from userinfo, color string allowed
int messagelevel; // for filtering printed messages
// The datagram is written to by sound calls, prints, temp ents, etc.
// It can be harmlessly overflowed.
// The reliable buf contain reliable user messages that must be followed
// after pvs frame
sizebuf_t reliable;
byte reliable_buf[MAX_MSGLEN];
// the datagram is written to by sound calls, prints, temp ents, etc.
// it can be harmlessly overflowed.
sizebuf_t datagram;
byte datagram_buf[MAX_MSGLEN];

View File

@ -198,8 +198,9 @@ gotnewcl:
Netchan_OutOfBandPrint( NS_SERVER, from, "client_connect" );
Netchan_Setup( NS_SERVER, &newcl->netchan, from, qport );
MSG_Init( &newcl->datagram, newcl->datagram_buf, sizeof(newcl->datagram_buf));
MSG_Init( &newcl->reliable, newcl->reliable_buf, sizeof( newcl->reliable_buf )); // reliable buf
MSG_Init( &newcl->datagram, newcl->datagram_buf, sizeof( newcl->datagram_buf )); // datagram buf
newcl->state = cs_connected;
newcl->lastmessage = svs.realtime;
newcl->lastconnect = svs.realtime;
@ -1035,7 +1036,7 @@ void _MSG_Send( msgtype_t msg_type, vec3_t origin, const edict_t *ent, const cha
continue;
}
if( reliable ) MSG_WriteData( &cl->netchan.message, sv.multicast.data, sv.multicast.cursize );
if( reliable ) MSG_WriteData( &cl->reliable, sv.multicast.data, sv.multicast.cursize );
else MSG_WriteData( &cl->datagram, sv.multicast.data, sv.multicast.cursize );
}
MSG_Clear( &sv.multicast );

View File

@ -482,6 +482,21 @@ bool SV_SendClientDatagram( sv_client_t *cl )
// and the player state
SV_WriteFrameToClient( cl, &msg );
// copy the accumulated reliable datagram
// for this client out to the message
// it is necessary for this to be after the WriteEntities
// so that entity references will be current
if( cl->reliable.overflowed ) MsgDev( D_ERROR, "reliable datagram overflowed for %s\n", cl->name );
else MSG_WriteData( &msg, cl->reliable.data, cl->reliable.cursize );
MSG_Clear( &cl->reliable );
if( msg.overflowed )
{
// must have room left for the packet header
MsgDev( D_WARN, "msg overflowed for %s\n", cl->name );
MSG_Clear( &msg );
}
// copy the accumulated multicast datagram
// for this client out to the message
// it is necessary for this to be after the WriteEntities
@ -556,6 +571,7 @@ void SV_SendClientMessages( void )
if( cl->netchan.message.overflowed )
{
MSG_Clear( &cl->netchan.message );
MSG_Clear( &cl->reliable );
MSG_Clear( &cl->datagram );
SV_BroadcastPrintf( PRINT_HIGH, "%s overflowed\n", cl->name );
SV_DropClient( cl );

View File

@ -444,8 +444,8 @@ void CEnvZoom::Think( void )
}
else
{
if( pev->body ) ((CBasePlayer *)(CBaseEntity *)m_hActivator)->pev->fov += 0.5f;
else ((CBasePlayer *)(CBaseEntity *)m_hActivator)->pev->fov -= 0.5f;
if( pev->body ) ((CBasePlayer *)(CBaseEntity *)m_hActivator)->pev->fov += 0.5f * gpGlobals->frametime;
else ((CBasePlayer *)(CBaseEntity *)m_hActivator)->pev->fov -= 0.5f * gpGlobals->frametime;
}
m_iState = STATE_ON;
SetNextThink ( pev->health );

View File

@ -916,7 +916,8 @@ BOOL CBasePlayerWeapon :: DefaultDeploy( Activity sequence )
else pev->body &= ~GORDON_SUIT;
m_iClientSkin = -1; // reset last skin info for new weapon
m_iClientBody = -1; // reset last skin info for new weapon
m_iClientBody = -1; // reset last body info for new weapon
m_iClientFov = -1; // reset last fov info for new weapon
m_pPlayer->pev->viewmodel = iViewModel();
m_pPlayer->pev->weaponmodel = iWorldModel();
@ -1605,8 +1606,8 @@ void CBasePlayerWeapon::ZoomUpdate( void )
{
if( m_flTimeUpdate < UTIL_WeaponTimeBase( ))
{
m_pPlayer->pev->fov -= 1.2; // gpGlobals->frametime;
m_flTimeUpdate = UTIL_WeaponTimeBase() + 0.002;
m_pPlayer->pev->fov -= 1.2 * gpGlobals->frametime;
m_flTimeUpdate = UTIL_WeaponTimeBase() + gpGlobals->frametime;
}
}
if( m_iZoom == 3 ) ZoomReset();
@ -1692,7 +1693,9 @@ void CBasePlayerWeapon::ItemPostFrame( void )
if( !b_restored )
{
m_iClientSkin = -1; // reset last skin info for new weapon
m_iClientBody = -1; // reset last skin info for new weapon
m_iClientBody = -1; // reset last body info for new weapon
m_iClientFov = -1; // reset last fov info for new weapon
if( iMaxClip() && !m_iClip )
SetAnimation( ACT_VM_IDLE_EMPTY ); // restore last animation
else SetAnimation( ACT_VM_IDLE1 );
@ -1865,7 +1868,7 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer )
}
// if the ammo, state, or fov has changed, update the weapon
if( m_iClip != m_iClientClip || state != m_iClientWeaponState )
if( m_iClip != m_iClientClip || state != m_iClientWeaponState || Q_rint( m_iClientFov ) != Q_rint( m_pPlayer->pev->fov ))
{
bSend = TRUE;
}
@ -1878,6 +1881,7 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer )
WRITE_BYTE( m_iClip );
MESSAGE_END();
m_iClientFov = m_pPlayer->pev->fov;
m_iClientClip = m_iClip;
m_iClientWeaponState = state;
pPlayer->m_fWeapon = TRUE;

View File

@ -355,6 +355,7 @@ public:
//weapon nonsaved variables
float m_flHoldTime; // button holdtime
int m_iClientClip; // the last version of m_iClip sent to hud dll
int m_iClientFov; // g-cont. just to right update crosshairs
int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target)
int m_iPlayEmptySound; // trigger for empty sound
int m_fInReload; // Are we in the middle of a reload;

View File

@ -3,215 +3,93 @@
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: server - Win32 Debug--------------------
--------------------Configuration: server - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8A9F.tmp" with contents
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP938E.tmp" with contents
[
/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "ents" /I "game" /I "global" /I "monsters" /I "../common" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\server\!debug/" /Fo"..\temp\server\!debug/" /Fd"..\temp\server\!debug/" /FD /c
"D:\Xash3D\src_main\server\monsters\ai_sound.cpp"
"D:\Xash3D\src_main\server\monsters\animating.cpp"
"D:\Xash3D\src_main\server\monsters\animation.cpp"
"D:\Xash3D\src_main\server\monsters\apache.cpp"
"D:\Xash3D\src_main\server\monsters\barnacle.cpp"
"D:\Xash3D\src_main\server\monsters\barney.cpp"
"D:\Xash3D\src_main\server\ents\basebrush.cpp"
"D:\Xash3D\src_main\server\ents\baseentity.cpp"
"D:\Xash3D\src_main\server\ents\basefunc.cpp"
"D:\Xash3D\src_main\server\ents\basefx.cpp"
"D:\Xash3D\src_main\server\ents\baseinfo.cpp"
"D:\Xash3D\src_main\server\ents\baseitem.cpp"
"D:\Xash3D\src_main\server\ents\baselogic.cpp"
"D:\Xash3D\src_main\server\monsters\basemonster.cpp"
"D:\Xash3D\src_main\server\ents\basemover.cpp"
"D:\Xash3D\src_main\server\ents\baseother.cpp"
"D:\Xash3D\src_main\server\ents\basepath.cpp"
"D:\Xash3D\src_main\server\ents\basephys.cpp"
"D:\Xash3D\src_main\server\ents\baserockets.cpp"
"D:\Xash3D\src_main\server\ents\basetank.cpp"
"D:\Xash3D\src_main\server\ents\basetrigger.cpp"
"D:\Xash3D\src_main\server\ents\baseutil.cpp"
/nologo /MD /W3 /O2 /I "./" /I "ents" /I "game" /I "global" /I "monsters" /I "../common" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fo"..\temp\server\!release/" /Fd"..\temp\server\!release/" /FD /c
"D:\Xash3D\src_main\server\ents\baseweapon.cpp"
"D:\Xash3D\src_main\server\ents\baseworld.cpp"
"D:\Xash3D\src_main\server\global\client.cpp"
"D:\Xash3D\src_main\server\monsters\combat.cpp"
"D:\Xash3D\src_main\server\monsters\defaultai.cpp"
"D:\Xash3D\src_main\server\global\dll_int.cpp"
"D:\Xash3D\src_main\server\monsters\flyingmonster.cpp"
"D:\Xash3D\src_main\server\game\game.cpp"
"D:\Xash3D\src_main\server\game\gamerules.cpp"
"D:\Xash3D\src_main\server\monsters\generic.cpp"
"D:\Xash3D\src_main\server\global\globals.cpp"
"D:\Xash3D\src_main\server\monsters\gman.cpp"
"D:\Xash3D\src_main\server\monsters\hassassin.cpp"
"D:\Xash3D\src_main\server\monsters\headcrab.cpp"
"D:\Xash3D\src_main\server\monsters\hgrunt.cpp"
"D:\Xash3D\src_main\server\monsters\leech.cpp"
"D:\Xash3D\src_main\server\game\lights.cpp"
"D:\Xash3D\src_main\server\game\multiplay_gamerules.cpp"
"D:\Xash3D\src_main\server\monsters\nodes.cpp"
"D:\Xash3D\src_main\server\monsters\osprey.cpp"
"D:\Xash3D\src_main\server\global\parent.cpp"
"D:\Xash3D\src_main\server\monsters\player.cpp"
"D:\Xash3D\src_main\server\monsters\rat.cpp"
"D:\Xash3D\src_main\server\monsters\roach.cpp"
"D:\Xash3D\src_main\server\global\saverestore.cpp"
"D:\Xash3D\src_main\server\monsters\scientist.cpp"
"D:\Xash3D\src_main\server\monsters\scripted.cpp"
"D:\Xash3D\src_main\server\global\sfx.cpp"
"D:\Xash3D\src_main\server\game\singleplay_gamerules.cpp"
"D:\Xash3D\src_main\server\game\sound.cpp"
"D:\Xash3D\src_main\server\monsters\squadmonster.cpp"
"D:\Xash3D\src_main\server\monsters\talkmonster.cpp"
"D:\Xash3D\src_main\server\game\teamplay_gamerules.cpp"
"D:\Xash3D\src_main\server\monsters\turret.cpp"
"D:\Xash3D\src_main\server\global\utils.cpp"
"D:\Xash3D\src_main\server\weapon_generic.cpp"
"D:\Xash3D\src_main\server\monsters\zombie.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8A9F.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AA0.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP938E.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP938F.tmp" with contents
[
msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\server\!debug/server.pdb" /debug /machine:I386 /nodefaultlib:"libc.lib" /def:".\server.def" /out:"..\temp\server\!debug/server.dll" /implib:"..\temp\server\!debug/server.lib" /pdbtype:sept
"\Xash3D\src_main\temp\server\!debug\ai_sound.obj"
"\Xash3D\src_main\temp\server\!debug\animating.obj"
"\Xash3D\src_main\temp\server\!debug\animation.obj"
"\Xash3D\src_main\temp\server\!debug\apache.obj"
"\Xash3D\src_main\temp\server\!debug\barnacle.obj"
"\Xash3D\src_main\temp\server\!debug\barney.obj"
"\Xash3D\src_main\temp\server\!debug\basebrush.obj"
"\Xash3D\src_main\temp\server\!debug\baseentity.obj"
"\Xash3D\src_main\temp\server\!debug\basefunc.obj"
"\Xash3D\src_main\temp\server\!debug\basefx.obj"
"\Xash3D\src_main\temp\server\!debug\baseinfo.obj"
"\Xash3D\src_main\temp\server\!debug\baseitem.obj"
"\Xash3D\src_main\temp\server\!debug\baselogic.obj"
"\Xash3D\src_main\temp\server\!debug\basemonster.obj"
"\Xash3D\src_main\temp\server\!debug\basemover.obj"
"\Xash3D\src_main\temp\server\!debug\baseother.obj"
"\Xash3D\src_main\temp\server\!debug\basepath.obj"
"\Xash3D\src_main\temp\server\!debug\basephys.obj"
"\Xash3D\src_main\temp\server\!debug\baserockets.obj"
"\Xash3D\src_main\temp\server\!debug\basetank.obj"
"\Xash3D\src_main\temp\server\!debug\basetrigger.obj"
"\Xash3D\src_main\temp\server\!debug\baseutil.obj"
"\Xash3D\src_main\temp\server\!debug\baseweapon.obj"
"\Xash3D\src_main\temp\server\!debug\baseworld.obj"
"\Xash3D\src_main\temp\server\!debug\client.obj"
"\Xash3D\src_main\temp\server\!debug\combat.obj"
"\Xash3D\src_main\temp\server\!debug\decals.obj"
"\Xash3D\src_main\temp\server\!debug\defaultai.obj"
"\Xash3D\src_main\temp\server\!debug\dll_int.obj"
"\Xash3D\src_main\temp\server\!debug\flyingmonster.obj"
"\Xash3D\src_main\temp\server\!debug\game.obj"
"\Xash3D\src_main\temp\server\!debug\gamerules.obj"
"\Xash3D\src_main\temp\server\!debug\generic.obj"
"\Xash3D\src_main\temp\server\!debug\globals.obj"
"\Xash3D\src_main\temp\server\!debug\gman.obj"
"\Xash3D\src_main\temp\server\!debug\hassassin.obj"
"\Xash3D\src_main\temp\server\!debug\headcrab.obj"
"\Xash3D\src_main\temp\server\!debug\hgrunt.obj"
"\Xash3D\src_main\temp\server\!debug\leech.obj"
"\Xash3D\src_main\temp\server\!debug\legacy.obj"
"\Xash3D\src_main\temp\server\!debug\lights.obj"
"\Xash3D\src_main\temp\server\!debug\multiplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!debug\nodes.obj"
"\Xash3D\src_main\temp\server\!debug\osprey.obj"
"\Xash3D\src_main\temp\server\!debug\parent.obj"
"\Xash3D\src_main\temp\server\!debug\player.obj"
"\Xash3D\src_main\temp\server\!debug\rat.obj"
"\Xash3D\src_main\temp\server\!debug\roach.obj"
"\Xash3D\src_main\temp\server\!debug\saverestore.obj"
"\Xash3D\src_main\temp\server\!debug\scientist.obj"
"\Xash3D\src_main\temp\server\!debug\scripted.obj"
"\Xash3D\src_main\temp\server\!debug\sfx.obj"
"\Xash3D\src_main\temp\server\!debug\singleplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!debug\sound.obj"
"\Xash3D\src_main\temp\server\!debug\squadmonster.obj"
"\Xash3D\src_main\temp\server\!debug\talkmonster.obj"
"\Xash3D\src_main\temp\server\!debug\teamplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!debug\turret.obj"
"\Xash3D\src_main\temp\server\!debug\utils.obj"
"\Xash3D\src_main\temp\server\!debug\weapon_generic.obj"
"\Xash3D\src_main\temp\server\!debug\zombie.obj"
msvcrt.lib /nologo /subsystem:windows /dll /pdb:none /machine:I386 /nodefaultlib:"libc.lib" /def:".\server.def" /out:"..\temp\server\!release/server.dll" /implib:"..\temp\server\!release/server.lib" /libpath:"..\common\libs"
"\Xash3D\src_main\temp\server\!release\ai_sound.obj"
"\Xash3D\src_main\temp\server\!release\animating.obj"
"\Xash3D\src_main\temp\server\!release\animation.obj"
"\Xash3D\src_main\temp\server\!release\apache.obj"
"\Xash3D\src_main\temp\server\!release\barnacle.obj"
"\Xash3D\src_main\temp\server\!release\barney.obj"
"\Xash3D\src_main\temp\server\!release\basebrush.obj"
"\Xash3D\src_main\temp\server\!release\baseentity.obj"
"\Xash3D\src_main\temp\server\!release\basefunc.obj"
"\Xash3D\src_main\temp\server\!release\basefx.obj"
"\Xash3D\src_main\temp\server\!release\baseinfo.obj"
"\Xash3D\src_main\temp\server\!release\baseitem.obj"
"\Xash3D\src_main\temp\server\!release\baselogic.obj"
"\Xash3D\src_main\temp\server\!release\basemonster.obj"
"\Xash3D\src_main\temp\server\!release\basemover.obj"
"\Xash3D\src_main\temp\server\!release\baseother.obj"
"\Xash3D\src_main\temp\server\!release\basepath.obj"
"\Xash3D\src_main\temp\server\!release\basephys.obj"
"\Xash3D\src_main\temp\server\!release\baserockets.obj"
"\Xash3D\src_main\temp\server\!release\basetank.obj"
"\Xash3D\src_main\temp\server\!release\basetrigger.obj"
"\Xash3D\src_main\temp\server\!release\baseutil.obj"
"\Xash3D\src_main\temp\server\!release\baseweapon.obj"
"\Xash3D\src_main\temp\server\!release\baseworld.obj"
"\Xash3D\src_main\temp\server\!release\client.obj"
"\Xash3D\src_main\temp\server\!release\combat.obj"
"\Xash3D\src_main\temp\server\!release\decals.obj"
"\Xash3D\src_main\temp\server\!release\defaultai.obj"
"\Xash3D\src_main\temp\server\!release\dll_int.obj"
"\Xash3D\src_main\temp\server\!release\flyingmonster.obj"
"\Xash3D\src_main\temp\server\!release\game.obj"
"\Xash3D\src_main\temp\server\!release\gamerules.obj"
"\Xash3D\src_main\temp\server\!release\generic.obj"
"\Xash3D\src_main\temp\server\!release\globals.obj"
"\Xash3D\src_main\temp\server\!release\gman.obj"
"\Xash3D\src_main\temp\server\!release\hassassin.obj"
"\Xash3D\src_main\temp\server\!release\headcrab.obj"
"\Xash3D\src_main\temp\server\!release\hgrunt.obj"
"\Xash3D\src_main\temp\server\!release\leech.obj"
"\Xash3D\src_main\temp\server\!release\legacy.obj"
"\Xash3D\src_main\temp\server\!release\lights.obj"
"\Xash3D\src_main\temp\server\!release\multiplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!release\nodes.obj"
"\Xash3D\src_main\temp\server\!release\osprey.obj"
"\Xash3D\src_main\temp\server\!release\parent.obj"
"\Xash3D\src_main\temp\server\!release\player.obj"
"\Xash3D\src_main\temp\server\!release\rat.obj"
"\Xash3D\src_main\temp\server\!release\roach.obj"
"\Xash3D\src_main\temp\server\!release\saverestore.obj"
"\Xash3D\src_main\temp\server\!release\scientist.obj"
"\Xash3D\src_main\temp\server\!release\scripted.obj"
"\Xash3D\src_main\temp\server\!release\sfx.obj"
"\Xash3D\src_main\temp\server\!release\singleplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!release\sound.obj"
"\Xash3D\src_main\temp\server\!release\squadmonster.obj"
"\Xash3D\src_main\temp\server\!release\talkmonster.obj"
"\Xash3D\src_main\temp\server\!release\teamplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!release\turret.obj"
"\Xash3D\src_main\temp\server\!release\utils.obj"
"\Xash3D\src_main\temp\server\!release\weapon_generic.obj"
"\Xash3D\src_main\temp\server\!release\zombie.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AA0.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AA1.bat" with contents
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP938F.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9390.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\server\!debug\server.dll "D:\Xash3D\bin\server.dll"
copy \Xash3D\src_main\temp\server\!release\server.dll "D:\Xash3D\bin\server.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AA1.bat"
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9390.bat"
Compiling...
ai_sound.cpp
Generating Code...
Compiling...
animating.cpp
animation.cpp
apache.cpp
barnacle.cpp
barney.cpp
basebrush.cpp
baseentity.cpp
basefunc.cpp
basefx.cpp
baseinfo.cpp
baseitem.cpp
baselogic.cpp
basemonster.cpp
basemover.cpp
baseother.cpp
basepath.cpp
basephys.cpp
baserockets.cpp
basetank.cpp
basetrigger.cpp
Generating Code...
Compiling...
baseutil.cpp
baseweapon.cpp
baseworld.cpp
client.cpp
combat.cpp
defaultai.cpp
dll_int.cpp
flyingmonster.cpp
game.cpp
gamerules.cpp
generic.cpp
globals.cpp
gman.cpp
hassassin.cpp
headcrab.cpp
hgrunt.cpp
leech.cpp
lights.cpp
multiplay_gamerules.cpp
nodes.cpp
Generating Code...
Compiling...
osprey.cpp
parent.cpp
player.cpp
rat.cpp
roach.cpp
saverestore.cpp
scientist.cpp
scripted.cpp
sfx.cpp
singleplay_gamerules.cpp
sound.cpp
squadmonster.cpp
talkmonster.cpp
teamplay_gamerules.cpp
turret.cpp
utils.cpp
weapon_generic.cpp
zombie.cpp
Generating Code...
Linking...
Creating library ..\temp\server\!release/server.lib and object ..\temp\server\!release/server.exp
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\server\!debug\server.dll
Performing Custom Build Step on \Xash3D\src_main\temp\server\!release\server.dll
‘ª®¯¨à®¢ ­® ä ©«®¢: 1.

View File

@ -141,3 +141,4 @@ Beta 13.12.09
117. re-organize refdef flags OK
118. revise ref_params_t OK
119. fixup client smooth stair climbing
120. fixup fov OK

View File

@ -1338,7 +1338,7 @@ static bool ParseMapEntity( bool onlyLights )
}
else if( !com.stricmp( token.string, "terrainDef" ))
{
MsgDev( D_WARN, "Terrain entity parsing not supported in this build.\n" ); /* ydnar */
MsgDev( D_WARN, "Terrain entity parsing not supported in this build.\n" );
Com_SkipBracedSection( mapfile, 0 );
g_bBrushPrimit = BRUSH_RADIANT;
}