20 Sep 2009
This commit is contained in:
parent
82e6c4b001
commit
5eca627c1d
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@ -6,55 +6,6 @@
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--------------------Configuration: client - Win32 Debug--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB5.tmp" with contents
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[
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/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
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"D:\Xash3D\src_main\client\global\view.cpp"
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]
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Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB5.tmp"
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB6.tmp" with contents
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[
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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"
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"\Xash3D\src_main\temp\client\!debug\dll_int.obj"
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"\Xash3D\src_main\temp\client\!debug\hud.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_ammo.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_ammohistory.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_battery.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_death.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_flashlight.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_geiger.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_health.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_icons.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_menu.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_message.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_motd.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_msg.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_saytext.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_scoreboard.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_sound.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_statusbar.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_text.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_train.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_warhead.obj"
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"\Xash3D\src_main\temp\client\!debug\hud_zoom.obj"
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"\Xash3D\src_main\temp\client\!debug\tempents.obj"
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"\Xash3D\src_main\temp\client\!debug\triapi.obj"
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"\Xash3D\src_main\temp\client\!debug\utils.obj"
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"\Xash3D\src_main\temp\client\!debug\view.obj"
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]
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Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB6.tmp"
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Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB7.bat" with contents
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[
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@echo off
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copy \Xash3D\src_main\temp\client\!debug\client.dll "D:\Xash3D\bin\client.dll"
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]
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Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP8AB7.bat"
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Compiling...
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view.cpp
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Linking...
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<h3>Output Window</h3>
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Performing Custom Build Step on \Xash3D\src_main\temp\client\!debug\client.dll
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‘ª®¯¨à®¢ ® ä ©«®¢: 1.
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@ -158,20 +158,23 @@ void HUD_UpdateEntityVars( edict_t *ent, skyportal_t *sky, const entity_state_t
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switch( state->ed_type )
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{
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case ED_CLIENT:
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if( ent == GetLocalPlayer())
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{
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edict_t *viewent = GetViewModel();
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// setup player viewmodel (only for local player!)
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viewent->v.modelindex = state->viewmodel;
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}
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for( i = 0; i < 3; i++ )
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{
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ent->v.punchangle[i] = LerpAngle( prev->punch_angles[i], state->punch_angles[i], m_fLerp);
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ent->v.viewangles[i] = LerpAngle( prev->viewangles[i], state->viewangles[i], m_fLerp);
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ent->v.view_ofs[i] = LerpAngle( prev->viewoffset[i], state->viewoffset[i], m_fLerp);
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}
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ent->v.fov = LerpPoint( prev->fov, state->fov, m_fLerp );
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if( prev->fov < 90 && state->fov == 90 ) ent->v.fov = state->fov; // fov is reset, so don't lerping
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else ent->v.fov = LerpPoint( prev->fov, state->fov, m_fLerp );
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if( ent == GetLocalPlayer())
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{
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edict_t *viewent = GetViewModel();
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// setup player viewmodel (only for local player!)
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viewent->v.modelindex = state->viewmodel;
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gHUD.m_flFOV = ent->v.fov; // keep client fov an actual
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}
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break;
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case ED_PORTAL:
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case ED_MOVER:
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@ -315,6 +315,8 @@ void V_PreRender( ref_params_t *pparams )
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// output
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gHUD.m_CrosshairAngles = pparams->crosshairangle;
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pparams->fov_x = gHUD.m_flFOV; // this is a final fov value
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pparams->fov_y = V_CalcFov( pparams->fov_x, pparams->viewport[2], pparams->viewport[3] );
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}
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@ -215,17 +215,12 @@ int CHud :: UpdateClientData( client_data_t *cdata, float time )
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m_iKeyBits = cdata->iKeyBits;
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m_iWeaponBits = cdata->iWeaponBits;
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m_flFOV = cdata->fov;
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Think();
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cdata->iKeyBits = m_iKeyBits;
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cdata->v_idlescale = m_iConcussionEffect;
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// fov has been changed
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if( m_flFOV != cdata->fov )
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cdata->fov = m_flFOV;
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if( m_flMouseSensitivity )
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cdata->mouse_sensitivity = m_flMouseSensitivity;
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@ -333,6 +333,28 @@ void CHudAmmo :: Think( void )
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}
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}
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if( Q_rint( gHUD.m_flFOV ) != gWR.iOldFOV )
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{
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if( m_pWeapon )
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{
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// update crosshairs
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if( gHUD.m_flFOV >= 90 )
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{
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// normal crosshairs
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if( m_pWeapon->iOnTarget && m_pWeapon->hAutoaim )
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SetCrosshair(m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 );
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else SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
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}
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else
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{ // zoomed crosshairs
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if( m_pWeapon->iOnTarget && m_pWeapon->hZoomedAutoaim )
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SetCrosshair(m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 );
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else SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 );
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}
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}
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gWR.iOldFOV = gHUD.m_flFOV;
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}
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if( !gpActiveSel ) return;
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// has the player selected one?
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@ -566,20 +588,21 @@ int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf )
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return 1;
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m_pWeapon = pWeapon;
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m_pWeapon->iOnTarget = fOnTarget;
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// update crosshairs
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if( gHUD.m_flFOV >= 90 )
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{
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// normal crosshairs
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if( fOnTarget && m_pWeapon->hAutoaim )
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if( m_pWeapon->iOnTarget && m_pWeapon->hAutoaim )
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SetCrosshair(m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 );
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else SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
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}
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else
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{ // zoomed crosshairs
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if( fOnTarget && m_pWeapon->hZoomedAutoaim )
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if( m_pWeapon->iOnTarget && m_pWeapon->hZoomedAutoaim )
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SetCrosshair(m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 );
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else SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 );
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}
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m_fFade = 200.0f; //!!!
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@ -23,17 +23,18 @@
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struct WEAPON
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{
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char szName[MAX_WEAPON_NAME];
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int iAmmoType;
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int iAmmo2Type;
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int iMax1;
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int iMax2;
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int iSlot;
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int iSlotPos;
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int iFlags;
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int iId;
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int iClip;
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int iCount; // # of itesm in plist
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char szName[MAX_WEAPON_NAME];
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int iAmmoType;
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int iAmmo2Type;
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int iMax1;
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int iMax2;
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int iSlot;
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int iSlotPos;
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int iFlags;
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int iId;
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int iClip;
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int iCount; // # of itesm in plist
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int iOnTarget; // weapon is onTarget
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HSPRITE hActive;
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wrect_t rcActive;
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@ -40,13 +40,14 @@ public:
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void Reset( void )
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{
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iOldWeaponBits = 0;
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iOldWeaponBits = iOldFOV = 0;
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memset( rgSlots, 0, sizeof rgSlots );
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memset( riAmmo, 0, sizeof riAmmo );
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}
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///// WEAPON /////
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int iOldWeaponBits;
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int iOldFOV;
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WEAPON *GetWeapon( int iId ) { return &rgWeapons[iId]; }
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void AddWeapon( WEAPON *wp )
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@ -48,8 +48,7 @@ typedef struct client_data_s
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int iKeyBits; // Keyboard bits
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int iWeaponBits; // came from pev->weapons
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float v_idlescale; // view shake/rotate
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float mouse_sensitivity; // used for menus
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float fov; // field of view
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float mouse_sensitivity; // used for menus and zoomed weapons
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} client_data_t;
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typedef struct cl_enginefuncs_s
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@ -430,7 +430,7 @@ shader_t pfnLoadShader( const char *szShaderName, int fShaderNoMip )
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if( !re ) return 0; // render not initialized
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if( !szShaderName || !*szShaderName )
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{
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MsgDev( D_ERROR, "CL_LoadShader: invalid shadername\n" );
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MsgDev( D_ERROR, "CL_LoadShader: invalid shadername (%s)\n", fShaderNoMip ? "nomip" : "generic" );
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return -1;
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}
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@ -58,8 +58,16 @@ CL_MouseEvent
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*/
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void CL_MouseEvent( int mx, int my )
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{
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cl.mouse_x[cl.mouse_step] += mx;
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cl.mouse_y[cl.mouse_step] += my;
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if( UI_IsVisible( ))
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{
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// if the menu is visible, move the menu cursor
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UI_MouseMove( mx, my );
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}
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else
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{
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cl.mouse_x[cl.mouse_step] += mx;
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cl.mouse_y[cl.mouse_step] += my;
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}
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}
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/*
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@ -89,38 +97,30 @@ void CL_MouseMove( usercmd_t *cmd )
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rate = com.sqrt( mx * mx + my * my ) / 0.5f;
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if( UI_IsVisible( ))
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if( cl.frame.ps.health <= 0 ) return;
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if( cl.data.mouse_sensitivity == 0.0f ) cl.data.mouse_sensitivity = 1.0f;
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accel_sensitivity = m_sensitivity->value + rate * cl_mouseaccel->value;
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accel_sensitivity *= cl.data.mouse_sensitivity; // scale by fov
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mx *= accel_sensitivity;
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my *= accel_sensitivity;
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// add mouse X/Y movement to cmd
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if(( in_strafe.state & 1 ) || (lookstrafe->integer && mlook_active))
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cmd->sidemove += m_side->value * mx;
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else cl.refdef.cl_viewangles[YAW] -= m_yaw->value * mx;
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if( mlook_active ) clgame.dllFuncs.pfnStopPitchDrift();
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if( mlook_active && !( in_strafe.state & 1 ))
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{
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// if the menu is visible, move the menu cursor
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UI_MouseMove( mx, my );
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cl.refdef.cl_viewangles[PITCH] += m_pitch->value * my;
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cl.refdef.cl_viewangles[PITCH] = bound( -70, cl.refdef.cl_viewangles[PITCH], 80 );
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}
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else if( cls.key_dest != key_menu )
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else
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{
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if( cl.frame.ps.health <= 0 ) return;
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if( cl.mouse_sens == 0.0f ) cl.mouse_sens = 1.0f;
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accel_sensitivity = m_sensitivity->value + rate * cl_mouseaccel->value;
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accel_sensitivity *= cl.mouse_sens; // scale by fov
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mx *= accel_sensitivity;
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my *= accel_sensitivity;
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// add mouse X/Y movement to cmd
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if(( in_strafe.state & 1 ) || (lookstrafe->integer && mlook_active))
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cmd->sidemove += m_side->value * mx;
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else cl.refdef.cl_viewangles[YAW] -= m_yaw->value * mx;
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if( mlook_active ) clgame.dllFuncs.pfnStopPitchDrift();
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if( mlook_active && !( in_strafe.state & 1 ))
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{
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cl.refdef.cl_viewangles[PITCH] += m_pitch->value * my;
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cl.refdef.cl_viewangles[PITCH] = bound( -70, cl.refdef.cl_viewangles[PITCH], 80 );
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}
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else
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{
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if(( in_strafe.state & 1 ) && cl.frame.ps.movetype == MOVETYPE_NOCLIP )
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cmd->upmove -= m_forward->value * my;
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else cmd->forwardmove -= m_forward->value * my;
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}
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if(( in_strafe.state & 1 ) && cl.frame.ps.movetype == MOVETYPE_NOCLIP )
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cmd->upmove -= m_forward->value * my;
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else cmd->forwardmove -= m_forward->value * my;
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}
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}
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@ -497,23 +497,28 @@ CL_FinishMove
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*/
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void CL_FinishMove( usercmd_t *cmd )
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{
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int ms;
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static double extramsec = 0;
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int ms;
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// send milliseconds of time to apply the move
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ms = cls.frametime * 1000;
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extramsec += cls.frametime * 1000;
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ms = extramsec;
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extramsec -= ms; // fractional part is left for next frame
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if( ms > 250 ) ms = 100; // time was unreasonable
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cmd->msec = ms;
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// send the current server time so the amount of movement
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// can be determined without allowing cheating
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cmd->servertime = cl.time;
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if( cls.key_dest == key_game )
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cmd->buttons = CL_ButtonBits( 1 );
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// process commands with user dll's
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cl.data.fov = cl.refdef.fov_x;
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cl.data.iKeyBits = CL_ButtonBits( 0 );
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cl.data.iWeaponBits = cl.frame.ps.weapons;
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cl.data.mouse_sensitivity = cl.mouse_sens;
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VectorCopy( cl.refdef.cl_viewangles, cmd->angles );
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VectorCopy( cl.refdef.cl_viewangles, cl.data.angles );
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@ -522,8 +527,6 @@ void CL_FinishMove( usercmd_t *cmd )
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clgame.dllFuncs.pfnUpdateClientData( &cl.data, ( cl.time * 0.001f ));
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CL_ResetButtonBits( cl.data.iKeyBits );
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cl.refdef.fov_x = cl.data.fov;
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cl.mouse_sens = cl.data.mouse_sensitivity;
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in_cancel = 0;
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}
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@ -725,6 +728,7 @@ void CL_InitServerCommands( void )
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Cmd_AddCommand ("give", NULL, "give specified item or weapon" );
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Cmd_AddCommand ("intermission", NULL, "go to intermission" );
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Cmd_AddCommand ("god", NULL, "classic cheat" );
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Cmd_AddCommand ("fov", NULL, "set client field of view" );
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}
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/*
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@ -48,7 +48,6 @@ cvar_t *info_password;
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cvar_t *info_spectator;
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cvar_t *name;
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cvar_t *rate;
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cvar_t *fov;
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client_static_t cls;
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client_t cl;
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@ -1100,7 +1099,6 @@ void CL_InitLocal( void )
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info_spectator = Cvar_Get( "spectator", "0", CVAR_USERINFO, "spectator mode" );
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name = Cvar_Get( "name", "unnamed", CVAR_USERINFO | CVAR_ARCHIVE, "player name" );
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rate = Cvar_Get( "rate", "25000", CVAR_USERINFO | CVAR_ARCHIVE, "player network rate" ); // FIXME
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fov = Cvar_Get( "fov", "90", CVAR_USERINFO | CVAR_ARCHIVE, "client fov" );
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cl_showfps = Cvar_Get( "cl_showfps", "1", CVAR_ARCHIVE, "show client fps" );
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// register our commands
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@ -442,10 +442,10 @@ SCR_Init
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*/
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void SCR_Init( void )
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{
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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" );
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -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];
|
||||
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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.
|
||||
|
||||
|
||||
|
|
1
todo.log
1
todo.log
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
Reference in New Issue