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mirror of https://github.com/FWGS/hlsdk-xash3d synced 2024-11-11 12:49:49 +01:00

Remove completely useless language check.

This commit is contained in:
Andrey Akhmichin 2024-02-24 03:22:52 +05:00
parent 3a5b8e7b9b
commit e571224570
7 changed files with 18 additions and 75 deletions

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@ -58,12 +58,6 @@ void CGib::SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs )
{ {
int i; int i;
if( g_Language == LANGUAGE_GERMAN )
{
// no sticky gibs in germany right now!
return;
}
for( i = 0; i < cGibs; i++ ) for( i = 0; i < cGibs; i++ )
{ {
CGib *pGib = GetClassPtr( (CGib *)NULL ); CGib *pGib = GetClassPtr( (CGib *)NULL );
@ -126,16 +120,8 @@ void CGib::SpawnHeadGib( entvars_t *pevVictim )
{ {
CGib *pGib = GetClassPtr( (CGib *)NULL ); CGib *pGib = GetClassPtr( (CGib *)NULL );
if( g_Language == LANGUAGE_GERMAN )
{
pGib->Spawn( "models/germangibs.mdl" );// throw one head
pGib->pev->body = 0;
}
else
{
pGib->Spawn( "models/hgibs.mdl" );// throw one head pGib->Spawn( "models/hgibs.mdl" );// throw one head
pGib->pev->body = 0; pGib->pev->body = 0;
}
if( pevVictim ) if( pevVictim )
{ {
@ -187,13 +173,6 @@ void CGib::SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
{ {
CGib *pGib = GetClassPtr( (CGib *)NULL ); CGib *pGib = GetClassPtr( (CGib *)NULL );
if( g_Language == LANGUAGE_GERMAN )
{
pGib->Spawn( "models/germangibs.mdl" );
pGib->pev->body = RANDOM_LONG( 0, GERMAN_GIB_COUNT - 1 );
}
else
{
if( human ) if( human )
{ {
// human pieces // human pieces
@ -206,7 +185,6 @@ void CGib::SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
pGib->Spawn( "models/agibs.mdl" ); pGib->Spawn( "models/agibs.mdl" );
pGib->pev->body = RANDOM_LONG( 0, ALIEN_GIB_COUNT - 1 ); pGib->pev->body = RANDOM_LONG( 0, ALIEN_GIB_COUNT - 1 );
} }
}
if( pevVictim ) if( pevVictim )
{ {
@ -719,7 +697,7 @@ void CGib::BounceGibTouch( CBaseEntity *pOther )
} }
else else
{ {
if( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED ) if( m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
{ {
vecSpot = pev->origin + Vector( 0.0f, 0.0f, 8.0f );//move up a bit, and trace down. vecSpot = pev->origin + Vector( 0.0f, 0.0f, 8.0f );//move up a bit, and trace down.
UTIL_TraceLine( vecSpot, vecSpot + Vector( 0.0f, 0.0f, -24.0f ), ignore_monsters, ENT( pev ), &tr ); UTIL_TraceLine( vecSpot, vecSpot + Vector( 0.0f, 0.0f, -24.0f ), ignore_monsters, ENT( pev ), &tr );

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@ -1329,16 +1329,9 @@ IMPLEMENT_SAVERESTORE( CGibShooter, CBaseDelay )
LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter ) LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter )
void CGibShooter::Precache( void ) void CGibShooter::Precache( void )
{
if( g_Language == LANGUAGE_GERMAN )
{
m_iGibModelIndex = PRECACHE_MODEL( "models/germanygibs.mdl" );
}
else
{ {
m_iGibModelIndex = PRECACHE_MODEL( "models/hgibs.mdl" ); m_iGibModelIndex = PRECACHE_MODEL( "models/hgibs.mdl" );
} }
}
void CGibShooter::KeyValue( KeyValueData *pkvd ) void CGibShooter::KeyValue( KeyValueData *pkvd )
{ {

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@ -36,4 +36,4 @@ DLL_GLOBAL int g_iSkillLevel;
DLL_GLOBAL int gDisplayTitle; DLL_GLOBAL int gDisplayTitle;
DLL_GLOBAL BOOL g_fGameOver; DLL_GLOBAL BOOL g_fGameOver;
DLL_GLOBAL const Vector g_vecZero = Vector( 0, 0, 0 ); DLL_GLOBAL const Vector g_vecZero = Vector( 0, 0, 0 );
DLL_GLOBAL int g_Language;

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@ -3339,13 +3339,11 @@ void CBloodSplat::Spray( void )
{ {
TraceResult tr; TraceResult tr;
if( g_Language != LANGUAGE_GERMAN )
{
UTIL_MakeVectors( pev->angles ); UTIL_MakeVectors( pev->angles );
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr ); UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr );
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
}
SetThink( &CBaseEntity::SUB_Remove ); SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1f; pev->nextthink = gpGlobals->time + 0.1f;
} }

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@ -1100,9 +1100,6 @@ void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color,
if( !UTIL_ShouldShowBlood( color ) ) if( !UTIL_ShouldShowBlood( color ) )
return; return;
if( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED )
color = 0;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin ); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin );
WRITE_BYTE( TE_BLOODSTREAM ); WRITE_BYTE( TE_BLOODSTREAM );
WRITE_COORD( origin.x ); WRITE_COORD( origin.x );
@ -1124,9 +1121,6 @@ void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color,
if( color == DONT_BLEED || amount == 0 ) if( color == DONT_BLEED || amount == 0 )
return; return;
if( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED )
color = 0;
if( g_pGameRules->IsMultiplayer() ) if( g_pGameRules->IsMultiplayer() )
{ {
// scale up blood effect in multiplayer for better visibility // scale up blood effect in multiplayer for better visibility

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@ -401,18 +401,6 @@ void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int
extern DLL_GLOBAL const Vector g_vecZero; extern DLL_GLOBAL const Vector g_vecZero;
//
// Constants that were used only by QC (maybe not used at all now)
//
// Un-comment only as needed
//
#define LANGUAGE_ENGLISH 0
#define LANGUAGE_GERMAN 1
#define LANGUAGE_FRENCH 2
#define LANGUAGE_BRITISH 3
extern DLL_GLOBAL int g_Language;
#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation #define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
#define AMBIENT_SOUND_EVERYWHERE 1 #define AMBIENT_SOUND_EVERYWHERE 1
#define AMBIENT_SOUND_SMALLRADIUS 2 #define AMBIENT_SOUND_SMALLRADIUS 2

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@ -513,16 +513,8 @@ void CWorld::Precache( void )
PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events) PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
PRECACHE_SOUND( "common/bodydrop4.wav" ); PRECACHE_SOUND( "common/bodydrop4.wav" );
g_Language = (int)CVAR_GET_FLOAT( "sv_language" );
if( g_Language == LANGUAGE_GERMAN )
{
PRECACHE_MODEL( "models/germangibs.mdl" );
}
else
{
PRECACHE_MODEL( "models/hgibs.mdl" ); PRECACHE_MODEL( "models/hgibs.mdl" );
PRECACHE_MODEL( "models/agibs.mdl" ); PRECACHE_MODEL( "models/agibs.mdl" );
}
PRECACHE_SOUND( "weapons/ric1.wav" ); PRECACHE_SOUND( "weapons/ric1.wav" );
PRECACHE_SOUND( "weapons/ric2.wav" ); PRECACHE_SOUND( "weapons/ric2.wav" );