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https://github.com/FWGS/xash3d-fwgs
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engine: server: slight refactoring, hide client calls under XASH_DEDICATED, remove useless dedicated stub
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@ -134,11 +134,6 @@ void GAME_EXPORT S_StopSound(int entnum, int channel, const char *soundname)
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}
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int S_GetCurrentStaticSounds( soundlist_t *pout, int size )
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{
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return 0;
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}
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int GAME_EXPORT CL_GetMaxClients( void )
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{
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return 0;
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@ -643,12 +643,16 @@ Write ambient sounds into demo
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*/
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void SV_RestartAmbientSounds( void )
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{
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// TODO: we don't know sounds state on remote server
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// as it's used only for demos, maybe this could be implemented on client side?
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#if !XASH_DEDICATED
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soundlist_t soundInfo[256];
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string curtrack, looptrack;
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int i, nSounds;
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int position;
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if( !SV_Active( )) return;
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if( !SV_Active( ) || Host_IsDedicated( ))
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return;
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nSounds = S_GetCurrentStaticSounds( soundInfo, 256 );
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@ -663,7 +667,6 @@ void SV_RestartAmbientSounds( void )
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SV_StartSound( SV_PEntityOfEntIndex( si->entnum, true ), CHAN_STATIC, si->name, si->volume, si->attenuation, 0, si->pitch );
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}
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#if !XASH_DEDICATED // TODO: ???
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// restart soundtrack
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if( S_StreamGetCurrentState( curtrack, sizeof( curtrack ), looptrack, sizeof( looptrack ), &position ))
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{
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@ -1170,41 +1170,36 @@ static void SaveClientState( SAVERESTOREDATA *pSaveData, const char *level, int
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char name[MAX_QPATH];
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int i, id, version;
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char *pTokenData;
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decallist_t *decalList;
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SAVE_CLIENT header;
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decallist_t *decalList = NULL;
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SAVE_CLIENT header = { 0 };
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file_t *pFile;
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// clearing the saving buffer to reuse
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SaveClear( pSaveData );
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memset( &header, 0, sizeof( header ));
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// g-cont. add space for studiodecals if present
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decalList = (decallist_t *)Z_Calloc( sizeof( decallist_t ) * MAX_RENDER_DECALS * 2 );
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header.entityCount = sv.num_static_entities;
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// initialize client header
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#if !XASH_DEDICATED
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if( !Host_IsDedicated() )
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if( !Host_IsDedicated( ))
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{
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header.decalCount = ref.dllFuncs.R_CreateDecalList( decalList );
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}
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else
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#endif // XASH_DEDICATED
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{
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// we probably running a dedicated server
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header.decalCount = 0;
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}
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header.entityCount = sv.num_static_entities;
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// g-cont. add space for studiodecals if present
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decalList = (decallist_t *)Mem_Calloc( host.mempool, sizeof( decallist_t ) * MAX_RENDER_DECALS * 2 );
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if( !changelevel )
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{
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// sounds won't going across transition
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header.soundCount = S_GetCurrentDynamicSounds( soundInfo, MAX_CHANNELS );
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#if !XASH_DEDICATED
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// music not reqiured to save position: it's just continue playing on a next level
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S_StreamGetCurrentState( header.introTrack, sizeof( header.introTrack ), header.mainTrack, sizeof( header.mainTrack ), &header.trackPosition );
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#endif
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header.decalCount = ref.dllFuncs.R_CreateDecalList( decalList );
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if( !changelevel ) // sounds won't going across transition
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{
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header.soundCount = S_GetCurrentDynamicSounds( soundInfo, MAX_CHANNELS );
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// music not reqiured to save position: it's just continue playing on a next level
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S_StreamGetCurrentState(
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header.introTrack, sizeof( header.introTrack ),
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header.mainTrack, sizeof( header.mainTrack ),
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&header.trackPosition );
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}
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}
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#endif // XASH_DEDICATED
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// save viewentity to allow camera works after save\restore
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if( SV_IsValidEdict( cl->pViewEntity ) && cl->pViewEntity != cl->edict )
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@ -1217,7 +1212,7 @@ static void SaveClientState( SAVERESTOREDATA *pSaveData, const char *level, int
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svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "ClientHeader", &header, gSaveClient, ARRAYSIZE( gSaveClient ));
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// store decals
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for( i = 0; i < header.decalCount; i++ )
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for( i = 0; decalList != NULL && i < header.decalCount; i++ )
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{
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// NOTE: apply landmark offset only for brush entities without origin brushes
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if( pSaveData->fUseLandmark && FBitSet( decalList[i].flags, FDECAL_USE_LANDMARK ))
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@ -1225,7 +1220,9 @@ static void SaveClientState( SAVERESTOREDATA *pSaveData, const char *level, int
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svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "DECALLIST", &decalList[i], gDecalEntry, ARRAYSIZE( gDecalEntry ));
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}
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Z_Free( decalList );
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if( decalList )
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Mem_Free( decalList );
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// write client entities
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for( i = 0; i < header.entityCount; i++ )
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