Commit 74270f3c authored by IR4T4's avatar IR4T4
Browse files

mod: clean up refs #51

parent ea62822f
Pipeline #198 skipped
......@@ -403,7 +403,6 @@ void Cmd_Give_f(gentity_t *ent)
hasAmount = qtrue;
}
amount = atoi(amt);
//----(SA) end
name = ConcatArgs(1);
......@@ -974,20 +973,7 @@ qboolean SetTeam(gentity_t *ent, char *s, qboolean force, weapon_t w1, weapon_t
}
}
// DHM - Nerve :: Force players to wait 30 seconds before they can join a new team.
// OSP - changed to 5 seconds
// Gordon: disabling if in dev mode: cuz it sucks
// Gordon: bleh, half of these variables don't mean what they used to, so this doesn't work
/* if ( !g_cheats.integer ) {
if ( team != oldTeam && level.warmupTime == 0 && !client->pers.initialSpawn && ( (level.time - client->pers.connectTime) > 10000 ) && ( (level.time - client->pers.enterTime) < 5000 ) && !force ) {
CP(va("cp \"^3You must wait %i seconds before joining ^3a new team.\n\" 3", (int)(5 - ((level.time - client->pers.enterTime)/1000))));
return qfalse;
}
}*/
// dhm
// execute the team change
if (team != TEAM_SPECTATOR)
{
client->pers.initialSpawn = qfalse;
......@@ -2539,7 +2525,6 @@ void Cmd_Vote_f(gentity_t *ent)
ent->client->pers.propositionClient = -1;
ent->client->pers.propositionClient2 = -1;
// dhm
// Reset this ent's complainEndTime so they can't send multiple complaints
ent->client->pers.complaintEndTime = -1;
ent->client->pers.complaintClient = -1;
......@@ -2598,10 +2583,9 @@ void Cmd_Vote_f(gentity_t *ent)
qboolean G_canPickupMelee(gentity_t *ent)
{
// JPW NERVE -- no "melee" weapons in net play
// JPW NERVE -- no "melee" weapons in net play
return qfalse;
}
// jpw
/*
=================
......@@ -3356,60 +3340,6 @@ void Cmd_SetSpawnPoint_f(gentity_t *ent)
}
}
/*
============
Cmd_SetSniperSpot_f
============
*/
// TODO: remove this
void Cmd_SetSniperSpot_f(gentity_t *clent)
{
gentity_t *spot;
vmCvar_t cvar_mapname;
char filename[MAX_QPATH];
fileHandle_t f;
char buf[1024];
if (!g_cheats.integer)
{
return;
}
if (!trap_Cvar_VariableIntegerValue("cl_running"))
{
return; // only allow locally playing client
}
if (clent->s.number != 0)
{
return; // only allow locally playing client
}
// drop a sniper spot here
spot = G_Spawn();
spot->classname = "bot_sniper_spot";
VectorCopy(clent->r.currentOrigin, spot->s.origin);
VectorCopy(clent->client->ps.viewangles, spot->s.angles);
spot->aiTeam = clent->client->sess.sessionTeam;
// output to text file
trap_Cvar_Register(&cvar_mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM);
Com_sprintf(filename, sizeof(filename), "maps/%s.botents", cvar_mapname.string);
if (trap_FS_FOpenFile(filename, &f, FS_APPEND) < 0)
{
G_Error("Cmd_SetSniperSpot_f: cannot open %s for writing\n", filename);
}
Com_sprintf(buf, sizeof(buf), "{\n\"classname\" \"%s\"\n\"origin\" \"%.3f %.3f %.3f\"\n\"angles\" \"%.2f %.2f %.2f\"\n\"aiTeam\" \"%i\"\n}\n\n", spot->classname, spot->s.origin[0], spot->s.origin[1], spot->s.origin[2], spot->s.angles[0], spot->s.angles[1], spot->s.angles[2], spot->aiTeam);
trap_FS_Write(buf, strlen(buf), f);
trap_FS_FCloseFile(f);
G_Printf("dropped sniper spot\n");
return;
}
void G_PrintAccuracyLog(gentity_t *ent);
void Cmd_WeaponStat_f(gentity_t *ent)
......@@ -3918,7 +3848,6 @@ void ClientCommand(int clientNum)
{
return;
}
// OSP
// ignore all other commands when at intermission
if (level.intermissiontime)
......@@ -3961,9 +3890,7 @@ void ClientCommand(int clientNum)
}
else if (Q_stricmp(cmd, "where") == 0)
{
Cmd_Where_f(ent);
// } else if (Q_stricmp (cmd, "startCamera") == 0) {
// Cmd_StartCamera_f( ent );
Cmd_Where_f(ent);;
}
else if (Q_stricmp(cmd, "stopCamera") == 0)
{
......@@ -3973,10 +3900,6 @@ void ClientCommand(int clientNum)
{
Cmd_SetCameraOrigin_f(ent);
}
else if (Q_stricmp(cmd, "cameraInterrupt") == 0) // FIXME: remove
{
// Cmd_InterruptCamera_f(ent);
}
else if (Q_stricmp(cmd, "setviewpos") == 0)
{
Cmd_SetViewpos_f(ent);
......@@ -3985,11 +3908,6 @@ void ClientCommand(int clientNum)
{
Cmd_SetSpawnPoint_f(ent);
}
else if (Q_stricmp(cmd, "setsniperspot") == 0)
{
Cmd_SetSniperSpot_f(ent);
}
else if (G_commandCheck(ent, cmd, qfalse))
{
return;
......
......@@ -53,10 +53,8 @@
#define MG42_MULTIPLAYER_HEALTH 350
// How long do bodies last?
// SP : Axis: 20 seconds
// Allies: 30 seconds
// MP : Both 10 seconds
#define BODY_TIME(t) ((g_gametype.integer != GT_SINGLE_PLAYER || g_gametype.integer == GT_COOP) ? 10000 : (t) == TEAM_AXIS ? 20000 : 30000)
// Both teams 10 seconds
#define BODY_TIME(t) 10000
#define MAX_MG42_HEAT 1500.f
......
......@@ -143,7 +143,6 @@ void TeleportPlayer(gentity_t *player, vec3_t origin, vec3_t angles)
}
}
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
Now that we don't have teleport destination pads, this is just
......@@ -153,7 +152,6 @@ void SP_misc_teleporter_dest(gentity_t *ent)
{
}
/*
=================================================================================
......@@ -198,7 +196,6 @@ void grabber_think_hit(gentity_t *ent)
ent->think = grabber_think_idle;
}
/*
==============
grabber_die
......@@ -228,9 +225,6 @@ void grabber_die(gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int
// G_FreeEntity(ent);
}
/*
==============
grabber_attack
......@@ -350,7 +344,6 @@ void grabber_wake_touch(gentity_t *ent, gentity_t *other, trace_t *trace)
grabber_wake(ent);
}
/*QUAKED misc_grabber_trap (1 0 0) (-8 -8 -8) (8 8 8)
fields:
"adist" - radius of 'wakeup' box. player passing closer than distance activates grabber (def: 64)
......@@ -447,7 +440,6 @@ void SP_misc_grabber_trap(gentity_t *ent)
trig->r.svFlags = SVF_NOCLIENT;
trig->touch = grabber_wake_touch;
trap_LinkEntity(trig);
}
void use_spotlight(gentity_t *ent, gentity_t *other, gentity_t *activator)
......@@ -490,7 +482,6 @@ BACK_AND_FORTH - when end of target spline is hit, reverse direction rather than
*/
void SP_misc_spotlight(gentity_t *ent)
{
ent->s.eType = ET_EF_SPOTLIGHT;
ent->think = spotlight_finish_spawning;
......@@ -509,10 +500,8 @@ void SP_misc_spotlight(gentity_t *ent)
{
ent->s.density = G_FindConfigstringIndex(ent->target, CS_SPLINES, MAX_SPLINE_CONFIGSTRINGS, qtrue);
}
}
//===========================================================
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
......@@ -685,8 +674,6 @@ void SP_misc_vis_dummy(gentity_t *ent)
}
//----(SA) end
/*QUAKED misc_vis_dummy_multiple (1 .5 0) (-8 -8 -8) (8 8 8)
If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not.
This entity itself is never visible or transmitted to clients.
......@@ -1201,9 +1188,7 @@ void SP_dlight(gentity_t *ent)
{
trap_LinkEntity(ent);
}
}
// done (SA)
void flakPuff(vec3_t origin)
{
......@@ -2041,7 +2026,6 @@ void mg42_spawn(gentity_t *ent)
VectorCopy(ent->s.angles, gun->s.angles2);
gun->touch = mg42_touch;
gun->think = mg42_think;
gun->use = mg42_use;
......@@ -2063,7 +2047,7 @@ void mg42_spawn(gentity_t *ent)
// Gordon: storing heat now
gun->mg42weapHeat = 0;
// gun->mg42firetime = 0;
// gun->mg42firetime = 0;
// Arnout: move track and targetname over to these entities for construction system
gun->track = ent->track;
......@@ -2301,7 +2285,6 @@ spawnitem
void misc_spawner_think(gentity_t *ent)
{
gitem_t *item;
gentity_t *drop = NULL;
......@@ -2314,7 +2297,6 @@ void misc_spawner_think(gentity_t *ent)
G_Printf("-----> WARNING <-------\n");
G_Printf("misc_spawner used at %s failed to drop!\n", vtos(ent->r.currentOrigin));
}
}
void misc_spawner_use(gentity_t *ent, gentity_t *other, gentity_t *activator)
......@@ -2343,7 +2325,6 @@ void SP_misc_spawner(gentity_t *ent)
ent->use = misc_spawner_use;
trap_LinkEntity(ent);
}
//===========================================================================
......@@ -2351,182 +2332,6 @@ void SP_misc_spawner(gentity_t *ent)
// Mounted Gun, attached to a moving vehicle of some-sort
//
/*QUAKED func_mounted_gun (.4 .9 .7) (-16 -16 -24) (16 16 64)
an MG42 to be mounted onto a vehicle.
Gun must be able to rotate full 360 degrees, with slight pitching.
Fields:
*IMPORTANT* color = vector offest of gun mount tag on truck, from truck's origin
*IMPORTANT* delay = offset distance of gunnner mount tag on gun model, from gun's origin
target = targetname of vehicle we are attached to
aiTeam = 0 for Nazi, 1 for Allies, 2 for Monster
harc = visible arc, for initially sighting enemies Default is 220
radius = visible distance, for sighting enemies Default is 4096
varc = vertical fire arc Default is 90 (45 above and below)
health = how much damage can it take default is 50
accuracy = all guns are 100% accurate an entry of 0.5 would make it 50%
damage = damage caused by each bullet
*/
/*void miscGunnerEnemyScan(gentity_t *ent, vec3_t angles)
{
gentity_t *t;
vec3_t v, tang;
for (t=g_entities; t<g_entities+level.maxclients; t++) {
if (!t->inuse)
continue;
if (t->health < 0)
continue;
if (VectorDistanceSquared(ent->r.currentOrigin, t->r.currentOrigin) > SQR(ent->radius))
continue;
VectorSubtract( t->r.currentOrigin, ent->r.currentOrigin, v );
vectoangles( v, tang );
if (!AICast_InFieldOfVision( angles, ent->harc, tang ))
continue;
if (!AICast_VisibleFromPos( ent->r.currentOrigin, ent->s.number, t->r.currentOrigin, t->s.number, qfalse ))
continue;
// found an enemy
ent->enemy = t;
break;
}
}*/
/*void miscGunnerThink(gentity_t *ent)
{
gentity_t *truck, *gun, *enemy;
vec3_t vec, trang, gspot, gang;
vec3_t fwd, r, u;
qboolean fire=qfalse;
float yawspeed, diff;
vec3_t dang;
qboolean clamped = qfalse;
int i;
// find the entities
gun = &g_entities[ent->mg42BaseEnt];
truck = &g_entities[gun->mg42BaseEnt];
// calculate our position based on that of the truck and gun angles
BG_EvaluateTrajectory( &truck->s.apos, level.time, trang );
AngleVectors( trang, fwd, r, u );
BG_EvaluateTrajectory( &truck->s.pos, level.time, gspot );
VectorMA( gspot, ent->dl_color[0], fwd, gspot );
VectorMA( gspot, -ent->dl_color[1], r, gspot );
VectorMA( gspot, ent->dl_color[2], u, gspot );
G_SetOrigin( ent, gspot );
G_SetOrigin( gun, gspot );
// calculate our facing angles
//VectorAdd( trang, gun->r.currentAngles, gang );
if (!gun->s.density)
VectorCopy( trang, gang );
else
BG_EvaluateTrajectory( &gun->s.apos, level.time, gang );
// look for an enemy
if (ent->enemy) {
if (ent->enemy->health <= 0) {
ent->enemy = NULL;
} else if (AICast_VisibleFromPos(ent->r.currentOrigin, ent->s.number, ent->enemy->r.currentOrigin, ent->enemy->s.number, qfalse)) {
fire = qtrue;
}
}
if (!fire) {
miscGunnerEnemyScan(ent, trang);
if (ent->enemy) {
fire = qtrue;
// if we have just found our first enemy, release us from the "fixed tag" angles
// so we can track them
if (!gun->s.density) {
gun->s.density = 1;
// start facing the same direct, so we don't snap to a different angle immediately
BG_EvaluateTrajectory( &truck->s.apos, level.time, ent->s.angles );
VectorCopy( gun->s.angles, gun->s.apos.trBase );
gun->s.apos.trTime = level.time;
gun->s.apos.trDuration = 0;
gun->s.apos.trType = TR_STATIONARY;
VectorClear( gun->s.apos.trDelta );
}
}
}
// third, attack that enemy if possible
if (fire) {
// get the enemy
enemy = ent->enemy;
// rotate to them
VectorSubtract( enemy->r.currentOrigin, gun->r.currentOrigin, vec );
vectoangles( vec, gun->TargetAngles );
VectorCopy (gun->TargetAngles, dang);
for (i=0; i<3; i++) {
dang[i] = AngleNormalize180(dang[i]);
}
// restrict vertical range
if (dang[0] < 0 && fabs(dang[0]) > (gun->varc/2)) {
clamped = qtrue;
if (dang[0] < 0)
dang[0] = -(gun->varc/2);
else
dang[0] = (gun->varc/2);
}
// dang is now the ideal angles, restrict movement by speed
yawspeed = 60;
for (i=0; i<3; i++) {
BG_EvaluateTrajectory( &gun->s.apos, level.time, gun->r.currentAngles );
diff = AngleDifference( dang[i], gun->r.currentAngles[i] );
if (fabs(diff) > (yawspeed * ((float)FRAMETIME/1000.0))) {
clamped = qtrue;
if (diff > 0) {
dang[i] = AngleMod(gun->r.currentAngles[i] + (yawspeed * ((float)FRAMETIME/1000.0)));
} else {
dang[i] = AngleMod(gun->r.currentAngles[i] - (yawspeed * ((float)FRAMETIME/1000.0)));
}
}
}
// move to the position over the next frame
VectorSubtract( dang, gun->r.currentAngles, gun->s.apos.trDelta );
for (i=0; i<3; i++) {
gun->s.apos.trDelta[i] = AngleNormalize180( gun->s.apos.trDelta[i] );
}
VectorCopy( gun->r.currentAngles, gun->s.apos.trBase );
VectorScale( gun->s.apos.trDelta, 1000/50, gun->s.apos.trDelta );
gun->s.apos.trTime = level.time;
gun->s.apos.trType = TR_LINEAR_STOP;
gun->s.apos.trDuration = 50;
// if we are facing them, fire
if (fabs( AngleNormalize180(gun->r.currentAngles[YAW] - gun->TargetAngles[YAW]) ) < 10) {
AngleVectors (gun->r.currentAngles, forward, right, up);
VectorCopy (gspot, muzzle);
VectorMA (muzzle, 16, forward, muzzle);
VectorMA (muzzle, 16, up, muzzle);
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzle);
if (gun->damage)
Fire_Lead (gun, gun, MG42_SPREAD/gun->accuracy, gun->damage);
else
Fire_Lead (gun, gun, MG42_SPREAD/gun->accuracy, MG42_DAMAGE_AI);
}
}
ent->think = miscGunnerThink;
ent->nextthink = level.time + 50;
}*/
void firetrail_die(gentity_t *ent)
{
G_FreeEntity(ent);
......@@ -2544,7 +2349,6 @@ void firetrail_use(gentity_t *ent, gentity_t *other, gentity_t *activator)
}
trap_LinkEntity(ent);
}
/*QUAKED misc_firetrails (.4 .9 .7) (-16 -16 -16) (16 16 16)
......@@ -2592,14 +2396,12 @@ void misc_firetrails_think(gentity_t *ent)
G_SetTargetName(right, ent->targetname);
G_ProcessTagConnect(right, qtrue);
trap_LinkEntity(right);
}
void SP_misc_firetrails(gentity_t *ent)
{
ent->think = misc_firetrails_think;
ent->nextthink = level.time + 100;
}
/*QUAKED misc_constructiblemarker (1 0.85 0) ?
......
......@@ -872,14 +872,11 @@ void G_SendSpectatorMapEntityInfo(gentity_t *e)
}
ax_cnt++;
}
// Allied data init
teamList = &mapEntityData[1];
al_cnt = 0;
for (mEnt = teamList->activeMapEntityData.next; mEnt && mEnt != &teamList->activeMapEntityData; mEnt = mEnt->next)
{
......
Supports Markdown
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment