[openjk] 09/11: Imported Upstream version 0~20150104+ds1

Simon McVittie smcv at debian.org
Sun Jan 4 21:54:44 UTC 2015


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smcv pushed a commit to branch master
in repository openjk.

commit 7a5c138e64c36836a0c13ebd9fd5aa7211bc052a
Author: Simon McVittie <smcv at debian.org>
Date:   Sun Jan 4 18:43:00 2015 +0000

    Imported Upstream version 0~20150104+ds1
---
 code/cgame/cg_ents.cpp       | 15 +++++---
 code/cgame/cg_weapons.cpp    |  2 +-
 code/game/bg_vehicleLoad.cpp | 88 +++++++++++++++++++++++++++++---------------
 3 files changed, 69 insertions(+), 36 deletions(-)

diff --git a/code/cgame/cg_ents.cpp b/code/cgame/cg_ents.cpp
index c473b8e..6deef67 100644
--- a/code/cgame/cg_ents.cpp
+++ b/code/cgame/cg_ents.cpp
@@ -1117,7 +1117,7 @@ static void CG_Missile( centity_t *cent ) {
 		VectorCopy( s1->angles, cent->lerpAngles );
 	}
 
-	if ( s1->otherEntityNum2 && (g_vehWeaponInfo[s1->otherEntityNum2].iShotFX != NULL_FX || g_vehWeaponInfo[s1->otherEntityNum2].iModel != NULL_HANDLE) )
+	if ( s1->otherEntityNum2 && (g_vehWeaponInfo[s1->otherEntityNum2].iShotFX || g_vehWeaponInfo[s1->otherEntityNum2].iModel) )
 	{
 		vec3_t forward;
 		
@@ -1151,15 +1151,18 @@ static void CG_Missile( centity_t *cent ) {
 			VectorScale( forward, scale, forward );
 		}
 		
-		theFxScheduler.PlayEffect(g_vehWeaponInfo[s1->otherEntityNum2].iShotFX, cent->lerpOrigin, forward);
+		CG_PlayEffectID(g_vehWeaponInfo[s1->otherEntityNum2].iShotFX, cent->lerpOrigin, forward);
 		if ( g_vehWeaponInfo[s1->otherEntityNum2].iLoopSound )
 		{
 			vec3_t	velocity;
 			EvaluateTrajectoryDelta( &cent->currentState.pos, cg.time, velocity );
-			cgi_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, g_vehWeaponInfo[s1->otherEntityNum2].iLoopSound );
+			if (cgs.sound_precache[g_vehWeaponInfo[s1->otherEntityNum2].iLoopSound] != NULL_SFX)
+			{
+				cgi_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, cgs.sound_precache[g_vehWeaponInfo[s1->otherEntityNum2].iLoopSound] );
+			}
 		}
 		//add custom model
-		if ( g_vehWeaponInfo[s1->otherEntityNum2].iModel == NULL_HANDLE )
+		if ( !g_vehWeaponInfo[s1->otherEntityNum2].iModel )
 		{
 			return;
 		}
@@ -1220,8 +1223,8 @@ Ghoul2 Insert End
 	ent.skinNum = cg.clientFrame & 1;
 	ent.renderfx = /*weapon->missileRenderfx | */RF_NOSHADOW;
 
-	if ( s1->otherEntityNum2 && (g_vehWeaponInfo[s1->otherEntityNum2].iModel != NULL_HANDLE))
-		ent.hModel = g_vehWeaponInfo[s1->otherEntityNum2].iModel;
+	if ( s1->otherEntityNum2 && g_vehWeaponInfo[s1->otherEntityNum2].iModel && cgs.model_draw[g_vehWeaponInfo[s1->otherEntityNum2].iModel] != NULL_HANDLE)
+		ent.hModel = cgs.model_draw[g_vehWeaponInfo[s1->otherEntityNum2].iModel];
 	else if ( cent->gent->alt_fire )
 		ent.hModel = weapon->alt_missileModel;
 	else
diff --git a/code/cgame/cg_weapons.cpp b/code/cgame/cg_weapons.cpp
index 3e20acd..84d865e 100644
--- a/code/cgame/cg_weapons.cpp
+++ b/code/cgame/cg_weapons.cpp
@@ -2895,7 +2895,7 @@ qboolean CG_VehicleWeaponImpact( centity_t *cent )
 	if (cent->currentState.otherEntityNum2
 		&& g_vehWeaponInfo[cent->currentState.otherEntityNum2].iImpactFX)
 	{//missile is from a special vehWeapon
-		theFxScheduler.PlayEffect(g_vehWeaponInfo[cent->currentState.otherEntityNum2].iImpactFX, cent->lerpOrigin, cent->gent->pos1);
+		CG_PlayEffectID(g_vehWeaponInfo[cent->currentState.otherEntityNum2].iImpactFX, cent->lerpOrigin, cent->gent->pos1);
 		return qtrue;
 	}
 	return qfalse;
diff --git a/code/game/bg_vehicleLoad.cpp b/code/game/bg_vehicleLoad.cpp
index 33bfe88..a5342df 100644
--- a/code/game/bg_vehicleLoad.cpp
+++ b/code/game/bg_vehicleLoad.cpp
@@ -82,12 +82,6 @@ extern sfxHandle_t	trap_S_RegisterSound( const char *sample);		// returns buzz i
 #include "../namespace_end.h"
 #endif
 
-extern sfxHandle_t	cgi_S_RegisterSound( const char *sample );
-extern qhandle_t	cgi_R_RegisterModel( const char *name );
-#if !defined(FX_SCHEDULER_H_INC)
-	#include "../cgame/FxScheduler.h"
-#endif
-
 extern stringID_table_t animTable [MAX_ANIMATIONS+1];
 
 // These buffers are filled in with the same contents and then just read from in
@@ -165,7 +159,7 @@ vehField_t vehWeaponFields[] =
 	{"hasGravity", VWFOFS(bHasGravity), VF_BOOL},	//if a projectile, drops
 	{"ionWeapon", VWFOFS(bIonWeapon), VF_BOOL},	//disables ship shields and sends them out of control
 	{"saberBlockable", VWFOFS(bSaberBlockable), VF_BOOL},	//lightsabers can deflect this projectile
-	{"muzzleFX", VWFOFS(iMuzzleFX), VF_EFFECT},	//index of Muzzle Effect
+	{"muzzleFX", VWFOFS(iMuzzleFX), VF_EFFECT_CLIENT},	//index of Muzzle Effect
 	{"model", VWFOFS(iModel), VF_MODEL_CLIENT},	//handle to the model used by this projectile
 	{"shotFX", VWFOFS(iShotFX), VF_EFFECT_CLIENT},	//index of Shot Effect
 	{"impactFX", VWFOFS(iImpactFX), VF_EFFECT_CLIENT},	//index of Impact Effect
@@ -273,8 +267,14 @@ static qboolean BG_ParseVehWeaponParm( vehWeaponInfo_t *vehWeapon, const char *p
 		*(int *)(b+vehWeaponField->ofs) = trap_R_RegisterModel( value );
 #endif
 		break;
-	case VF_MODEL_CLIENT:	// take the string, get the index
-		*(int *)(b+vehWeaponField->ofs) = cgi_R_RegisterModel( value );
+	case VF_MODEL_CLIENT:	// (MP cgame only) take the string, get the G_ModelIndex
+#ifndef _JK2MP
+		*(int *)(b+vehWeaponField->ofs) = G_ModelIndex( value );
+#elif defined QAGAME
+		//*(int *)(b+vehWeaponField->ofs) = G_ModelIndex( value );
+#else
+		*(int *)(b+vehWeaponField->ofs) = trap_R_RegisterModel( value );
+#endif
 		break;
 	case VF_EFFECT:	// take the string, get the G_EffectIndex
 #ifdef QAGAME
@@ -283,8 +283,14 @@ static qboolean BG_ParseVehWeaponParm( vehWeaponInfo_t *vehWeapon, const char *p
 		*(int *)(b+vehWeaponField->ofs) = trap_FX_RegisterEffect( value );
 #endif
 		break;
-	case VF_EFFECT_CLIENT:	// take the string, get the index
-		*(int *)(b+vehWeaponField->ofs) = theFxScheduler.RegisterEffect( value );
+	case VF_EFFECT_CLIENT:	// (MP cgame only) take the string, get the index
+#ifndef _JK2MP
+		*(int *)(b+vehWeaponField->ofs) = G_EffectIndex( value );
+#elif defined QAGAME
+		//*(int *)(b+vehWeaponField->ofs) = G_EffectIndex( value );
+#elif defined CGAME
+		*(int *)(b+vehWeaponField->ofs) = trap_FX_RegisterEffect( value );
+#endif
 		break;
 	case VF_SHADER:	// (cgame only) take the string, call trap_R_RegisterShader
 #ifdef WE_ARE_IN_THE_UI
@@ -305,8 +311,14 @@ static qboolean BG_ParseVehWeaponParm( vehWeaponInfo_t *vehWeapon, const char *p
 		*(int *)(b+vehWeaponField->ofs) = trap_S_RegisterSound( value );
 #endif
 		break;
-	case VF_SOUND_CLIENT:	// take the string, get the index
-		*(int *)(b+vehWeaponField->ofs) = cgi_S_RegisterSound( value );
+	case VF_SOUND_CLIENT:	// (MP cgame only) take the string, get the index
+#ifndef _JK2MP
+		*(int *)(b+vehWeaponField->ofs) = G_SoundIndex( value );
+#elif defined QAGAME
+		//*(int *)(b+vehWeaponField->ofs) = G_SoundIndex( value );
+#else
+		*(int *)(b+vehWeaponField->ofs) = trap_S_RegisterSound( value );
+#endif
 		break;
 	default:
 		//Unknown type?
@@ -543,29 +555,29 @@ vehField_t vehicleFields[] =
 	{"soundTurbo",		VFOFS(soundTurbo),		VF_SOUND},//sound to play when turbo/afterburner kicks in
 	{"soundHyper",		VFOFS(soundHyper),		VF_SOUND_CLIENT},//sound to play when hits hyperspace
 	{"soundLand",		VFOFS(soundLand),		VF_SOUND},//sound to play when ship lands
-	{"soundFlyBy",		VFOFS(soundFlyBy),		VF_SOUND},//sound to play when they buzz you
-	{"soundFlyBy2",		VFOFS(soundFlyBy2),		VF_SOUND},//alternate sound to play when they buzz you
+	{"soundFlyBy",		VFOFS(soundFlyBy),		VF_SOUND_CLIENT},//sound to play when they buzz you
+	{"soundFlyBy2",		VFOFS(soundFlyBy2),		VF_SOUND_CLIENT},//alternate sound to play when they buzz you
 	{"soundShift1",		VFOFS(soundShift1),		VF_SOUND},//sound to play when changing speeds
 	{"soundShift2",		VFOFS(soundShift2),		VF_SOUND},//sound to play when changing speeds
 	{"soundShift3",		VFOFS(soundShift3),		VF_SOUND},//sound to play when changing speeds
 	{"soundShift4",		VFOFS(soundShift4),		VF_SOUND},//sound to play when changing speeds
 
-	{"exhaustFX", VFOFS(iExhaustFX), VF_EFFECT},		//exhaust effect, played from "*exhaust" bolt(s)
-	{"turboFX", VFOFS(iTurboFX), VF_EFFECT},		//turbo exhaust effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
+	{"exhaustFX", VFOFS(iExhaustFX), VF_EFFECT_CLIENT},		//exhaust effect, played from "*exhaust" bolt(s)
+	{"turboFX", VFOFS(iTurboFX), VF_EFFECT_CLIENT},		//turbo exhaust effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
 	{"turboStartFX", VFOFS(iTurboStartFX), VF_EFFECT},		//turbo start effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
-	{"trailFX", VFOFS(iTrailFX), VF_EFFECT},		//trail effect, played from "*trail" bolt(s)
-	{"impactFX", VFOFS(iImpactFX), VF_EFFECT},		//impact effect, for when it bumps into something
+	{"trailFX", VFOFS(iTrailFX), VF_EFFECT_CLIENT},		//trail effect, played from "*trail" bolt(s)
+	{"impactFX", VFOFS(iImpactFX), VF_EFFECT_CLIENT},		//impact effect, for when it bumps into something
 	{"explodeFX", VFOFS(iExplodeFX), VF_EFFECT},		//explosion effect, for when it blows up (should have the sound built into explosion effect)
-	{"wakeFX", VFOFS(iWakeFX), VF_EFFECT},		//effect it makes when going across water
-	{"dmgFX", VFOFS(iDmgFX), VF_EFFECT},		//effect to play on damage from a weapon or something
+	{"wakeFX", VFOFS(iWakeFX), VF_EFFECT_CLIENT},		//effect it makes when going across water
+	{"dmgFX", VFOFS(iDmgFX), VF_EFFECT_CLIENT},		//effect to play on damage from a weapon or something
 #ifdef _JK2MP
 	{"injureFX", VFOFS(iInjureFX), VF_EFFECT_CLIENT}, //effect to play on partially damaged ship surface
 	{"noseFX", VFOFS(iNoseFX), VF_EFFECT_CLIENT},		//effect for nose piece flying away when blown off
 	{"lwingFX", VFOFS(iLWingFX), VF_EFFECT_CLIENT},		//effect for left wing piece flying away when blown off
 	{"rwingFX", VFOFS(iRWingFX), VF_EFFECT_CLIENT},		//effect for right wing piece flying away when blown off
 #else
-	{"armorLowFX", VFOFS(iArmorLowFX), VF_EFFECT},		//effect to play on damage from a weapon or something
-	{"armorGoneFX", VFOFS(iArmorGoneFX), VF_EFFECT},		//effect to play on damage from a weapon or something
+	{"armorLowFX", VFOFS(iArmorLowFX), VF_EFFECT_CLIENT},		//effect to play on damage from a weapon or something
+	{"armorGoneFX", VFOFS(iArmorGoneFX), VF_EFFECT_CLIENT},		//effect to play on damage from a weapon or something
 #endif
 
 	// Weapon stuff:
@@ -940,8 +952,14 @@ static qboolean BG_ParseVehicleParm( vehicleInfo_t *vehicle, const char *parmNam
 		*(int *)(b+vehField->ofs) = trap_R_RegisterModel( value );
 #endif
 		break;
-	case VF_MODEL_CLIENT:	// take the string, get the index
-		*(int *)(b+vehField->ofs) = cgi_R_RegisterModel( value );
+	case VF_MODEL_CLIENT:	// (MP cgame only) take the string, get the G_ModelIndex
+#ifndef _JK2MP
+		*(int *)(b+vehField->ofs) = G_ModelIndex( value );
+#elif defined QAGAME
+		//*(int *)(b+vehField->ofs) = G_ModelIndex( value );
+#else
+		*(int *)(b+vehField->ofs) = trap_R_RegisterModel( value );
+#endif
 		break;
 	case VF_EFFECT:	// take the string, get the G_EffectIndex
 #ifdef QAGAME
@@ -950,8 +968,14 @@ static qboolean BG_ParseVehicleParm( vehicleInfo_t *vehicle, const char *parmNam
 		*(int *)(b+vehField->ofs) = trap_FX_RegisterEffect( value );
 #endif
 		break;
-	case VF_EFFECT_CLIENT:	// take the string, get the effect index
-		*(int *)(b+vehField->ofs) = theFxScheduler.RegisterEffect( value );
+	case VF_EFFECT_CLIENT:	// (MP cgame only) take the string, get the G_EffectIndex
+#ifndef _JK2MP
+		*(int *)(b+vehField->ofs) = G_EffectIndex( value );
+#elif defined QAGAME
+		//*(int *)(b+vehField->ofs) = G_EffectIndex( value );
+#elif defined CGAME
+		*(int *)(b+vehField->ofs) = trap_FX_RegisterEffect( value );
+#endif
 		break;
 	case VF_SHADER:	// (cgame only) take the string, call trap_R_RegisterShader
 #ifdef WE_ARE_IN_THE_UI
@@ -972,8 +996,14 @@ static qboolean BG_ParseVehicleParm( vehicleInfo_t *vehicle, const char *parmNam
 		*(int *)(b+vehField->ofs) = trap_S_RegisterSound( value );
 #endif
 		break;
-	case VF_SOUND_CLIENT:	// (MP cgame only) take the string, get the index
-		*(int *)(b+vehField->ofs) = cgi_S_RegisterSound( value );
+	case VF_SOUND_CLIENT:	// (MP cgame only) take the string, get the G_SoundIndex
+#ifndef _JK2MP
+		*(int *)(b+vehField->ofs) = G_SoundIndex( value );
+#elif defined QAGAME
+		//*(int *)(b+vehField->ofs) = G_SoundIndex( value );
+#else
+		*(int *)(b+vehField->ofs) = trap_S_RegisterSound( value );
+#endif
 		break;
 	default:
 		//Unknown type?

-- 
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