[openjk] 09/11: Imported Upstream version 0~20150104+ds1
Simon McVittie
smcv at debian.org
Sun Jan 4 21:54:44 UTC 2015
This is an automated email from the git hooks/post-receive script.
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( ¢->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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