[openjk] 57/130: JO: Disable JA structure fields
Simon McVittie
smcv at debian.org
Fri Oct 28 11:09:18 UTC 2016
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to branch debian/master
in repository openjk.
commit a5185e2eb456265501bb11ee2ecf1a7277b5d3e9
Author: bibendovsky <bibendovsky at hotmail.com>
Date: Fri Jul 29 19:23:22 2016 +0300
JO: Disable JA structure fields
---
code/game/ghoul2_shared.h | 10 ++++++
code/qcommon/q_shared.h | 86 ++++++++++++++++++++++++++++++++++++++++++++
code/server/sv_savegame.cpp | 6 +++-
codeJK2/game/ghoul2_shared.h | 8 ++++-
4 files changed, 108 insertions(+), 2 deletions(-)
diff --git a/code/game/ghoul2_shared.h b/code/game/ghoul2_shared.h
index f0a24e6..c2a3254 100644
--- a/code/game/ghoul2_shared.h
+++ b/code/game/ghoul2_shared.h
@@ -450,9 +450,13 @@ public:
int mSurfaceRoot;
int mLodBias;
int mNewOrigin; // this contains the bolt index of the new origin for this model
+
+#ifndef JK2_MODE
#ifdef _G2_GORE
int mGoreSetTag;
#endif
+#endif // !JK2_MODE
+
qhandle_t mModel; // this and the next entries do NOT go across the network. They are for gameside access ONLY
char mFileName[MAX_QPATH];
int mAnimFrameDefault;
@@ -483,9 +487,11 @@ public:
mSurfaceRoot(0),
mLodBias(0),
mNewOrigin(-1),
+#ifndef JK2_MODE
#ifdef _G2_GORE
mGoreSetTag(0),
#endif
+#endif // !JK2_MODE
mModel(0),
mAnimFrameDefault(0),
mSkelFrameNum(-1),
@@ -517,9 +523,11 @@ public:
saved_game->write<int32_t>(mLodBias);
saved_game->write<int32_t>(mNewOrigin);
+#ifndef JK2_MODE
#ifdef _G2_GORE
saved_game->write<int32_t>(mGoreSetTag);
#endif // _G2_GORE
+#endif // !JK2_MODE
saved_game->write<int32_t>(mModel);
saved_game->write<int8_t>(mFileName);
@@ -541,9 +549,11 @@ public:
saved_game->read<int32_t>(mLodBias);
saved_game->read<int32_t>(mNewOrigin);
+#ifndef JK2_MODE
#ifdef _G2_GORE
saved_game->read<int32_t>(mGoreSetTag);
#endif // _G2_GORE
+#endif // !JK2_MODE
saved_game->read<int32_t>(mModel);
saved_game->read<int8_t>(mFileName);
diff --git a/code/qcommon/q_shared.h b/code/qcommon/q_shared.h
index 84d622f..9b63a8c 100644
--- a/code/qcommon/q_shared.h
+++ b/code/qcommon/q_shared.h
@@ -1463,12 +1463,16 @@ typedef enum
FP_SABERTHROW,
FP_SABER_DEFENSE,
FP_SABER_OFFENSE,
+
+#ifndef JK2_MODE
//new Jedi Academy powers
FP_RAGE,//duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.
FP_PROTECT,//duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)
FP_ABSORB,//duration - protect against dark force powers (grip, lightning, drain - maybe push/pull, too?)
FP_DRAIN,//hold/duration - drain force power for health
FP_SEE,//duration - detect/see hidden enemies
+#endif // !JK2_MODE
+
NUM_FORCE_POWERS
} forcePowers_t;
@@ -2385,6 +2389,7 @@ public:
int lastStationary; //last time you were on the ground
int weaponShotCount;
+#ifndef JK2_MODE
//FIXME: maybe allocate all these structures (saber, force powers, vehicles)
// or descend them as classes - so not every client has all this info
TSaberInfo saber[MAX_SABERS];
@@ -2508,9 +2513,14 @@ public:
}
return parryBonus;
};
+#endif // !JK2_MODE
short saberMove;
+
+#ifndef JK2_MODE
short saberMoveNext;
+#endif // JK2_MODE
+
short saberBounceMove;
short saberBlocking;
short saberBlocked;
@@ -2531,7 +2541,11 @@ public:
int saberAttackChainCount;
int saberLockTime;
int saberLockEnemy;
+
+#ifndef JK2_MODE
int saberStylesKnown;
+#endif // !JK2_MODE
+
#ifdef JK2_MODE
char *saberModel;
#endif
@@ -2542,17 +2556,26 @@ public:
int forcePower;
int forcePowerMax;
int forcePowerRegenDebounceTime;
+
+#ifndef JK2_MODE
int forcePowerRegenRate; //default is 100ms
int forcePowerRegenAmount; //default is 1
+#endif // !JK2_MODE
+
int forcePowerLevel[NUM_FORCE_POWERS]; //so we know the max forceJump power you have
float forceJumpZStart; //So when you land, you don't get hurt as much
float forceJumpCharge; //you're current forceJump charge-up level, increases the longer you hold the force jump button down
int forceGripEntityNum; //what entity I'm gripping
vec3_t forceGripOrg; //where the gripped ent should be lifted to
+
+#ifndef JK2_MODE
int forceDrainEntityNum; //what entity I'm draining
vec3_t forceDrainOrg; //where the drained ent should be lifted to
+#endif // !JK2_MODE
+
int forceHealCount; //how many points of force heal have been applied so far
+#ifndef JK2_MODE
//new Jedi Academy force powers
int forceAllowDeactivateTime;
int forceRageDrainTime;
@@ -2563,6 +2586,7 @@ public:
int pullAttackEntNum;
int pullAttackTime;
int lastKickedEntNum;
+#endif // !JK2_MODE
int taunting; //replaced BUTTON_GESTURE
@@ -2572,6 +2596,7 @@ public:
float waterheight; //exactly what the z org of the water is (will be +4 above if under water, -4 below if not in water)
waterHeightLevel_t waterHeightLevel; //how high it really is
+#ifndef JK2_MODE
//testing IK grabbing
qboolean ikStatus; //for IK
int heldClient; //for IK, who I'm grabbing, if anyone
@@ -2586,6 +2611,7 @@ public:
//NOTE: not really used in SP, just for Fighter Vehicle damage stuff
int brokenLimbs;
int electrifyTime;
+#endif // !JK2_MODE
void sg_export(
@@ -2658,10 +2684,18 @@ public:
saved_game->write<int32_t>(lastOnGround);
saved_game->write<int32_t>(lastStationary);
saved_game->write<int32_t>(weaponShotCount);
+
+#ifndef JK2_MODE
saved_game->write<>(saber);
saved_game->write<int32_t>(dualSabers);
+#endif // !JK2_MODE
+
saved_game->write<int16_t>(saberMove);
+
+#ifndef JK2_MODE
saved_game->write<int16_t>(saberMoveNext);
+#endif // !JK2_MODE
+
saved_game->write<int16_t>(saberBounceMove);
saved_game->write<int16_t>(saberBlocking);
saved_game->write<int16_t>(saberBlocked);
@@ -2683,7 +2717,10 @@ public:
saved_game->write<int32_t>(saberAttackChainCount);
saved_game->write<int32_t>(saberLockTime);
saved_game->write<int32_t>(saberLockEnemy);
+
+#ifndef JK2_MODE
saved_game->write<int32_t>(saberStylesKnown);
+#endif // !JK2_MODE
#ifdef JK2_MODE
saved_game->write<int32_t>(saberModel);
@@ -2695,16 +2732,26 @@ public:
saved_game->write<int32_t>(forcePower);
saved_game->write<int32_t>(forcePowerMax);
saved_game->write<int32_t>(forcePowerRegenDebounceTime);
+
+#ifndef JK2_MODE
saved_game->write<int32_t>(forcePowerRegenRate);
saved_game->write<int32_t>(forcePowerRegenAmount);
+#endif // !JK2_MODE
+
saved_game->write<int32_t>(forcePowerLevel);
saved_game->write<float>(forceJumpZStart);
saved_game->write<float>(forceJumpCharge);
saved_game->write<int32_t>(forceGripEntityNum);
saved_game->write<float>(forceGripOrg);
+
+#ifndef JK2_MODE
saved_game->write<int32_t>(forceDrainEntityNum);
saved_game->write<float>(forceDrainOrg);
+#endif // !JK2_MODE
+
saved_game->write<int32_t>(forceHealCount);
+
+#ifndef JK2_MODE
saved_game->write<int32_t>(forceAllowDeactivateTime);
saved_game->write<int32_t>(forceRageDrainTime);
saved_game->write<int32_t>(forceRageRecoveryTime);
@@ -2714,11 +2761,15 @@ public:
saved_game->write<int32_t>(pullAttackEntNum);
saved_game->write<int32_t>(pullAttackTime);
saved_game->write<int32_t>(lastKickedEntNum);
+#endif // !JK2_MODE
+
saved_game->write<int32_t>(taunting);
saved_game->write<float>(jumpZStart);
saved_game->write<float>(moveDir);
saved_game->write<float>(waterheight);
saved_game->write<int32_t>(waterHeightLevel);
+
+#ifndef JK2_MODE
saved_game->write<int32_t>(ikStatus);
saved_game->write<int32_t>(heldClient);
saved_game->write<int32_t>(heldByClient);
@@ -2728,6 +2779,7 @@ public:
saved_game->write<int32_t>(vehTurnaroundTime);
saved_game->write<int32_t>(brokenLimbs);
saved_game->write<int32_t>(electrifyTime);
+#endif // !JK2_MODE
}
void sg_import(
@@ -2800,10 +2852,18 @@ public:
saved_game->read<int32_t>(lastOnGround);
saved_game->read<int32_t>(lastStationary);
saved_game->read<int32_t>(weaponShotCount);
+
+#ifndef JK2_MODE
saved_game->read<>(saber);
saved_game->read<int32_t>(dualSabers);
+#endif // !JK2_MODE
+
saved_game->read<int16_t>(saberMove);
+
+#ifndef JK2_MODE
saved_game->read<int16_t>(saberMoveNext);
+#endif // !JK2_MODE
+
saved_game->read<int16_t>(saberBounceMove);
saved_game->read<int16_t>(saberBlocking);
saved_game->read<int16_t>(saberBlocked);
@@ -2825,7 +2885,10 @@ public:
saved_game->read<int32_t>(saberAttackChainCount);
saved_game->read<int32_t>(saberLockTime);
saved_game->read<int32_t>(saberLockEnemy);
+
+#ifndef JK2_MODE
saved_game->read<int32_t>(saberStylesKnown);
+#endif // !JK2_MODE
#ifdef JK2_MODE
saved_game->read<int32_t>(saberModel);
@@ -2837,16 +2900,26 @@ public:
saved_game->read<int32_t>(forcePower);
saved_game->read<int32_t>(forcePowerMax);
saved_game->read<int32_t>(forcePowerRegenDebounceTime);
+
+#ifndef JK2_MODE
saved_game->read<int32_t>(forcePowerRegenRate);
saved_game->read<int32_t>(forcePowerRegenAmount);
+#endif // !JK2_MODE
+
saved_game->read<int32_t>(forcePowerLevel);
saved_game->read<float>(forceJumpZStart);
saved_game->read<float>(forceJumpCharge);
saved_game->read<int32_t>(forceGripEntityNum);
saved_game->read<float>(forceGripOrg);
+
+#ifndef JK2_MODE
saved_game->read<int32_t>(forceDrainEntityNum);
saved_game->read<float>(forceDrainOrg);
+#endif // !JK2_MODE
+
saved_game->read<int32_t>(forceHealCount);
+
+#ifndef JK2_MODE
saved_game->read<int32_t>(forceAllowDeactivateTime);
saved_game->read<int32_t>(forceRageDrainTime);
saved_game->read<int32_t>(forceRageRecoveryTime);
@@ -2856,11 +2929,15 @@ public:
saved_game->read<int32_t>(pullAttackEntNum);
saved_game->read<int32_t>(pullAttackTime);
saved_game->read<int32_t>(lastKickedEntNum);
+#endif // !JK2_MODE
+
saved_game->read<int32_t>(taunting);
saved_game->read<float>(jumpZStart);
saved_game->read<float>(moveDir);
saved_game->read<float>(waterheight);
saved_game->read<int32_t>(waterHeightLevel);
+
+#ifndef JK2_MODE
saved_game->read<int32_t>(ikStatus);
saved_game->read<int32_t>(heldClient);
saved_game->read<int32_t>(heldByClient);
@@ -2870,6 +2947,7 @@ public:
saved_game->read<int32_t>(vehTurnaroundTime);
saved_game->read<int32_t>(brokenLimbs);
saved_game->read<int32_t>(electrifyTime);
+#endif // !JK2_MODE
}
}; // PlayerStateBase
@@ -3064,11 +3142,13 @@ typedef struct entityState_s {// !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!
int vehicleModel; // For overriding your playermodel with a drivable vehicle
#endif
+#ifndef JK2_MODE
//int vehicleIndex; // What kind of vehicle you're driving
vec3_t vehicleAngles; //
int vehicleArmor; // current armor of your vehicle (explodes if drops to 0)
// 0 if not in a vehicle, otherwise the client number.
int m_iVehicleNum;
+#endif // !JK2_MODE
/*
Ghoul2 Insert Start
@@ -3124,9 +3204,12 @@ Ghoul2 Insert End
saved_game->write<int32_t>(vehicleModel);
#endif // JK2_MODE
+#ifndef JK2_MODE
saved_game->write<float>(vehicleAngles);
saved_game->write<int32_t>(vehicleArmor);
saved_game->write<int32_t>(m_iVehicleNum);
+#endif // !JK2_MODE
+
saved_game->write<float>(modelScale);
saved_game->write<int32_t>(radius);
saved_game->write<int32_t>(boltInfo);
@@ -3174,9 +3257,12 @@ Ghoul2 Insert End
saved_game->read<int32_t>(vehicleModel);
#endif // JK2_MODE
+#ifndef JK2_MODE
saved_game->read<float>(vehicleAngles);
saved_game->read<int32_t>(vehicleArmor);
saved_game->read<int32_t>(m_iVehicleNum);
+#endif // !JK2_MODE
+
saved_game->read<float>(modelScale);
saved_game->read<int32_t>(radius);
saved_game->read<int32_t>(boltInfo);
diff --git a/code/server/sv_savegame.cpp b/code/server/sv_savegame.cpp
index 8ee4b85..aba6ce0 100644
--- a/code/server/sv_savegame.cpp
+++ b/code/server/sv_savegame.cpp
@@ -50,7 +50,11 @@ SavedGameJustLoaded_e eSavedGameJustLoaded = eNO;
char sLastSaveFileLoaded[MAX_QPATH]={0};
-#define iSG_MAPCMD_SIZE MAX_QPATH
+#ifdef JK2_MODE
+#define iSG_MAPCMD_SIZE (MAX_TOKEN_CHARS)
+#else
+#define iSG_MAPCMD_SIZE (MAX_QPATH)
+#endif // JK2_MODE
static char *SG_GetSaveGameMapName(const char *psPathlessBaseName);
static void CompressMem_FreeScratchBuffer(void);
diff --git a/codeJK2/game/ghoul2_shared.h b/codeJK2/game/ghoul2_shared.h
index e089989..076e3d8 100644
--- a/codeJK2/game/ghoul2_shared.h
+++ b/codeJK2/game/ghoul2_shared.h
@@ -20,6 +20,10 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
+
+// FIXME Not used.
+#if 0
+
#pragma once
#if !defined(GHOUL2_SHARED_H_INC)
#define GHOUL2_SHARED_H_INC
@@ -425,4 +429,6 @@ enum EG2_Collision
//====================================================================
-#endif // GHOUL2_SHARED_H_INC
\ No newline at end of file
+#endif // GHOUL2_SHARED_H_INC
+
+#endif // 0
--
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