[openjk] 57/130: JO: Disable JA structure fields

Simon McVittie smcv at debian.org
Fri Oct 28 11:09:18 UTC 2016


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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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