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 <[email protected]> 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? -- Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/openjk.git _______________________________________________ Pkg-games-commits mailing list [email protected] http://lists.alioth.debian.org/cgi-bin/mailman/listinfo/pkg-games-commits

