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smcv pushed a commit to branch debian/master
in repository openjk.

commit a5185e2eb456265501bb11ee2ecf1a7277b5d3e9
Author: bibendovsky <[email protected]>
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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/srv/git.debian.org/git/pkg-games/openjk.git

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