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 <[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 -- 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

