]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
More fun stuff
authorMario <zacjardine@y7mail.com>
Sat, 24 Jan 2015 08:29:38 +0000 (19:29 +1100)
committerMario <zacjardine@y7mail.com>
Sat, 24 Jan 2015 08:29:38 +0000 (19:29 +1100)
qcsrc/client/casings.qc
qcsrc/client/csqc_constants.qc
qcsrc/client/damage.qc
qcsrc/client/effects.qc
qcsrc/common/util-pre.qh

index 2225c0f35260d6ac88320cc2027939d4ba5d528e..5b74e11b50af47a03f712fc26a2d80aa5a63a9b3 100644 (file)
@@ -1,4 +1,4 @@
-.float silent;
+.bool silent;
 
 void Casing_Delete()
 {
@@ -44,16 +44,15 @@ void Casing_Touch()
                        if(time >= self.nextthink)
                        {
                                string s;
-                               float f;
+                               int f = floor(prandom() * 3) + 1;;
 
-                               f = floor(prandom() * 3) + 1;
                                switch(self.state)
                                {
                                        case 1:
-                                               s = strcat("weapons/casings", ftos(f), ".wav");
+                                               s = strcat("weapons/casings", itos(f), ".wav");
                                                break;
                                        default:
-                                               s = strcat("weapons/brass", ftos(f), ".wav");
+                                               s = strcat("weapons/brass", itos(f), ".wav");
                                                break;
                                }
 
@@ -65,7 +64,7 @@ void Casing_Touch()
        self.nextthink = time + 0.2;
 }
 
-void Casing_Damage(float thisdmg, float hittype, vector org, vector thisforce)
+void Casing_Damage(float thisdmg, int hittype, vector org, vector thisforce)
 {
        if(thisforce_z < 0)
                thisforce_z = 0;
index 1794d6e42d73a08bdd0cc352f4fd774baa7fd912..b568947bc6f10d7280848f66670dc2dbe4140536 100644 (file)
@@ -1,51 +1,51 @@
 // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
-const float            MASK_ENGINE                                             = 1;
-const float            MASK_ENGINEVIEWMODELS                   = 2;
-const float            MASK_NORMAL                                             = 4;
+const int              MASK_ENGINE                                             = 1;
+const int              MASK_ENGINEVIEWMODELS                   = 2;
+const int              MASK_NORMAL                                             = 4;
 
 // Renderflag Constants (used for CSQC entities)
-const float            RF_VIEWMODEL                                    = 1;
-const float            RF_EXTERNALMODEL                                = 2;
-const float            RF_DEPTHHACK                                    = 4;
-const float            RF_ADDITIVE                                             = 8;
-const float            RF_USEAXIS                                              = 16;
+const int              RF_VIEWMODEL                                    = 1;
+const int              RF_EXTERNALMODEL                                = 2;
+const int              RF_DEPTHHACK                                    = 4;
+const int              RF_ADDITIVE                                             = 8;
+const int              RF_USEAXIS                                              = 16;
 
 // Viewflag Constants (use with R_SetView)
-const float            VF_MIN                                                  = 1;    //(vector)
-const float            VF_MIN_X                                                = 2;    //(float)
-const float            VF_MIN_Y                                                = 3;    //(float)
-const float            VF_SIZE                                                 = 4;    //(vector) (viewport size)
-const float            VF_SIZE_Y                                               = 5;    //(float)
-const float            VF_SIZE_X                                               = 6;    //(float)
-const float            VF_VIEWPORT                                             = 7;    //(vector, vector)
-const float            VF_FOV                                                  = 8;    //(vector)
-const float            VF_FOVX                                                 = 9;    //(float)
-const float            VF_FOVY                                                 = 10;   //(float)
-const float            VF_ORIGIN                                               = 11;   //(vector)
-const float            VF_ORIGIN_X                                             = 12;   //(float)
-const float            VF_ORIGIN_Y                                             = 13;   //(float)
-const float            VF_ORIGIN_Z                                             = 14;   //(float)
-const float            VF_ANGLES                                               = 15;   //(vector)
-const float            VF_ANGLES_X                                             = 16;   //(float)
-const float            VF_ANGLES_Y                                             = 17;   //(float)
-const float            VF_ANGLES_Z                                             = 18;   //(float)
-const float            VF_DRAWWORLD                                    = 19;   //(float)
-const float            VF_DRAWENGINEHUD                                = 20;   //(float)
-const float            VF_DRAWCROSSHAIR                                = 21;   //(float)
-const float            VF_PERSPECTIVE                                  = 200;  //(float)
-
-const float            VF_CL_VIEWANGLES                                = 33;   //(vector)
-const float            VF_CL_VIEWANGLES_X                              = 34;   //(float)
-const float            VF_CL_VIEWANGLES_Y                              = 35;   //(float)
-const float            VF_CL_VIEWANGLES_Z                              = 36;   //(float)
+const int              VF_MIN                                                  = 1;    //(vector)
+const int              VF_MIN_X                                                = 2;    //(float)
+const int              VF_MIN_Y                                                = 3;    //(float)
+const int              VF_SIZE                                                 = 4;    //(vector) (viewport size)
+const int              VF_SIZE_Y                                               = 5;    //(float)
+const int              VF_SIZE_X                                               = 6;    //(float)
+const int              VF_VIEWPORT                                             = 7;    //(vector, vector)
+const int              VF_FOV                                                  = 8;    //(vector)
+const int              VF_FOVX                                                 = 9;    //(float)
+const int              VF_FOVY                                                 = 10;   //(float)
+const int              VF_ORIGIN                                               = 11;   //(vector)
+const int              VF_ORIGIN_X                                             = 12;   //(float)
+const int              VF_ORIGIN_Y                                             = 13;   //(float)
+const int              VF_ORIGIN_Z                                             = 14;   //(float)
+const int              VF_ANGLES                                               = 15;   //(vector)
+const int              VF_ANGLES_X                                             = 16;   //(float)
+const int              VF_ANGLES_Y                                             = 17;   //(float)
+const int              VF_ANGLES_Z                                             = 18;   //(float)
+const int              VF_DRAWWORLD                                    = 19;   //(float)
+const int              VF_DRAWENGINEHUD                                = 20;   //(float)
+const int              VF_DRAWCROSSHAIR                                = 21;   //(float)
+const int              VF_PERSPECTIVE                                  = 200;  //(float)
+
+const int              VF_CL_VIEWANGLES                                = 33;   //(vector)
+const int              VF_CL_VIEWANGLES_X                              = 34;   //(float)
+const int              VF_CL_VIEWANGLES_Y                              = 35;   //(float)
+const int              VF_CL_VIEWANGLES_Z                              = 36;   //(float)
 
 // Quake-style Point Contents
-const float            CONTENT_EMPTY                                   = -1;
-const float            CONTENT_SOLID                                   = -2;
-const float            CONTENT_WATER                                   = -3;
-const float            CONTENT_SLIME                                   = -4;
-const float            CONTENT_LAVA                                    = -5;
-const float            CONTENT_SKY                                             = -6;
+const int              CONTENT_EMPTY                                   = -1;
+const int              CONTENT_SOLID                                   = -2;
+const int              CONTENT_WATER                                   = -3;
+const int              CONTENT_SLIME                                   = -4;
+const int              CONTENT_LAVA                                    = -5;
+const int              CONTENT_SKY                                             = -6;
 
 // Vector / Hull Constants
 const vector   VEC_1                                                   = '1 1 1';
@@ -56,85 +56,85 @@ const vector        VEC_HULL_MIN                                    = '-16 -16 -24';
 const vector   VEC_HULL_MAX                                    = '16 16 32';
 
 // Effect Constants
-const float    EF_NODRAW                                               = 16;
-const float    EF_ADDITIVE                                             = 32;
-const float    EF_BLUE                                                 = 64;
-const float    EF_RED                                                  = 128;
-const float    EF_FULLBRIGHT                                   = 512;
-const float    EF_FLAME                                                = 1024;
-const float    EF_STARDUST                                             = 2048;
-const float    EF_NOSHADOW                                             = 4096;
-const float    EF_NODEPTHTEST                                  = 8192;
+const int      EF_NODRAW                                               = 16;
+const int      EF_ADDITIVE                                             = 32;
+const int      EF_BLUE                                                 = 64;
+const int      EF_RED                                                  = 128;
+const int      EF_FULLBRIGHT                                   = 512;
+const int      EF_FLAME                                                = 1024;
+const int      EF_STARDUST                                             = 2048;
+const int      EF_NOSHADOW                                             = 4096;
+const int      EF_NODEPTHTEST                                  = 8192;
 
 // Quake Player Flag Constants
-const float    PFL_ONGROUND                                    = 1;
-const float    PFL_CROUCH                                              = 2;
-const float    PFL_DEAD                                                = 4;
-const float    PFL_GIBBED                                              = 8;
+const int      PFL_ONGROUND                                    = 1;
+const int      PFL_CROUCH                                              = 2;
+const int      PFL_DEAD                                                = 4;
+const int      PFL_GIBBED                                              = 8;
 
 // Quake Temporary Entity Constants
-const float            TE_SPIKE                                                = 0;
-const float            TE_SUPERSPIKE                                   = 1;
-const float            TE_GUNSHOT                                              = 2;
-const float            TE_EXPLOSION                                    = 3;
-const float            TE_TAREXPLOSION                                 = 4;
-const float            TE_LIGHTNING1                                   = 5;
-const float            TE_LIGHTNING2                                   = 6;
-const float            TE_WIZSPIKE                                             = 7;
-const float            TE_KNIGHTSPIKE                                  = 8;
-const float            TE_LIGHTNING3                                   = 9;
-const float            TE_LAVASPLASH                                   = 10;
-const float            TE_TELEPORT                                             = 11;
-const float    TE_EXPLOSION2                                   = 12;
+const int              TE_SPIKE                                                = 0;
+const int              TE_SUPERSPIKE                                   = 1;
+const int              TE_GUNSHOT                                              = 2;
+const int              TE_EXPLOSION                                    = 3;
+const int              TE_TAREXPLOSION                                 = 4;
+const int              TE_LIGHTNING1                                   = 5;
+const int              TE_LIGHTNING2                                   = 6;
+const int              TE_WIZSPIKE                                             = 7;
+const int              TE_KNIGHTSPIKE                                  = 8;
+const int              TE_LIGHTNING3                                   = 9;
+const int              TE_LAVASPLASH                                   = 10;
+const int              TE_TELEPORT                                             = 11;
+const int      TE_EXPLOSION2                                   = 12;
 // Darkplaces Additions
-const float    TE_EXPLOSIONRGB                                 = 53;
-const float            TE_GUNSHOTQUAD                                  = 57;
-const float            TE_EXPLOSIONQUAD                                = 70;
+const int      TE_EXPLOSIONRGB                                 = 53;
+const int              TE_GUNSHOTQUAD                                  = 57;
+const int              TE_EXPLOSIONQUAD                                = 70;
 
 // Math Constants
-const float    EXTRA_LOW                                               = -99999999;
-const float    EXTRA_HIGH                                              = 99999999;
+const int      EXTRA_LOW                                               = -99999999;
+const int      EXTRA_HIGH                                              = 99999999;
 
 // Frik File Constants
-const float            FILE_READ                                               = 0;
-const float            FILE_APPEND                                             = 1;
-const float            FILE_WRITE                                              = 2;
+const int              FILE_READ                                               = 0;
+const int              FILE_APPEND                                             = 1;
+const int              FILE_WRITE                                              = 2;
 
 // Button values used by input_buttons
-const float BUTTON_ATTACK = 1;
-const float BUTTON_JUMP = 2;
-const float BUTTON_3 = 4;
-const float BUTTON_4 = 8;
-const float BUTTON_5 = 16;
-const float BUTTON_6 = 32;
-const float BUTTON7 = 64;
-const float BUTTON8 = 128;
-const float BUTTON_USE = 256;
-const float BUTTON_CHAT = 512;
-const float BUTTON_PRYDONCURSOR = 1024;
-const float BUTTON_9 = 2048;
-const float BUTTON_10 = 4096;
-const float BUTTON_11 = 8192;
-const float BUTTON_12 = 16384;
-const float BUTTON_13 = 32768;
-const float BUTTON_14 = 65536;
-const float BUTTON_15 = 131072;
-const float BUTTON_16 = 262144;
-
-const float SOLID_NOT          = 0; // no interaction with other objects
-const float SOLID_TRIGGER      = 1; // touch on edge, but not blocking
-const float SOLID_BBOX                 = 2; // touch on edge, block
-const float SOLID_SLIDEBOX     = 3; // touch on edge, but not an onground
-const float SOLID_BSP          = 4; // bsp clip, touch on edge, block
-const float SOLID_CORPSE       = 5; // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
-
-const float MOVE_NORMAL = 0; // same as FALSE
-const float MOVE_NOMONSTERS = 1; // same as TRUE
-const float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
-const float MOVE_HITMODEL = 4;
-const float MOVE_WORLDONLY = 3;
-
-const float CAMERA_FREE = 1;
-const float CAMERA_CHASE = 2;
-
-const float EF_NOMODELFLAGS = 8388608;
+const int BUTTON_ATTACK = 1;
+const int BUTTON_JUMP = 2;
+const int BUTTON_3 = 4;
+const int BUTTON_4 = 8;
+const int BUTTON_5 = 16;
+const int BUTTON_6 = 32;
+const int BUTTON7 = 64;
+const int BUTTON8 = 128;
+const int BUTTON_USE = 256;
+const int BUTTON_CHAT = 512;
+const int BUTTON_PRYDONCURSOR = 1024;
+const int BUTTON_9 = 2048;
+const int BUTTON_10 = 4096;
+const int BUTTON_11 = 8192;
+const int BUTTON_12 = 16384;
+const int BUTTON_13 = 32768;
+const int BUTTON_14 = 65536;
+const int BUTTON_15 = 131072;
+const int BUTTON_16 = 262144;
+
+const int SOLID_NOT            = 0; // no interaction with other objects
+const int SOLID_TRIGGER        = 1; // touch on edge, but not blocking
+const int SOLID_BBOX           = 2; // touch on edge, block
+const int SOLID_SLIDEBOX       = 3; // touch on edge, but not an onground
+const int SOLID_BSP            = 4; // bsp clip, touch on edge, block
+const int SOLID_CORPSE         = 5; // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
+
+const int MOVE_NORMAL = 0; // same as FALSE
+const int MOVE_NOMONSTERS = 1; // same as TRUE
+const int MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
+const int MOVE_HITMODEL = 4;
+const int MOVE_WORLDONLY = 3;
+
+const int CAMERA_FREE = 1;
+const int CAMERA_CHASE = 2;
+
+const int EF_NOMODELFLAGS = 8388608;
index 162ef6a07eb17560ebf4ffeb4d7a6c745affdaae..1d97ead1332fde562cdecdd4b1837d3296f97999 100644 (file)
@@ -31,11 +31,12 @@ void DamageEffect_Think()
        pointparticles(self.team, org, '0 0 0', 1);
 }
 
-void DamageEffect(vector hitorg, float dmg, float type, float specnum)
+void DamageEffect(vector hitorg, float dmg, int type, int specnum)
 {
        // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
 
-       float life, nearestbone = 0;
+       int nearestbone = 0;
+       float life;
        string specstr, effectname;
        entity e;
 
@@ -104,7 +105,9 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum)
 
 void Ent_DamageInfo(float isNew)
 {
-       float dmg, rad, edge, thisdmg, forcemul, species, hitplayer = FALSE;
+       float dmg, rad, edge, thisdmg;
+       bool hitplayer = FALSE;
+       int species, forcemul;
        vector force, thisforce;
        entity oldself;
 
@@ -329,9 +332,7 @@ void Ent_DamageInfo(float isNew)
        if(!DEATH_ISSPECIAL(w_deathtype))
        if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
        {
-               float hitwep;
-
-               hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
+               int hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
                w_random = prandom();
 
                traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
index c35a3a94a7577dc7724a3ebe0330e08cf6c19bf3..a515fdb61ca8bfc914dfeec325d08d505b04a26d 100644 (file)
@@ -30,7 +30,7 @@ void b_make(vector s,vector e, string t,float l,float z)
 }
 */
 
-void cl_effetcs_lightningarc(vector from, vector to,float seglength,float drifts,float drifte,float branchfactor,float branchfactor_add)
+void cl_effects_lightningarc(vector from, vector to,float seglength,float drifts,float drifte,float branchfactor,float branchfactor_add)
 {
     vector direction,dirnew, pos, pos_l;
     float length, steps, steplength, i,drift;
@@ -58,7 +58,7 @@ void cl_effetcs_lightningarc(vector from, vector to,float seglength,float drifts
             pos = pos_l +  dirnew * steplength;
             te_lightning1(world,pos_l,pos);
             if(random() < branchfactor)
-                cl_effetcs_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
+                cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
 
             pos_l = pos;
         }
@@ -91,7 +91,7 @@ void Net_ReadLightningarc()
         branchfactor     = autocvar_cl_effects_lightningarc_branchfactor_start;
         branchfactor_add = autocvar_cl_effects_lightningarc_branchfactor_add;
 
-        cl_effetcs_lightningarc(from,to,seglength,drifts,drifte,branchfactor,branchfactor_add);
+        cl_effects_lightningarc(from,to,seglength,drifts,drifte,branchfactor,branchfactor_add);
     }
 
 }
index 8f36914c167bca6a1a6fe68a0587b6e521f759f5..c23174ce1304e4395f026927bda0fcda263006bd 100644 (file)
@@ -4,6 +4,9 @@
 
 #ifndef QCC_SUPPORT_INT
 #define int float
+
+#define stoi(s) stof(s)
+#define itos(s) stoi(s)
 #endif
 
 #ifndef QCC_SUPPORT_BOOL
@@ -14,6 +17,4 @@ const float true      = 1;
 const float false      = 0;
 const float TRUE       = 1;
 const float FALSE      = 0;
-
-#define stoi(s) stof(s)
 #endif