From: Samual Lenks Date: Sat, 7 Dec 2013 03:40:12 +0000 (-0500) Subject: FINALLY it compiles X-Git-Tag: xonotic-v0.8.0~152^2~316 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=21194a2d90ff8f41dd2a2a9905f54608ec8e2420;p=xonotic%2Fxonotic-data.pk3dir.git FINALLY it compiles --- diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index 66f1359fd..eef9e23ed 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -88,7 +88,7 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) // if damage was dealt with a bullet weapon, our effect is blood // since blood is species dependent, include the species tag - if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE) + if(type == WEP_SHOCKWAVE || type == WEP_UZI || type == WEP_RIFLE) { if(self.isplayermodel) { diff --git a/qcsrc/client/hud.qc b/qcsrc/client/hud.qc index b9e3ca6f1..63d96eee6 100644 --- a/qcsrc/client/hud.qc +++ b/qcsrc/client/hud.qc @@ -425,7 +425,7 @@ float GetAmmoTypeForWep(float i) // WEAPONTODO { switch(i) { - case WEP_SHOTGUN: return 0; + case WEP_SHOCKWAVE: return 0; case WEP_UZI: return 1; case WEP_GRENADE_LAUNCHER: return 2; case WEP_MINE_LAYER: return 2; diff --git a/qcsrc/common/weapons/w_electro.qc b/qcsrc/common/weapons/w_electro.qc index 75ddd79ef..aef7e2d77 100644 --- a/qcsrc/common/weapons/w_electro.qc +++ b/qcsrc/common/weapons/w_electro.qc @@ -36,7 +36,7 @@ void W_Plasma_TriggerCombo(vector org, float rad, entity own) // change owner to whoever caused the combo explosion WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e); - if((trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall > e.WarpZone_findradius_dist)) + if((trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall > vlen(e.WarpZone_findradius_dist))) { e.realowner = own; e.takedamage = DAMAGE_NO; diff --git a/qcsrc/common/weapons/w_mortar.qc b/qcsrc/common/weapons/w_mortar.qc index 47ac04654..54177812f 100644 --- a/qcsrc/common/weapons/w_mortar.qc +++ b/qcsrc/common/weapons/w_mortar.qc @@ -67,7 +67,7 @@ void W_Grenade_Explode2 (void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) - if(IsDifferentTeam(self.realowner, other)) + if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index a38b24dad..1cd785d2b 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -404,7 +404,7 @@ void W_Shockwave_Attack() */ float W_Shockwave(float req) { - float ammo_amount; + float ammo_amount = 0; switch(req) { diff --git a/qcsrc/common/weapons/weapons.qh b/qcsrc/common/weapons/weapons.qh index c9deb8e8b..a59b6c9ec 100644 --- a/qcsrc/common/weapons/weapons.qh +++ b/qcsrc/common/weapons/weapons.qh @@ -164,11 +164,11 @@ void register_weapons_done(); REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) #endif -/*#define MO_NONE 0 +#define MO_NONE 0 #define MO_PRI 1 #define MO_SEC 2 #define MO_BOTH 3 -*/ + #define WEP_DUPECHECK(dupecheck,cvar) float cvar; /*#define WEP_DUPECHECK(dupecheck,cvar) \ @@ -186,13 +186,13 @@ void register_weapons_done(); #endif */ -#define WEP_ADD_CVAR_MO_PRI(weapon,name) \ +#define WEP_ADD_CVAR_MO_PRI(wepname,name) \ WEP_DUPECHECK(WEP_CVAR_P_##wepname##_##name, autocvar_g_balance_##wepname##_primary_##name) -#define WEP_ADD_CVAR_MO_SEC(weapon,name) \ +#define WEP_ADD_CVAR_MO_SEC(wepname,name) \ WEP_DUPECHECK(WEP_CVAR_S_##wepname##_##name, autocvar_g_balance_##wepname##_secondary_##name) -#define WEP_ADD_CVAR_MO_BOTH(weapon,name) \ +#define WEP_ADD_CVAR_MO_BOTH(wepname,name) \ WEP_DUPECHECK(WEP_CVAR_P_##wepname##_##name, autocvar_g_balance_##wepname##_primary_##name) \ WEP_DUPECHECK(WEP_CVAR_S_##wepname##_##name, autocvar_g_balance_##wepname##_secondary_##name) diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 97996ce22..fd3a96ccb 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -181,18 +181,18 @@ float autocvar_g_balance_keyhunt_throwvelocity; float autocvar_g_balance_kill_delay; float autocvar_g_balance_kill_antispam; float autocvar_g_balance_laser_melee_animtime; -float autocvar_g_balance_laser_melee_damage; -float autocvar_g_balance_laser_melee_delay; -float autocvar_g_balance_laser_melee_force; -float autocvar_g_balance_laser_melee_multihit; -float autocvar_g_balance_laser_melee_no_doubleslap; -float autocvar_g_balance_laser_melee_nonplayerdamage; +//float autocvar_g_balance_laser_melee_damage; // WEAPONTODO +//float autocvar_g_balance_laser_melee_delay; +//float autocvar_g_balance_laser_melee_force; +//float autocvar_g_balance_laser_melee_multihit; +//float autocvar_g_balance_laser_melee_no_doubleslap; +//float autocvar_g_balance_laser_melee_nonplayerdamage; float autocvar_g_balance_laser_melee_range; float autocvar_g_balance_laser_melee_refire; -float autocvar_g_balance_laser_melee_swing_side; -float autocvar_g_balance_laser_melee_swing_up; -float autocvar_g_balance_laser_melee_time; -float autocvar_g_balance_laser_melee_traces; +//float autocvar_g_balance_laser_melee_swing_side; +//float autocvar_g_balance_laser_melee_swing_up; +//float autocvar_g_balance_laser_melee_time; +//float autocvar_g_balance_laser_melee_traces; float autocvar_g_balance_laser_primary; float autocvar_g_balance_laser_primary_animtime; float autocvar_g_balance_laser_primary_damage; @@ -221,32 +221,32 @@ float autocvar_g_balance_laser_secondary_lifetime; float autocvar_g_balance_laser_secondary_radius; float autocvar_g_balance_laser_secondary_refire; //float autocvar_g_balance_laser_secondary_speed; -float autocvar_g_balance_laser_shockwave_damage; -float autocvar_g_balance_laser_shockwave_distance; -float autocvar_g_balance_laser_shockwave_edgedamage; -float autocvar_g_balance_laser_shockwave_force; -float autocvar_g_balance_laser_shockwave_force_forwardbias; -float autocvar_g_balance_laser_shockwave_force_zscale; -float autocvar_g_balance_laser_shockwave_jump_damage; -float autocvar_g_balance_laser_shockwave_jump_edgedamage; -float autocvar_g_balance_laser_shockwave_jump_force; -float autocvar_g_balance_laser_shockwave_jump_force_velocitybias; -float autocvar_g_balance_laser_shockwave_jump_force_zscale; -float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy; -float autocvar_g_balance_laser_shockwave_jump_multiplier_distance; -float autocvar_g_balance_laser_shockwave_jump_multiplier_min; -float autocvar_g_balance_laser_shockwave_jump_radius; -float autocvar_g_balance_laser_shockwave_multiplier_accuracy; -float autocvar_g_balance_laser_shockwave_multiplier_distance; -float autocvar_g_balance_laser_shockwave_multiplier_min; -float autocvar_g_balance_laser_shockwave_splash_damage; -float autocvar_g_balance_laser_shockwave_splash_edgedamage; -float autocvar_g_balance_laser_shockwave_splash_force; -float autocvar_g_balance_laser_shockwave_splash_force_forwardbias; -float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy; -float autocvar_g_balance_laser_shockwave_splash_multiplier_distance; -float autocvar_g_balance_laser_shockwave_splash_multiplier_min; -float autocvar_g_balance_laser_shockwave_splash_radius; +//float autocvar_g_balance_laser_shockwave_damage; +//float autocvar_g_balance_laser_shockwave_distance; +//float autocvar_g_balance_laser_shockwave_edgedamage; +//float autocvar_g_balance_laser_shockwave_force; +//float autocvar_g_balance_laser_shockwave_force_forwardbias; +//float autocvar_g_balance_laser_shockwave_force_zscale; +//float autocvar_g_balance_laser_shockwave_jump_damage; +//float autocvar_g_balance_laser_shockwave_jump_edgedamage; +//float autocvar_g_balance_laser_shockwave_jump_force; +//float autocvar_g_balance_laser_shockwave_jump_force_velocitybias; +//float autocvar_g_balance_laser_shockwave_jump_force_zscale; +//float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy; +//float autocvar_g_balance_laser_shockwave_jump_multiplier_distance; +//float autocvar_g_balance_laser_shockwave_jump_multiplier_min; +//float autocvar_g_balance_laser_shockwave_jump_radius; +//float autocvar_g_balance_laser_shockwave_multiplier_accuracy; +//float autocvar_g_balance_laser_shockwave_multiplier_distance; +//float autocvar_g_balance_laser_shockwave_multiplier_min; +//float autocvar_g_balance_laser_shockwave_splash_damage; +//float autocvar_g_balance_laser_shockwave_splash_edgedamage; +//float autocvar_g_balance_laser_shockwave_splash_force; +//float autocvar_g_balance_laser_shockwave_splash_force_forwardbias; +//float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy; +//float autocvar_g_balance_laser_shockwave_splash_multiplier_distance; +//float autocvar_g_balance_laser_shockwave_splash_multiplier_min; +//float autocvar_g_balance_laser_shockwave_splash_radius; float autocvar_g_balance_laser_shockwave_spread_max; float autocvar_g_balance_laser_shockwave_spread_min; float autocvar_g_balance_minelayer_reload_ammo; @@ -299,30 +299,30 @@ float autocvar_g_balance_powerup_strength_time; float autocvar_g_balance_superweapons_time; float autocvar_g_balance_seeker_reload_ammo; float autocvar_g_balance_selfdamagepercent; -float autocvar_g_balance_shotgun_primary_ammo; -float autocvar_g_balance_shotgun_primary_animtime; -float autocvar_g_balance_shotgun_primary_bulletconstant; -float autocvar_g_balance_shotgun_primary_bullets; -float autocvar_g_balance_shotgun_primary_damage; -float autocvar_g_balance_shotgun_primary_force; -float autocvar_g_balance_shotgun_primary_refire; -float autocvar_g_balance_shotgun_primary_speed; -float autocvar_g_balance_shotgun_primary_spread; -float autocvar_g_balance_shotgun_secondary; -float autocvar_g_balance_shotgun_secondary_animtime; -float autocvar_g_balance_shotgun_secondary_damage; -float autocvar_g_balance_shotgun_secondary_force; -float autocvar_g_balance_shotgun_secondary_melee_delay; -float autocvar_g_balance_shotgun_secondary_melee_range; -float autocvar_g_balance_shotgun_secondary_melee_swing_side; -float autocvar_g_balance_shotgun_secondary_melee_swing_up; -float autocvar_g_balance_shotgun_secondary_melee_time; -float autocvar_g_balance_shotgun_secondary_melee_traces; -float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap; -float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage; -float autocvar_g_balance_shotgun_secondary_melee_multihit; -float autocvar_g_balance_shotgun_secondary_refire; -float autocvar_g_balance_shotgun_reload_ammo; +//float autocvar_g_balance_shotgun_primary_ammo; // WEAPONTODO +//float autocvar_g_balance_shotgun_primary_animtime; +//float autocvar_g_balance_shotgun_primary_bulletconstant; +//float autocvar_g_balance_shotgun_primary_bullets; +//float autocvar_g_balance_shotgun_primary_damage; +//float autocvar_g_balance_shotgun_primary_force; +//float autocvar_g_balance_shotgun_primary_refire; +//float autocvar_g_balance_shotgun_primary_speed; +//float autocvar_g_balance_shotgun_primary_spread; +//float autocvar_g_balance_shotgun_secondary; +//float autocvar_g_balance_shotgun_secondary_animtime; +//float autocvar_g_balance_shotgun_secondary_damage; +//float autocvar_g_balance_shotgun_secondary_force; +//float autocvar_g_balance_shotgun_secondary_melee_delay; +//float autocvar_g_balance_shotgun_secondary_melee_range; +//float autocvar_g_balance_shotgun_secondary_melee_swing_side; +//float autocvar_g_balance_shotgun_secondary_melee_swing_up; +//float autocvar_g_balance_shotgun_secondary_melee_time; +//float autocvar_g_balance_shotgun_secondary_melee_traces; +//float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap; +//float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage; +//float autocvar_g_balance_shotgun_secondary_melee_multihit; +//float autocvar_g_balance_shotgun_secondary_refire; +//float autocvar_g_balance_shotgun_reload_ammo; float autocvar_g_balance_teams; float autocvar_g_balance_teams_prevent_imbalance; float autocvar_g_balance_teams_scorefactor; diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index a83914500..558e0c700 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -2352,7 +2352,7 @@ void PlayerPreThink (void) do_crouch = 0; if(self.freezetag_frozen) do_crouch = 0; - if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink) + if(self.weapon == WEP_SHOCKWAVE && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink) // WEAPONTODO do_crouch = 0; if (do_crouch) diff --git a/qcsrc/server/mutators/mutator_melee_only.qc b/qcsrc/server/mutators/mutator_melee_only.qc index 73b7dd949..93e6edb5f 100644 --- a/qcsrc/server/mutators/mutator_melee_only.qc +++ b/qcsrc/server/mutators/mutator_melee_only.qc @@ -3,8 +3,8 @@ MUTATOR_HOOKFUNCTION(melee_SetStartItems) start_ammo_shells = 0; warmup_start_ammo_shells = 0; - start_weapons = WEPSET_SHOTGUN; - warmup_start_weapons = WEPSET_SHOTGUN; + start_weapons = WEPSET_SHOCKWAVE; + warmup_start_weapons = WEPSET_SHOCKWAVE; return FALSE; } diff --git a/qcsrc/server/mutators/mutator_nades.qc b/qcsrc/server/mutators/mutator_nades.qc index 2e6f7ea30..32d73bf88 100644 --- a/qcsrc/server/mutators/mutator_nades.qc +++ b/qcsrc/server/mutators/mutator_nades.qc @@ -113,10 +113,10 @@ void nade_damage(entity inflictor, entity attacker, float damage, float deathtyp if(DEATH_ISWEAPON(deathtype, WEP_UZI)) damage = self.max_health * 0.1; - if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && !(deathtype & HITTYPE_SECONDARY)) + if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) && !(deathtype & HITTYPE_SECONDARY)) // WEAPONTODO damage = self.max_health * 1.1; - if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && (deathtype & HITTYPE_SECONDARY)) + if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) && (deathtype & HITTYPE_SECONDARY)) { damage = self.max_health * 0.1; force *= 15;