fix some warnings and some alternative build configs.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5468 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2019-06-06 04:32:09 +00:00
parent 00885ffd27
commit 1dd8153998
6 changed files with 19 additions and 15 deletions

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@ -2520,9 +2520,6 @@ Emits all entities, particles, and lights to the refresh
*/
void CLQ2_AddEntities (void)
{
#ifdef _DEBUG
extern cvar_t chase_active, chase_back, chase_up;
#endif
int seat;
if (cls.state != ca_active)
return;

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@ -120,7 +120,7 @@ cvar_t v_gunkick_q2 = CVARD("v_gunkick_q2", "1", "Controls the strength of vie
static cvar_t v_viewmodel_quake = CVARD("r_viewmodel_quake", "0", "Controls whether to use weird viewmodel movements from vanilla quake."); //name comes from MarkV.
cvar_t v_viewheight = CVARF("v_viewheight", "0", CVAR_ARCHIVE);
static cvar_t v_projectionmode = CVARF("v_projectionmode", "0", CVAR_ARCHIVE);
//static cvar_t v_projectionmode = CVARF("v_projectionmode", "0", CVAR_ARCHIVE);
static cvar_t v_depthsortentities = CVARAD("v_depthsortentities", "0", "v_reorderentitiesrandomly", "Reorder entities for transparency such that the furthest entities are drawn first, allowing nearer transparent entities to draw over the top of them.");
@ -133,8 +133,8 @@ static cvar_t scr_autoid_teamcolour = CVARD("scr_autoid_teamcolour", STRINGIFY(C
static cvar_t scr_autoid_enemycolour = CVARD("scr_autoid_enemycolour", STRINGIFY(COLOR_WHITE), "The colour for the text on the nametags of non-team members.");
cvar_t chase_active = CVAR("chase_active", "0");
static cvar_t chase_back = CVAR("chase_back", "48");
static cvar_t chase_up = CVAR("chase_up", "24");
cvar_t chase_back = CVAR("chase_back", "48");
cvar_t chase_up = CVAR("chase_up", "24");
extern cvar_t cl_chasecam;
@ -344,7 +344,7 @@ static cshift_t cshift_water = { {130,80,50}, 128 };
static cshift_t cshift_slime = { {0,25,5}, 150 };
static cshift_t cshift_lava = { {255,80,0}, 150 };
static cshift_t cshift_server = { {130,80,50}, 0 };
//static cshift_t cshift_server = { {130,80,50}, 0 };
cvar_t v_gamma = CVARFCD("gamma", "1.0", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK, V_Gamma_Callback, "Controls how bright the screen is. Setting this to anything but 1 without hardware gamma requires glsl support and can noticably harm your framerate.");
cvar_t v_gammainverted = CVARFCD("v_gammainverted", "0", CVAR_ARCHIVE, V_Gamma_Callback, "Boolean that controls whether the gamma should be inverted (like quake) or not.");

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@ -51,4 +51,4 @@ extern cvar_t v_viewheight;
extern cvar_t v_gunkick_q2, gl_cshiftenabled, gl_cshiftborder; //q2 logic needs some of these cvars.
extern cvar_t v_contentblend; //for menus
extern cvar_t chase_active; //I fucking hate this cvar. die die die.
extern cvar_t chase_active, chase_back, chase_up; //I fucking hate this cvar. die die die.

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@ -99,7 +99,7 @@ static cvar_t sv_gameplayfix_setmodelrealbox = CVARD("sv_gameplayfix_setmodelrea
#endif
static cvar_t sv_gameplayfix_setmodelsize_qw = CVARD("sv_gameplayfix_setmodelsize_qw", "0", "The setmodel builtin will act as a setsize for QuakeWorld mods also.");
cvar_t dpcompat_nopreparse = CVARD("dpcompat_nopreparse", "0", "Xonotic uses svc_tempentity with unknowable lengths mixed with other data that needs to be translated. This cvar disables any attempt to translate or pre-parse network messages, including disabling nq/qw cross compatibility. NOTE: because preparsing will be disabled, messages might not get backbuffered correctly if too much reliable data is written.");
static cvar_t dpcompat_traceontouch = CVARD("dpcompat_traceontouch", "0", "Report trace plane etc when an entity touches another.");
//static cvar_t dpcompat_traceontouch = CVARD("dpcompat_traceontouch", "0", "Report trace plane etc when an entity touches another.");
extern cvar_t sv_listen_dp;
static cvar_t sv_addon[MAXADDONS];
@ -109,7 +109,9 @@ static evalc_t evalc_idealpitch, evalc_pitch_speed;
qboolean ssqc_deprecated_warned;
int pr_teamfield;
#ifdef HEXEN2
static unsigned int h2infoplaque[2]; /*hexen2 stat*/
#endif
static void PRSV_ClearThreads(void);
void PR_fclose_progs(pubprogfuncs_t*);
@ -2728,8 +2730,6 @@ static int SV_CustomTEnt_Spawn(int index, float *org, float *org2, int count, fl
static int externcallsdepth;
float PR_LoadAditionalProgs(char *s);
static void QCBUILTIN PF_addprogs(pubprogfuncs_t *prinst, globalvars_t *pr_globals)
{
@ -7262,12 +7262,12 @@ static char readable2[256] =
'p', 'q', 'r', 's', 't', 'u', 'v', 'w',
'x', 'y', 'z', '{', '|', '}', '~', '_'
};
/*
static void PR_CleanText(unsigned char *text)
{
for ( ; *text; text++)
*text = readable2[*text];
}
}*/
/*
================
@ -11679,7 +11679,6 @@ void PR_SVExtensionList_f(void)
}
}
static builtin_t *pr_builtins = pr_builtin;
int pr_numbuiltins = sizeof(pr_builtin)/sizeof(pr_builtin[0]);
void PR_RegisterFields(void) //it's just easier to do it this way.

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@ -278,6 +278,12 @@ and the extension fields are added on the end and can have extra vm-specific stu
#define svextqcfieldshexen2
#endif
#ifdef PEXT_VIEW2
#define svextqcfield_clientcamera comfieldentity(clientcamera,"Controls which entity to use for this client's camera.")
#else
#define svextqcfield_clientcamera
#endif
#define svextqcfields \
comfieldfloat(maxspeed,NULL)/*added in quake 1.09*/\
comfieldentity(view2,"defines a second viewpoint, typically displayed in a corner of the screen (also punches open pvs).")/*FTE_PEXT_VIEW2*/\
@ -287,7 +293,7 @@ and the extension fields are added on the end and can have extra vm-specific stu
comfieldentity(drawonlytoclient,"This entity will be sent *only* to the player named by this field. To other players they will be invisible and not emit dlights/particles. Does not work in MVD-recorded game.")\
comfieldentity(viewmodelforclient,"This entity will be sent only to the player named by this field, and this entity will be attached to the player's view as an additional weapon model.")/*DP_ENT_VIEWMODEL*/\
comfieldentity(exteriormodeltoclient,"This entity will be invisible to the player named by this field, except in mirrors or mirror-like surfaces, where it will be visible as normal. It may still cast shadows as normal, and generate lights+particles, depending on client settings. Does not affect how other players see the entity.")\
comfieldentity(clientcamera,"Controls which entity to use for this client's camera.")\
svextqcfield_clientcamera\
comfieldfloat(glow_size,NULL)\
comfieldfloat(glow_color,NULL)\
comfieldfloat(glow_trail,NULL)\

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@ -2934,6 +2934,7 @@ void SV_UpdateToReliableMessages (void)
*host_client->dp_pl = host_client->lossage;
#endif
#ifdef PEXT_VIEW2
j = PROG_TO_EDICTINDEX(svprogfuncs, host_client->edict->xv->clientcamera);
if (j)
{
@ -2951,6 +2952,7 @@ void SV_UpdateToReliableMessages (void)
host_client->viewent = j;
}
}
#endif
name = PR_GetString(svprogfuncs, host_client->edict->v->netname);
#ifndef QCGC //this optimisation doesn't really work with a QC instead of static string management