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commit e286d0e90ae6778b2d1a23f16277bc5e6e8bda19 Author: bibendovsky <[email protected]> Date: Sun Jul 24 18:17:35 2016 +0300 Rename saved game affected classes back --- code/cgame/cg_local.h | 2 +- code/cgame/cg_main.cpp | 10 +++--- code/cgame/cg_media.h | 2 +- code/cgame/cg_players.cpp | 42 ++++++++++++------------- code/cgame/cg_weapons.cpp | 6 ++-- code/game/AI_Animal.cpp | 2 +- code/game/AI_HazardTrooper.cpp | 2 +- code/game/AI_SandCreature.cpp | 2 +- code/game/AI_Stormtrooper.cpp | 10 +++--- code/game/AI_Utils.cpp | 30 +++++++++--------- code/game/NPC.cpp | 12 ++++---- code/game/NPC_senses.cpp | 10 +++--- code/game/NPC_spawn.cpp | 6 ++-- code/game/NPC_stats.cpp | 24 +++++++-------- code/game/NPC_utils.cpp | 2 +- code/game/Q3_Interface.cpp | 10 +++--- code/game/ai.h | 12 +++----- code/game/b_local.h | 4 +-- code/game/b_public.h | 13 ++++---- code/game/bg_pangles.cpp | 2 +- code/game/bg_panimate.cpp | 14 ++++----- code/game/bg_pmove.cpp | 4 +-- code/game/bg_public.h | 5 ++- code/game/fields.h | 6 ++-- code/game/g_active.cpp | 12 ++++---- code/game/g_client.cpp | 22 +++++++------- code/game/g_cmds.cpp | 2 +- code/game/g_combat.cpp | 8 ++--- code/game/g_local.h | 31 +++++++++---------- code/game/g_main.cpp | 4 +-- code/game/g_misc_model.cpp | 2 +- code/game/g_navigator.cpp | 2 +- code/game/g_objectives.cpp | 8 ++--- code/game/g_savegame.cpp | 66 ++++++++++++++++++++-------------------- code/game/g_session.cpp | 8 ++--- code/game/g_shared.h | 64 +++++++++++++++++--------------------- code/game/g_target.cpp | 4 +-- code/game/g_weapon.cpp | 2 +- code/game/wp_saber.cpp | 6 ++-- code/qcommon/q_shared.h | 1 - code/ui/ui_main.cpp | 6 ++-- codeJK2/cgame/cg_local.h | 2 +- codeJK2/cgame/cg_main.cpp | 10 +++--- codeJK2/cgame/cg_media.h | 2 +- codeJK2/cgame/cg_players.cpp | 44 +++++++++++++-------------- codeJK2/cgame/cg_weapons.cpp | 6 ++-- codeJK2/game/AI_Stormtrooper.cpp | 10 +++--- codeJK2/game/AI_Utils.cpp | 34 ++++++++++----------- codeJK2/game/NPC.cpp | 8 ++--- codeJK2/game/NPC_senses.cpp | 8 ++--- codeJK2/game/NPC_spawn.cpp | 10 +++--- codeJK2/game/NPC_stats.cpp | 16 +++++----- codeJK2/game/NPC_utils.cpp | 2 +- codeJK2/game/Q3_Interface.cpp | 10 +++--- codeJK2/game/ai.h | 12 +++----- codeJK2/game/anims.h | 7 ++--- codeJK2/game/b_local.h | 4 +-- codeJK2/game/b_public.h | 13 ++++---- codeJK2/game/bg_panimate.cpp | 12 ++++---- codeJK2/game/bg_pmove.cpp | 4 +-- codeJK2/game/bg_public.h | 5 ++- codeJK2/game/fields.h | 6 ++-- codeJK2/game/g_active.cpp | 12 ++++---- codeJK2/game/g_client.cpp | 24 +++++++-------- codeJK2/game/g_cmds.cpp | 2 +- codeJK2/game/g_combat.cpp | 6 ++-- codeJK2/game/g_local.h | 28 ++++++++--------- codeJK2/game/g_main.cpp | 4 +-- codeJK2/game/g_misc_model.cpp | 2 +- codeJK2/game/g_objectives.cpp | 8 ++--- codeJK2/game/g_savegame.cpp | 62 ++++++++++++++++++------------------- codeJK2/game/g_session.cpp | 8 ++--- codeJK2/game/g_shared.h | 64 +++++++++++++++++--------------------- codeJK2/game/g_svcmds.cpp | 4 +-- codeJK2/game/g_target.cpp | 2 +- codeJK2/game/wp_saber.cpp | 4 +-- 76 files changed, 452 insertions(+), 483 deletions(-) diff --git a/code/cgame/cg_local.h b/code/cgame/cg_local.h index 9ae6e36..19b8f11 100644 --- a/code/cgame/cg_local.h +++ b/code/cgame/cg_local.h @@ -128,7 +128,7 @@ typedef struct { qboolean pitching; int animationNumber; - ja_animation_t *animation; + animation_t *animation; int animationTime; // time when the first frame of the animation will be exact } lerpFrame_t; diff --git a/code/cgame/cg_main.cpp b/code/cgame/cg_main.cpp index f6d955a..3c335ba 100644 --- a/code/cgame/cg_main.cpp +++ b/code/cgame/cg_main.cpp @@ -33,7 +33,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. //NOTENOTE: Be sure to change the mirrored code in g_shared.h typedef std::map< sstring_t, unsigned char > namePrecache_m; extern namePrecache_m *as_preCacheMap; -extern void CG_RegisterNPCCustomSounds( ja_clientInfo_t *ci ); +extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci ); extern qboolean G_AddSexToMunroString ( char *string, qboolean qDoBoth ); extern int G_ParseAnimFileSet( const char *skeletonName, const char *modelName=0); extern void CG_DrawDataPadInventorySelect( void ); @@ -852,7 +852,7 @@ CLIENT INFO CG_RegisterClientSkin ========================== */ -qboolean CG_RegisterClientSkin( ja_clientInfo_t *ci, +qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *headModelName, const char *headSkinName, const char *torsoModelName, const char *torsoSkinName, const char *legsModelName, const char *legsSkinName) @@ -902,7 +902,7 @@ qboolean CG_RegisterClientSkin( ja_clientInfo_t *ci, CG_RegisterClientModelname ========================== */ -qboolean CG_RegisterClientModelname( ja_clientInfo_t *ci, +qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *headModelName, const char *headSkinName, const char *torsoModelName, const char *torsoSkinName, const char *legsModelName, const char *legsSkinName ) @@ -990,7 +990,7 @@ Ghoul2 Insert End } -void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, ja_renderInfo_t *ri) +void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri) { char *slash; char headModelName[MAX_QPATH]; @@ -1190,7 +1190,7 @@ void CG_RegisterClientModels (int entityNum) if(entityNum < MAX_CLIENTS) { - memcpy(&cgs.clientinfo[entityNum], &ent->client->clientInfo, sizeof(ja_clientInfo_t)); + memcpy(&cgs.clientinfo[entityNum], &ent->client->clientInfo, sizeof(clientInfo_t)); } } diff --git a/code/cgame/cg_media.h b/code/cgame/cg_media.h index 38651b3..6e045f3 100644 --- a/code/cgame/cg_media.h +++ b/code/cgame/cg_media.h @@ -399,7 +399,7 @@ typedef struct { qhandle_t inlineDrawModel[MAX_SUBMODELS]; vec3_t inlineModelMidpoints[MAX_SUBMODELS]; - ja_clientInfo_t clientinfo[MAX_CLIENTS]; + clientInfo_t clientinfo[MAX_CLIENTS]; // media cgMedia_t media; diff --git a/code/cgame/cg_players.cpp b/code/cgame/cg_players.cpp index 25d3abb..bb01835 100644 --- a/code/cgame/cg_players.cpp +++ b/code/cgame/cg_players.cpp @@ -123,7 +123,7 @@ void CG_AddGhoul2Mark(int type, float size, vec3_t hitloc, vec3_t hitdirection, gi.G2API_AddSkinGore(ghoul2,goreSkin); } -qboolean CG_RegisterClientModelname( ja_clientInfo_t *ci, const char *headModelName, const char *headSkinName, +qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *headModelName, const char *headSkinName, const char *torsoModelName, const char *torsoSkinName, const char *legsModelName, const char *legsSkinName ); @@ -319,7 +319,7 @@ static const char *GetCustomSound_VariantCapped(const char *ppsTable[], int iEnt extern cvar_t *g_sex; extern cvar_t *com_buildScript; -static void CG_RegisterCustomSounds(ja_clientInfo_t *ci, int iSoundEntryBase, +static void CG_RegisterCustomSounds(clientInfo_t *ci, int iSoundEntryBase, int iTableEntries, const char *ppsTable[], const char *psDir ) { @@ -375,7 +375,7 @@ CG_CustomSound */ static sfxHandle_t CG_CustomSound( int entityNum, const char *soundName, int customSoundSet ) { - ja_clientInfo_t *ci; + clientInfo_t *ci; int i; if ( soundName[0] != '*' ) @@ -517,7 +517,7 @@ CG_NewClientinfo */ void CG_NewClientinfo( int clientNum ) { - ja_clientInfo_t *ci; + clientInfo_t *ci; const char *configstring; const char *v; // const char *s; @@ -591,7 +591,7 @@ void CG_NewClientinfo( int clientNum ) /* CG_RegisterNPCCustomSounds */ -void CG_RegisterNPCCustomSounds( ja_clientInfo_t *ci ) +void CG_RegisterNPCCustomSounds( clientInfo_t *ci ) { // const char *s; // int i; @@ -710,9 +710,9 @@ void CG_ClearAnimEvtCache( void ) CG_SetLerpFrameAnimation =============== */ -static void CG_SetLerpFrameAnimation( ja_clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) +static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { - ja_animation_t *anim; + animation_t *anim; if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) { @@ -748,9 +748,9 @@ Sets cg.snap, cg.oldFrame, and cg.backlerp cg.time should be between oldFrameTime and frameTime after exit =============== */ -static qboolean CG_RunLerpFrame( ja_clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float fpsMod, int entNum ) { +static qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float fpsMod, int entNum ) { int f, animFrameTime; - ja_animation_t *anim; + animation_t *anim; qboolean newFrame = qfalse; if(fpsMod > 2 || fpsMod < 0.5) @@ -877,7 +877,7 @@ static qboolean CG_RunLerpFrame( ja_clientInfo_t *ci, lerpFrame_t *lf, int newAn CG_ClearLerpFrame =============== */ -static void CG_ClearLerpFrame( ja_clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) +static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) { lf->frameTime = lf->oldFrameTime = cg.time; CG_SetLerpFrameAnimation( ci, lf, animationNumber ); @@ -898,7 +898,7 @@ CG_PlayerAnimation */ static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp, int *torsoOld, int *torso, float *torsoBackLerp ) { - ja_clientInfo_t *ci; + clientInfo_t *ci; int legsAnim; int legsTurnAnim = -1; qboolean newLegsFrame = qfalse; @@ -1209,7 +1209,7 @@ static void CG_PlayerAnimEvents( int animFileIndex, qboolean torso, int oldFrame else {//still in same anim, check for looping anim inSameAnim = qtrue; - ja_animation_t *animation = &level.knownAnimFileSets[animFileIndex].animations[anim]; + animation_t *animation = &level.knownAnimFileSets[animFileIndex].animations[anim]; animBackward = (animation->frameLerp<0); if ( animation->loopFrames != -1 ) {//a looping anim! @@ -1649,7 +1649,7 @@ Added 11/06/02 by Aurelio Reis. extern vmCvar_t cg_drawBreath; static void CG_BreathPuffs( centity_t *cent, vec3_t angles, vec3_t origin ) { - ja_gclient_t *client = cent->gent->client; + gclient_t *client = cent->gent->client; /* cg_drawBreath.integer == 0 - Don't draw at all. == 1 - Draw both (but bubbles only when under water). @@ -1811,7 +1811,7 @@ CG_AddHeadBob */ static qboolean CG_AddHeadBob( centity_t *cent, vec3_t addTo ) { - ja_renderInfo_t *renderInfo = ¢->gent->client->renderInfo; + renderInfo_t *renderInfo = ¢->gent->client->renderInfo; const int volume = gi.VoiceVolume[cent->gent->s.clientNum]; const int volChange = volume - renderInfo->lastVoiceVolume;//was *3 because voice fromLA was too low int i; @@ -2686,7 +2686,7 @@ static void CG_G2PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t angles ) int turnAnim = PM_TurnAnimForLegsAnim( cent->gent, cent->gent->client->ps.legsAnim ); if ( turnAnim != -1 && cent->gent->health > 0 ) { - ja_animation_t *animations = level.knownAnimFileSets[cent->gent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[cent->gent->client->clientInfo.animFileIndex].animations; if ( !animatingHips || ( animations[turnAnim].firstFrame != startFrame ) )// only set the anim if we aren't going to do the same animation again { @@ -3915,7 +3915,7 @@ static void CG_PlayerSplash( centity_t *cent ) if ( cent->gent && cent->gent->client ) { - ja_gclient_t *cl = cent->gent->client; + gclient_t *cl = cent->gent->client; if ( cent->gent->disconnectDebounceTime < cg.time ) // can't do these expanding ripples all the time { @@ -5093,7 +5093,7 @@ static void CG_G2SetHeadAnim( centity_t *cent, int anim ) { gentity_t *gent = cent->gent; const int blendTime = 50; - const ja_animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; + const animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; int animFlags = BONE_ANIM_OVERRIDE ;//| BONE_ANIM_BLEND; // animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps). // float timeScaleMod = (cg_timescale.value&&gent&&gent->s.clientNum==0&&!player_locked&&!MatrixMode&&gent->client->ps.forcePowersActive&(1<<FP_SPEED))?(1.0/cg_timescale.value):1.0; @@ -5519,7 +5519,7 @@ static void CG_StopWeaponSounds( centity_t *cent ) //--------------- SABER STUFF -------- extern void CG_Smoke( vec3_t origin, vec3_t dir, float radius, float speed, qhandle_t shader, int flags); -void CG_SaberDoWeaponHitMarks( ja_gclient_t *client, gentity_t *saberEnt, gentity_t *hitEnt, int saberNum, int bladeNum, vec3_t hitPos, vec3_t hitDir, vec3_t uaxis, vec3_t splashBackDir, float sizeTimeScale ) +void CG_SaberDoWeaponHitMarks( gclient_t *client, gentity_t *saberEnt, gentity_t *hitEnt, int saberNum, int bladeNum, vec3_t hitPos, vec3_t hitDir, vec3_t uaxis, vec3_t splashBackDir, float sizeTimeScale ) { if ( client && sizeTimeScale > 0.0f @@ -5932,7 +5932,7 @@ extern void FX_AddPrimitive( CEffect **effect, int killTime ); //------------------------------------------------------- void CG_CheckSaberInWater( centity_t *cent, centity_t *scent, int saberNum, int modelIndex, vec3_t origin, vec3_t angles ) { - ja_gclient_t *client = cent->gent->client; + gclient_t *client = cent->gent->client; if ( !client ) { return; @@ -5981,7 +5981,7 @@ static void CG_AddSaberBladeGo( centity_t *cent, centity_t *scent, refEntity_t * mdxaBone_t boltMatrix; qboolean tagHack = qfalse; - ja_gclient_t *client = cent->gent->client; + gclient_t *client = cent->gent->client; if ( !client ) { @@ -6812,7 +6812,7 @@ extern qboolean G_RagDoll(gentity_t *ent, vec3_t forcedAngles); int cg_saberOnSoundTime[MAX_GENTITIES] = {0}; void CG_Player( centity_t *cent ) { - ja_clientInfo_t *ci; + clientInfo_t *ci; qboolean shadow, staticScale = qfalse; float shadowPlane; const weaponData_t *wData = NULL; diff --git a/code/cgame/cg_weapons.cpp b/code/cgame/cg_weapons.cpp index 5f7959b..020412c 100644 --- a/code/cgame/cg_weapons.cpp +++ b/code/cgame/cg_weapons.cpp @@ -747,14 +747,14 @@ the weapon hand animation has 3 anims, ================= */ extern qboolean ValidAnimFileIndex ( int index ); -int CG_MapTorsoToWeaponFrame( const ja_clientInfo_t *ci, int frame, int animNum, int weaponNum, int firing ) +int CG_MapTorsoToWeaponFrame( const clientInfo_t *ci, int frame, int animNum, int weaponNum, int firing ) { // we should use the animNum to map a weapon frame instead of relying on the torso frame if ( !ValidAnimFileIndex( ci->animFileIndex ) ) { return 0; } - ja_animation_t *animations = level.knownAnimFileSets[ci->animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ci->animFileIndex].animations; int ret=0; switch( animNum ) @@ -1144,7 +1144,7 @@ void CG_AddViewWeapon( playerState_t *ps ) #endif { // get clientinfo for animation map - const ja_clientInfo_t *ci = ¢->gent->client->clientInfo; + const clientInfo_t *ci = ¢->gent->client->clientInfo; int torsoAnim = cent->gent->client->ps.torsoAnim;//pe.torso.animationNumber; float currentFrame; int startFrame,endFrame,flags; diff --git a/code/game/AI_Animal.cpp b/code/game/AI_Animal.cpp index 08ea31c..4626ff4 100644 --- a/code/game/AI_Animal.cpp +++ b/code/game/AI_Animal.cpp @@ -183,7 +183,7 @@ void NPC_BSAnimal_Default( void ) int alertEvent = NPC_CheckAlertEvents(qtrue, qtrue, -1, qfalse, AEL_MINOR, qfalse); if ( alertEvent >= 0 ) { - ja_alertEvent_t *event = &level.alertEvents[alertEvent]; + alertEvent_t *event = &level.alertEvents[alertEvent]; if (event->owner!=NPC && Distance(event->position, CurrentLocation.v)<event->radius) { ThreatLocation = event->position; diff --git a/code/game/AI_HazardTrooper.cpp b/code/game/AI_HazardTrooper.cpp index d5f6f82..fd4e6be 100644 --- a/code/game/AI_HazardTrooper.cpp +++ b/code/game/AI_HazardTrooper.cpp @@ -452,7 +452,7 @@ private: float targetNoiseLevel; gentity_t* scanner = mActors[scannerIndex]; - ja_gNPCstats_t* scannerStats = &(scanner->NPC->stats); + gNPCstats_t* scannerStats = &(scanner->NPC->stats); float scannerMaxViewDist = scannerStats->visrange; float scannerMinVisability = 0.1f;//1.0f - scannerStats->vigilance; float scannerMaxHearDist = scannerStats->earshot; diff --git a/code/game/AI_SandCreature.cpp b/code/game/AI_SandCreature.cpp index 2ec8a60..49e7b8f 100644 --- a/code/game/AI_SandCreature.cpp +++ b/code/game/AI_SandCreature.cpp @@ -462,7 +462,7 @@ void SandCreature_CheckMovingEnts( void ) void SandCreature_SeekAlert( int alertEvent ) { - ja_alertEvent_t *alert = &level.alertEvents[alertEvent]; + alertEvent_t *alert = &level.alertEvents[alertEvent]; //FIXME: check for higher alert status or closer than last location? NPCInfo->enemyLastSeenTime = level.time; diff --git a/code/game/AI_Stormtrooper.cpp b/code/game/AI_Stormtrooper.cpp index b7f78a1..dfcdf9f 100644 --- a/code/game/AI_Stormtrooper.cpp +++ b/code/game/AI_Stormtrooper.cpp @@ -29,10 +29,10 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. extern void CG_DrawAlert( vec3_t origin, float rating ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); -extern void AI_GroupUpdateSquadstates( ja_AIGroupInfo_t *group, gentity_t *member, int newSquadState ); -extern qboolean AI_GroupContainsEntNum( ja_AIGroupInfo_t *group, int entNum ); -extern void AI_GroupUpdateEnemyLastSeen( ja_AIGroupInfo_t *group, vec3_t spot ); -extern void AI_GroupUpdateClearShotTime( ja_AIGroupInfo_t *group ); +extern void AI_GroupUpdateSquadstates( AIGroupInfo_t *group, gentity_t *member, int newSquadState ); +extern qboolean AI_GroupContainsEntNum( AIGroupInfo_t *group, int entNum ); +extern void AI_GroupUpdateEnemyLastSeen( AIGroupInfo_t *group, vec3_t spot ); +extern void AI_GroupUpdateClearShotTime( AIGroupInfo_t *group ); extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime ); extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask ); extern void ChangeWeapon( gentity_t *ent, int newWeapon ); @@ -1854,7 +1854,7 @@ void ST_Commander( void ) { int i;//, j; int cp, cpFlags; - ja_AIGroupInfo_t *group = NPCInfo->group; + AIGroupInfo_t *group = NPCInfo->group; gentity_t *member;//, *buddy; qboolean enemyLost = qfalse; float avoidDist; diff --git a/code/game/AI_Utils.cpp b/code/game/AI_Utils.cpp index 6f13ea9..5199a61 100644 --- a/code/game/AI_Utils.cpp +++ b/code/game/AI_Utils.cpp @@ -33,7 +33,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. #define DEFAULT_RADIUS 45 extern cvar_t *d_noGroupAI; -qboolean AI_ValidateGroupMember( ja_AIGroupInfo_t *group, gentity_t *member ); +qboolean AI_ValidateGroupMember( AIGroupInfo_t *group, gentity_t *member ); /* ------------------------- @@ -92,7 +92,7 @@ int AI_GetGroupSize( gentity_t *ent, int radius ) return AI_GetGroupSize( ent->currentOrigin, radius, ent->client->playerTeam, ent ); } -void AI_SetClosestBuddy( ja_AIGroupInfo_t *group ) +void AI_SetClosestBuddy( AIGroupInfo_t *group ) { int i, j; int dist, bestDist; @@ -114,9 +114,9 @@ void AI_SetClosestBuddy( ja_AIGroupInfo_t *group ) } } -void AI_SortGroupByPathCostToEnemy( ja_AIGroupInfo_t *group ) +void AI_SortGroupByPathCostToEnemy( AIGroupInfo_t *group ) { - ja_AIGroupMember_t bestMembers[MAX_GROUP_MEMBERS]; + AIGroupMember_t bestMembers[MAX_GROUP_MEMBERS]; int i, j, k; qboolean sort = qfalse; @@ -212,7 +212,7 @@ qboolean AI_FindSelfInPreviousGroup( gentity_t *self ) return qfalse; } -void AI_InsertGroupMember( ja_AIGroupInfo_t *group, gentity_t *member ) +void AI_InsertGroupMember( AIGroupInfo_t *group, gentity_t *member ) { int i; //okay, you know what? Check this damn group and make sure we're not already in here! @@ -287,7 +287,7 @@ qboolean AI_GetNextEmptyGroup( gentity_t *self ) } } -qboolean AI_ValidateNoEnemyGroupMember( ja_AIGroupInfo_t *group, gentity_t *member ) +qboolean AI_ValidateNoEnemyGroupMember( AIGroupInfo_t *group, gentity_t *member ) { if ( !group ) { @@ -318,7 +318,7 @@ qboolean AI_ValidateNoEnemyGroupMember( ja_AIGroupInfo_t *group, gentity_t *memb return qtrue; } -qboolean AI_ValidateGroupMember( ja_AIGroupInfo_t *group, gentity_t *member ) +qboolean AI_ValidateGroupMember( AIGroupInfo_t *group, gentity_t *member ) { //Validate ents if ( member == NULL ) @@ -468,7 +468,7 @@ void AI_GetGroup( gentity_t *self ) } //create a new one - memset( self->NPC->group, 0, sizeof( ja_AIGroupInfo_t ) ); + memset( self->NPC->group, 0, sizeof( AIGroupInfo_t ) ); self->NPC->group->enemy = self->enemy; self->NPC->group->team = self->client->playerTeam; @@ -534,7 +534,7 @@ void AI_GetGroup( gentity_t *self ) AI_SetClosestBuddy( self->NPC->group ); } -void AI_SetNewGroupCommander( ja_AIGroupInfo_t *group ) +void AI_SetNewGroupCommander( AIGroupInfo_t *group ) { gentity_t *member = NULL; group->commander = NULL; @@ -549,7 +549,7 @@ void AI_SetNewGroupCommander( ja_AIGroupInfo_t *group ) } } -void AI_DeleteGroupMember( ja_AIGroupInfo_t *group, int memberNum ) +void AI_DeleteGroupMember( AIGroupInfo_t *group, int memberNum ) { if ( group->commander && group->commander->s.number == group->member[memberNum].number ) { @@ -673,7 +673,7 @@ void AI_GroupMemberKilled( gentity_t *self ) }*/ } -void AI_GroupUpdateEnemyLastSeen( ja_AIGroupInfo_t *group, vec3_t spot ) +void AI_GroupUpdateEnemyLastSeen( AIGroupInfo_t *group, vec3_t spot ) { if ( !group ) { @@ -683,7 +683,7 @@ void AI_GroupUpdateEnemyLastSeen( ja_AIGroupInfo_t *group, vec3_t spot ) VectorCopy( spot, group->enemyLastSeenPos ); } -void AI_GroupUpdateClearShotTime( ja_AIGroupInfo_t *group ) +void AI_GroupUpdateClearShotTime( AIGroupInfo_t *group ) { if ( !group ) { @@ -692,7 +692,7 @@ void AI_GroupUpdateClearShotTime( ja_AIGroupInfo_t *group ) group->lastClearShotTime = level.time; } -void AI_GroupUpdateSquadstates( ja_AIGroupInfo_t *group, gentity_t *member, int newSquadState ) +void AI_GroupUpdateSquadstates( AIGroupInfo_t *group, gentity_t *member, int newSquadState ) { if ( !group ) { @@ -712,7 +712,7 @@ void AI_GroupUpdateSquadstates( ja_AIGroupInfo_t *group, gentity_t *member, int } } -qboolean AI_RefreshGroup( ja_AIGroupInfo_t *group ) +qboolean AI_RefreshGroup( AIGroupInfo_t *group ) { gentity_t *member; int i;//, j; @@ -953,7 +953,7 @@ void AI_UpdateGroups( void ) } } -qboolean AI_GroupContainsEntNum( ja_AIGroupInfo_t *group, int entNum ) +qboolean AI_GroupContainsEntNum( AIGroupInfo_t *group, int entNum ) { if ( !group ) { diff --git a/code/game/NPC.cpp b/code/game/NPC.cpp index f46e8d8..328d9a2 100644 --- a/code/game/NPC.cpp +++ b/code/game/NPC.cpp @@ -76,13 +76,13 @@ cvar_t *d_slowmodeath; extern qboolean stop_icarus; gentity_t *NPC; -ja_gNPC_t *NPCInfo; -ja_gclient_t *client; +gNPC_t *NPCInfo; +gclient_t *client; usercmd_t ucmd; visibility_t enemyVisibility; void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend); -static bState_t G_CurrentBState( ja_gNPC_t *gNPC ); +static bState_t G_CurrentBState( gNPC_t *gNPC ); extern int eventClearTime; @@ -914,8 +914,8 @@ void SetNPCGlobals( gentity_t *ent ) } gentity_t *_saved_NPC; -ja_gNPC_t *_saved_NPCInfo; -ja_gclient_t *_saved_client; +gNPC_t *_saved_NPCInfo; +gclient_t *_saved_client; usercmd_t _saved_ucmd; void SaveNPCGlobals() @@ -2137,7 +2137,7 @@ void NPC_RunBehavior( int team, int bState ) } } -static bState_t G_CurrentBState( ja_gNPC_t *gNPC ) +static bState_t G_CurrentBState( gNPC_t *gNPC ) { if ( gNPC->tempBehavior != BS_DEFAULT ) {//Overrides normal behavior until cleared diff --git a/code/game/NPC_senses.cpp b/code/game/NPC_senses.cpp index ae50b42..2e3fc0b 100644 --- a/code/game/NPC_senses.cpp +++ b/code/game/NPC_senses.cpp @@ -590,7 +590,7 @@ qboolean G_RememberAlertEvent( gentity_t *self, int alertIndex ) // Get The Event Struct //---------------------- - ja_alertEvent_t& at = level.alertEvents[alertIndex]; + alertEvent_t& at = level.alertEvents[alertIndex]; if ( at.ID == self->NPC->lastAlertID ) {//already know this one @@ -865,12 +865,12 @@ void ClearPlayerAlertEvents( void ) {//still have more in the array if ( (i+1) < MAX_ALERT_EVENTS ) { - memmove( &level.alertEvents[i], &level.alertEvents[i+1], sizeof(ja_alertEvent_t)*(MAX_ALERT_EVENTS-(i+1) ) ); + memmove( &level.alertEvents[i], &level.alertEvents[i+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(i+1) ) ); } } else {//just clear this one... or should we clear the whole array? - memset( &level.alertEvents[i], 0, sizeof( ja_alertEvent_t ) ); + memset( &level.alertEvents[i], 0, sizeof( alertEvent_t ) ); } } } @@ -905,12 +905,12 @@ qboolean RemoveOldestAlert( void ) {//still have more in the array if ( (oldestEvent+1) < MAX_ALERT_EVENTS ) { - memmove( &level.alertEvents[oldestEvent], &level.alertEvents[oldestEvent+1], sizeof(ja_alertEvent_t)*(MAX_ALERT_EVENTS-(oldestEvent+1) ) ); + memmove( &level.alertEvents[oldestEvent], &level.alertEvents[oldestEvent+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(oldestEvent+1) ) ); } } else {//just clear this one... or should we clear the whole array? - memset( &level.alertEvents[oldestEvent], 0, sizeof( ja_alertEvent_t ) ); + memset( &level.alertEvents[oldestEvent], 0, sizeof( alertEvent_t ) ); } } //make sure this never drops below zero... if it does, something very very bad happened diff --git a/code/game/NPC_spawn.cpp b/code/game/NPC_spawn.cpp index a593d4f..fba920d 100644 --- a/code/game/NPC_spawn.cpp +++ b/code/game/NPC_spawn.cpp @@ -985,7 +985,7 @@ extern qboolean stop_icarus; void NPC_Begin (gentity_t *ent) { vec3_t spawn_origin, spawn_angles; - ja_gclient_t *client; + gclient_t *client; usercmd_t ucmd; gentity_t *spawnPoint = NULL; @@ -1503,7 +1503,7 @@ gentity_t *NPC_Spawn_Do( gentity_t *ent, qboolean fullSpawnNow ) return NULL; } - newent->client = (ja_gclient_t *)gi.Malloc(sizeof(ja_gclient_t), TAG_G_ALLOC, qtrue); + newent->client = (gclient_t *)gi.Malloc(sizeof(gclient_t), TAG_G_ALLOC, qtrue); newent->svFlags |= SVF_NPC; @@ -1517,7 +1517,7 @@ gentity_t *NPC_Spawn_Do( gentity_t *ent, qboolean fullSpawnNow ) newent->NPC_type = Q_strlwr( G_NewString( ent->NPC_type ) ); //get my own copy so i can free it when i die } - newent->NPC = (ja_gNPC_t*) gi.Malloc(sizeof(ja_gNPC_t), TAG_G_ALLOC, qtrue); + newent->NPC = (gNPC_t*) gi.Malloc(sizeof(gNPC_t), TAG_G_ALLOC, qtrue); newent->NPC->tempGoal = G_Spawn(); diff --git a/code/game/NPC_stats.cpp b/code/game/NPC_stats.cpp index 01e29cd..19611d8 100644 --- a/code/game/NPC_stats.cpp +++ b/code/game/NPC_stats.cpp @@ -356,9 +356,9 @@ static int MoveTypeNameToEnum( const char *name ) return MT_STATIC; } -extern void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, ja_renderInfo_t *ri); +extern void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri); extern void CG_RegisterClientModels (int entityNum); -extern void CG_RegisterNPCCustomSounds( ja_clientInfo_t *ci ); +extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci ); //#define CONVENIENT_ANIMATION_FILE_DEBUG_THING @@ -413,7 +413,7 @@ int CG_CheckAnimFrameForEventType( animevent_t *animEvents, int keyFrame, animEv ParseAnimationEvtBlock ====================== */ -static void ParseAnimationEvtBlock(int glaIndex, unsigned short modelIndex, const char* aeb_filename, animevent_t *animEvents, ja_animation_t *animations, unsigned char &lastAnimEvent, const char **text_p, bool bIsFrameSkipped) +static void ParseAnimationEvtBlock(int glaIndex, unsigned short modelIndex, const char* aeb_filename, animevent_t *animEvents, animation_t *animations, unsigned char &lastAnimEvent, const char **text_p, bool bIsFrameSkipped) { const char *token; int num, n, animNum, keyFrame, lowestVal, highestVal, curAnimEvent = 0; @@ -829,10 +829,10 @@ void G_ParseAnimationEvtFile(int glaIndex, const char* eventsDirectory, int file // Get The Pointers To The Anim Event Arrays //------------------------------------------- - ja_animFileSet_t& afileset = level.knownAnimFileSets[fileIndex]; + animFileSet_t& afileset = level.knownAnimFileSets[fileIndex]; animevent_t *legsAnimEvents = afileset.legsAnimEvents; animevent_t *torsoAnimEvents = afileset.torsoAnimEvents; - ja_animation_t *animations = afileset.animations; + animation_t *animations = afileset.animations; if (modelSpecific) @@ -884,7 +884,7 @@ qboolean G_ParseAnimationFile(int glaIndex, const char *skeletonName, int fileIn float fps = 0; const char* text_p = text; int animNum = 0; - ja_animation_t* animations = level.knownAnimFileSets[fileIndex].animations; + animation_t* animations = level.knownAnimFileSets[fileIndex].animations; char skeletonPath[MAX_QPATH]; @@ -1071,7 +1071,7 @@ int G_ParseAnimFileSet(const char *skeletonName, const char *modelName=0) level.knownAnimFileSets[fileIndex].torsoAnimEventCount = 0; level.knownAnimFileSets[fileIndex].legsAnimEventCount = 0; - ja_animation_t* animations = level.knownAnimFileSets[fileIndex].animations; + animation_t* animations = level.knownAnimFileSets[fileIndex].animations; animevent_t* legsAnimEvents = level.knownAnimFileSets[fileIndex].legsAnimEvents; animevent_t* torsoAnimEvents = level.knownAnimFileSets[fileIndex].torsoAnimEvents; @@ -1577,8 +1577,8 @@ Precaches NPC skins, tgas and md3s. */ void CG_NPC_Precache ( gentity_t *spawner ) { - ja_clientInfo_t ci={}; - ja_renderInfo_t ri={}; + clientInfo_t ci={}; + renderInfo_t ri={}; team_t playerTeam = TEAM_FREE; const char *token; const char *value; @@ -1941,9 +1941,9 @@ qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC ) char sound[MAX_QPATH]; char playerModel[MAX_QPATH]; char customSkin[MAX_QPATH]; - ja_clientInfo_t *ci = &NPC->client->clientInfo; - ja_renderInfo_t *ri = &NPC->client->renderInfo; - ja_gNPCstats_t *stats = NULL; + clientInfo_t *ci = &NPC->client->clientInfo; + renderInfo_t *ri = &NPC->client->renderInfo; + gNPCstats_t *stats = NULL; qboolean md3Model = qtrue; char surfOff[1024]={0}; char surfOn[1024]={0}; diff --git a/code/game/NPC_utils.cpp b/code/game/NPC_utils.cpp index c6cd5c9..d92cdd1 100644 --- a/code/game/NPC_utils.cpp +++ b/code/game/NPC_utils.cpp @@ -1180,7 +1180,7 @@ gentity_t *NPC_PickEnemyExt( qboolean checkAlerts = qfalse ) //There is an event to look at if ( alertEvent >= 0 ) { - ja_alertEvent_t *event = &level.alertEvents[alertEvent]; + alertEvent_t *event = &level.alertEvents[alertEvent]; //Don't pay attention to our own alerts if ( event->owner == NPC ) diff --git a/code/game/Q3_Interface.cpp b/code/game/Q3_Interface.cpp index a527a58..29d659e 100644 --- a/code/game/Q3_Interface.cpp +++ b/code/game/Q3_Interface.cpp @@ -751,8 +751,8 @@ extern qboolean G_CheckPlayerDarkSide( void ); static void Q3_SetObjective(const char *ObjEnum, int status) { int objectiveID; - ja_gclient_t *client; - ja_objectives_t *objective; + gclient_t *client; + objectives_t *objective; int *objectivesShown; client = &level.clients[0]; @@ -4077,8 +4077,8 @@ void Q3_SetParm (int entID, int parmNum, const char *parmValue) if( !ent->parms ) { - ent->parms = (ja_parms_t *)G_Alloc( sizeof(ja_parms_t) ); - memset( ent->parms, 0, sizeof(ja_parms_t) ); + ent->parms = (parms_t *)G_Alloc( sizeof(parms_t) ); + memset( ent->parms, 0, sizeof(parms_t) ); } if ( (val = Q3_CheckStringCounterIncrement( parmValue )) ) @@ -7453,7 +7453,7 @@ CQuake3GameInterface::CQuake3GameInterface() : IGameInterface() player_locked = qfalse; - ja_gclient_t* client = &level.clients[0]; + gclient_t* client = &level.clients[0]; memset(&client->sess, 0, sizeof(client->sess)); } diff --git a/code/game/ai.h b/code/game/ai.h index a322258..672a5f5 100644 --- a/code/game/ai.h +++ b/code/game/ai.h @@ -115,8 +115,7 @@ void NPC_BSAnimal_Default( void ); //Group AI #define MAX_FRAME_GROUPS 32 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_AIGroupMember_t +class AIGroupMember_t { public: int number; @@ -142,12 +141,11 @@ public: saved_game->read<int32_t>(pathCostToEnemy); saved_game->read<int32_t>(closestBuddy); } -}; // ja_AIGroupMember_t +}; // AIGroupMember_t #define MAX_GROUP_MEMBERS 32 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_AIGroupInfo_t +class AIGroupInfo_t { public: int numGroup; @@ -166,7 +164,7 @@ public: gentity_t *commander; vec3_t enemyLastSeenPos; int numState[ NUM_SQUAD_STATES ]; - ja_AIGroupMember_t member[ MAX_GROUP_MEMBERS ]; + AIGroupMember_t member[ MAX_GROUP_MEMBERS ]; void sg_export( @@ -212,7 +210,7 @@ public: saved_game->read<int32_t>(numState); saved_game->read<>(member); } -}; // ja_AIGroupInfo_t +}; // AIGroupInfo_t int AI_GetGroupSize( vec3_t origin, int radius, team_t playerTeam, gentity_t *avoid = NULL ); diff --git a/code/game/b_local.h b/code/game/b_local.h index a49df8d..8093b64 100644 --- a/code/game/b_local.h +++ b/code/game/b_local.h @@ -80,8 +80,8 @@ extern void Debug_NPCPrintf( gentity_t *printNPC, cvar_t *cv, int debugLevel, ch //MCG - Begin============================================================ //NPC_ai variables - shared by NPC.cpp andf the following modules extern gentity_t *NPC; -extern ja_gNPC_t *NPCInfo; -extern ja_gclient_t *client; +extern gNPC_t *NPCInfo; +extern gclient_t *client; extern usercmd_t ucmd; extern visibility_t enemyVisibility; diff --git a/code/game/b_public.h b/code/game/b_public.h index 5351e16..590dce5 100644 --- a/code/game/b_public.h +++ b/code/game/b_public.h @@ -132,7 +132,7 @@ typedef enum } sexType_t; // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -class ja_gNPCstats_t +class gNPCstats_t {//Stats, loaded in, and can be set by scripts public: //AI @@ -203,7 +203,7 @@ public: saved_game->read<int32_t>(acceleration); saved_game->read<int32_t>(sex); } -}; // ja_gNPCstats_t +}; // gNPCstats_t #define MAX_ENEMY_POS_LAG 2400 @@ -211,8 +211,7 @@ public: #define ENEMY_POS_LAG_STEPS (MAX_ENEMY_POS_LAG/ENEMY_POS_LAG_INTERVAL) // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_gNPC_t +class gNPC_t { public: //FIXME: Put in playerInfo or something @@ -295,13 +294,13 @@ public: int leaderAvoidSide; int lastAvoidSteerSide; int lastAvoidSteerSideDebouncer; - ja_AIGroupInfo_t *group; + AIGroupInfo_t *group; int troop; vec3_t lastPathAngles; //So we know which way to face generally when we stop //stats - ja_gNPCstats_t stats; + gNPCstats_t stats; int aimErrorDebounceTime; float lastAimErrorYaw; float lastAimErrorPitch; @@ -627,7 +626,7 @@ public: saved_game->read<int32_t>(ffireDebounce); saved_game->read<int32_t>(ffireFadeDebounce); } -}; // ja_gNPC_t +}; // gNPC_t void G_SquadPathsInit(void); diff --git a/code/game/bg_pangles.cpp b/code/game/bg_pangles.cpp index ca94bf3..052dc31 100644 --- a/code/game/bg_pangles.cpp +++ b/code/game/bg_pangles.cpp @@ -67,7 +67,7 @@ void BG_IK_MoveLimb( CGhoul2Info_v &ghoul2, int boltIndex, char *animBone, char vec3_t holdPoint; vec3_t torg; float distToDest; - ja_animation_t *anim = &level.knownAnimFileSets[animFileIndex].animations[basePose]; + animation_t *anim = &level.knownAnimFileSets[animFileIndex].animations[basePose]; assert( ghoul2.size() ); diff --git a/code/game/bg_panimate.cpp b/code/game/bg_panimate.cpp index 70d8621..48b23f0 100644 --- a/code/game/bg_panimate.cpp +++ b/code/game/bg_panimate.cpp @@ -4180,7 +4180,7 @@ int PM_LegsAnimForFrame( gentity_t *ent, int legsFrame ) if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return -1; - ja_animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; int glaIndex = gi.G2API_GetAnimIndex(&(ent->ghoul2[0])); for ( int animation = 0; animation < BOTH_CIN_1; animation++ ) //first anim after last legs @@ -4215,7 +4215,7 @@ int PM_LegsAnimForFrame( gentity_t *ent, int legsFrame ) int PM_ValidateAnimRange( const int startFrame, const int endFrame, const float animSpeed ) {//given a startframe and endframe, see if that lines up with any known animation - ja_animation_t *animations = level.knownAnimFileSets[0].animations; + animation_t *animations = level.knownAnimFileSets[0].animations; for ( int anim = 0; anim < MAX_ANIMATIONS; anim++ ) { @@ -4264,7 +4264,7 @@ int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame ) if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return -1; - ja_animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; int glaIndex = gi.G2API_GetAnimIndex(&(ent->ghoul2[0])); for ( int animation = 0; animation < LEGS_TURN1; animation++ ) //first legs only anim @@ -4306,7 +4306,7 @@ qboolean PM_FinishedCurrentLegsAnim( gentity_t *self ) curFrame = floor( currentFrame ); int legsAnim = self->client->ps.legsAnim; - ja_animation_t *animations = level.knownAnimFileSets[self->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[self->client->clientInfo.animFileIndex].animations; if ( curFrame >= animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 2) ) { @@ -4337,7 +4337,7 @@ qboolean PM_HasAnimation( gentity_t *ent, int animation ) if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return qfalse; - ja_animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; //No frames, no anim if ( animations[animation].numFrames == 0 ) @@ -4660,8 +4660,8 @@ void PM_SetAnimFinal(int *torsoAnim,int *legsAnim, //---------------------------- float timeScaleMod = PM_GetTimeScaleMod( gent ); const int actualTime = (cg.time?cg.time:level.time); - const ja_animation_t* animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; - const ja_animation_t& curAnim = animations[anim]; + const animation_t* animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; + const animation_t& curAnim = animations[anim]; // Make Sure This Character Has Such An Anim And A Model //------------------------------------------------------- diff --git a/code/game/bg_pmove.cpp b/code/game/bg_pmove.cpp index bf2b629..29223cf 100644 --- a/code/game/bg_pmove.cpp +++ b/code/game/bg_pmove.cpp @@ -10554,7 +10554,7 @@ qboolean PM_SaberLocked( void ) int remaining = 0; if( ValidAnimFileIndex( gent->client->clientInfo.animFileIndex ) ) { - ja_animation_t *anim; + animation_t *anim; float currentFrame, junk2; int curFrame, junk; int strength = 1; @@ -10697,7 +10697,7 @@ qboolean PM_SaberLocked( void ) if( ValidAnimFileIndex( genemy->client->clientInfo.animFileIndex ) ) { - ja_animation_t *anim; + animation_t *anim; anim = &level.knownAnimFileSets[genemy->client->clientInfo.animFileIndex].animations[genemy->client->ps.torsoAnim]; /* float currentFrame, junk2; diff --git a/code/game/bg_public.h b/code/game/bg_public.h index 4afafb1..e2e7b93 100644 --- a/code/game/bg_public.h +++ b/code/game/bg_public.h @@ -454,8 +454,7 @@ typedef enum { } entity_event_t; -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_animation_t +class animation_t { public: unsigned short firstFrame; @@ -485,7 +484,7 @@ public: saved_game->read<int8_t>(loopFrames); saved_game->read<uint8_t>(glaIndex); } -}; // ja_animation_t +}; // animation_t #define MAX_ANIM_FILES 16 #define MAX_ANIM_EVENTS 300 diff --git a/code/game/fields.h b/code/game/fields.h index ba7bb10..8d35831 100644 --- a/code/game/fields.h +++ b/code/game/fields.h @@ -37,9 +37,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. #define FOFS(x) offsetof(gentity_t, x) // usually already defined in qshared.h #endif #define STOFS(x) offsetof(spawn_temp_t, x) -#define LLOFS(x) offsetof(ja_level_locals_t, x) -#define CLOFS(x) offsetof(ja_gclient_t, x) -#define NPCOFS(x) offsetof(ja_gNPC_t, x) +#define LLOFS(x) offsetof(level_locals_t, x) +#define CLOFS(x) offsetof(gclient_t, x) +#define NPCOFS(x) offsetof(gNPC_t, x) #define VHOFS(x) offsetof(Vehicle_t, x) // diff --git a/code/game/g_active.cpp b/code/game/g_active.cpp index dc77d42..c40de5e 100644 --- a/code/game/g_active.cpp +++ b/code/game/g_active.cpp @@ -481,7 +481,7 @@ global pain sound events for all clients. =============== */ void P_DamageFeedback( gentity_t *player ) { - ja_gclient_t *client; + gclient_t *client; float count; vec3_t angles; @@ -1685,7 +1685,7 @@ Actions that happen once a second ================== */ void ClientTimerActions( gentity_t *ent, int msec ) { - ja_gclient_t *client; + gclient_t *client; client = ent->client; client->timeResidual += msec; @@ -1734,7 +1734,7 @@ void ClientTimerActions( gentity_t *ent, int msec ) { ClientIntermissionThink ==================== */ -static qboolean ClientCinematicThink( ja_gclient_t *client ) { +static qboolean ClientCinematicThink( gclient_t *client ) { client->ps.eFlags &= ~EF_FIRING; // swap button actions @@ -1760,7 +1760,7 @@ extern void WP_SaberUpdateOldBladeData( gentity_t *ent ); void ClientEvents( gentity_t *ent, int oldEventSequence ) { int i; int event; - ja_gclient_t *client; + gclient_t *client; //int damage; #ifndef FINAL_BUILD qboolean fired = qfalse; @@ -4412,7 +4412,7 @@ This function is called ONLY from ClientThinkReal, and is responsible for settin */ void ClientAlterSpeed(gentity_t *ent, usercmd_t *ucmd, qboolean controlledByPlayer, float vehicleFrameTimeModifier) { - ja_gclient_t *client = ent->client; + gclient_t *client = ent->client; Vehicle_t *pVeh = NULL; if ( ent->client && ent->client->NPC_class == CLASS_VEHICLE ) @@ -4754,7 +4754,7 @@ extern float G_CanJumpToEnemyVeh(Vehicle_t *pVeh, const usercmd_t *pUmcd ); void ClientThink_real( gentity_t *ent, usercmd_t *ucmd ) { - ja_gclient_t *client; + gclient_t *client; pmove_t pm; vec3_t oldOrigin; int oldEventSequence; diff --git a/code/game/g_client.cpp b/code/game/g_client.cpp index 5d55ebb..4fb1432 100644 --- a/code/game/g_client.cpp +++ b/code/game/g_client.cpp @@ -453,7 +453,7 @@ if desired. */ void ClientUserinfoChanged( int clientNum ) { gentity_t *ent = g_entities + clientNum; - ja_gclient_t *client = ent->client; + gclient_t *client = ent->client; int health=100, maxHealth=100; const char *s=NULL; char userinfo[MAX_INFO_STRING]={0}, buf[MAX_INFO_STRING]={0}, @@ -526,12 +526,12 @@ char *ClientConnect( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eS // they can connect ent->client = level.clients + clientNum; - ja_gclient_t *client = ent->client; + gclient_t *client = ent->client; // if (!qbFromSavedGame) if (eSavedGameJustLoaded != eFULL) { - ja_clientSession_t savedSess = client->sess; // + clientSession_t savedSess = client->sess; // memset( client, 0, sizeof(*client) ); client->sess = savedSess; if ( firstTime ) { //not loading full, and directconnect @@ -581,7 +581,7 @@ void ClientBegin( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGam // qboolean qbFromSavedGame { gentity_t *ent; - ja_gclient_t *client; + gclient_t *client; ent = g_entities + clientNum; client = level.clients + clientNum; @@ -681,7 +681,7 @@ Player_RestoreFromPrevLevel */ static void Player_RestoreFromPrevLevel(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded) { - ja_gclient_t *client = ent->client; + gclient_t *client = ent->client; int i; assert(client); @@ -2116,11 +2116,11 @@ qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded { int index; vec3_t spawn_origin, spawn_angles; - ja_gclient_t *client; + gclient_t *client; int i; - ja_clientPersistant_t saved; - ja_clientSession_t savedSess; - ja_clientInfo_t savedCi; + clientPersistant_t saved; + clientSession_t savedSess; + clientInfo_t savedCi; int persistant[MAX_PERSISTANT]; usercmd_t ucmd; gentity_t *spawnPoint; @@ -2195,11 +2195,11 @@ qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded persistant[i] = client->ps.persistant[i]; } //Preserve clientInfo - memcpy (&savedCi, &client->clientInfo, sizeof(ja_clientInfo_t)); + memcpy (&savedCi, &client->clientInfo, sizeof(clientInfo_t)); memset (client, 0, sizeof(*client)); - memcpy (&client->clientInfo, &savedCi, sizeof(ja_clientInfo_t)); + memcpy (&client->clientInfo, &savedCi, sizeof(clientInfo_t)); client->pers = saved; client->sess = savedSess; diff --git a/code/game/g_cmds.cpp b/code/game/g_cmds.cpp index e211517..b34868a 100644 --- a/code/game/g_cmds.cpp +++ b/code/game/g_cmds.cpp @@ -126,7 +126,7 @@ Returns -1 if invalid ================== */ int ClientNumberFromString( gentity_t *to, char *s ) { - ja_gclient_t *cl; + gclient_t *cl; int idnum; char s2[MAX_STRING_CHARS]; char n2[MAX_STRING_CHARS]; diff --git a/code/game/g_combat.cpp b/code/game/g_combat.cpp index a8566a6..42370d7 100644 --- a/code/game/g_combat.cpp +++ b/code/game/g_combat.cpp @@ -2049,7 +2049,7 @@ static qboolean G_Dismember( gentity_t *ent, vec3_t point, gi.G2API_StopBoneAnim( &limb->ghoul2[limb->playerModel], "pelvis" ); gi.G2API_StopBoneAnim( &limb->ghoul2[limb->playerModel], "upper_lumbar" ); //FIXME: screws up origin - ja_animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; //play the proper dismember anim on the limb gi.G2API_SetBoneAnim(&limb->ghoul2[limb->playerModel], 0, animations[limbAnim].firstFrame, animations[limbAnim].numFrames + animations[limbAnim].firstFrame, @@ -4833,7 +4833,7 @@ CheckArmor */ int CheckArmor (gentity_t *ent, int damage, int dflags, int mod) { - ja_gclient_t *client; + gclient_t *client; int save; int count; @@ -5488,7 +5488,7 @@ dflags these flags are used to control how T_Damage works */ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, const vec3_t dir, const vec3_t point, int damage, int dflags, int mod, int hitLoc ) { - ja_gclient_t *client; + gclient_t *client; int take; int asave = 0; int knockback; @@ -6330,7 +6330,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, const gi.G2API_CopyGhoul2Instance(targ->ghoul2, limb->ghoul2, -1); gi.G2API_SetRootSurface(limb->ghoul2, limb->playerModel, "lfront"); gi.G2API_SetSurfaceOnOff(&targ->ghoul2[targ->playerModel], "lfront", TURN_OFF); - ja_animation_t *animations = level.knownAnimFileSets[targ->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[targ->client->clientInfo.animFileIndex].animations; //play the proper dismember anim on the limb gi.G2API_SetBoneAnim(&limb->ghoul2[limb->playerModel], 0, animations[BOTH_A1_BL_TR].firstFrame, diff --git a/code/game/g_local.h b/code/game/g_local.h index c99532e..df0d6cc 100644 --- a/code/game/g_local.h +++ b/code/game/g_local.h @@ -88,12 +88,11 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. #define VALIDSTRING( a ) ( ( a != NULL ) && ( a[0] != '\0' ) ) //animations -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_animFileSet_t +class animFileSet_t { public: char filename[MAX_QPATH]; - ja_animation_t animations[MAX_ANIMATIONS]; + animation_t animations[MAX_ANIMATIONS]; animevent_t torsoAnimEvents[MAX_ANIM_EVENTS]; animevent_t legsAnimEvents[MAX_ANIM_EVENTS]; unsigned char torsoAnimEventCount; @@ -123,7 +122,7 @@ public: saved_game->read<uint8_t>(legsAnimEventCount); saved_game->skip(2); } -}; // ja_animFileSet_t +}; // animFileSet_t extern stringID_table_t animTable [MAX_ANIMATIONS+1]; @@ -172,8 +171,7 @@ enum alertEventLevel_e }; // !!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_alertEvent_t +class alertEvent_t { public: vec3_t position; //Where the event is located @@ -217,7 +215,7 @@ public: saved_game->read<int32_t>(timestamp); saved_game->read<int32_t>(onGround); } -}; // ja_alertEvent_t +}; // alertEvent_t // // this structure is cleared as each map is entered @@ -241,11 +239,10 @@ typedef struct #define WF_PUFFING 0x00000004 // puffing something // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_level_locals_t +class level_locals_t { public: - ja_gclient_t *clients; // [maxclients] + gclient_t *clients; // [maxclients] // store latched cvars here that we want to get at often int maxclients; @@ -261,13 +258,13 @@ public: qboolean locationLinked; // target_locations get linked gentity_t *locationHead; // head of the location list - ja_alertEvent_t alertEvents[ MAX_ALERT_EVENTS ]; + alertEvent_t alertEvents[ MAX_ALERT_EVENTS ]; int numAlertEvents; int curAlertID; - ja_AIGroupInfo_t groups[MAX_FRAME_GROUPS]; + AIGroupInfo_t groups[MAX_FRAME_GROUPS]; - ja_animFileSet_t knownAnimFileSets[MAX_ANIM_FILES]; + animFileSet_t knownAnimFileSets[MAX_ANIM_FILES]; int numKnownAnimFileSets; int worldFlags; @@ -347,9 +344,9 @@ public: saved_game->read<int32_t>(worldFlags); saved_game->read<int32_t>(dmState); } -}; // ja_level_locals_t +}; // level_locals_t -extern ja_level_locals_t level; +extern level_locals_t level; extern game_export_t globals; extern cvar_t *g_gravity; @@ -639,8 +636,8 @@ void Svcmd_GameMem_f( void ); // // g_session.c // -void G_ReadSessionData( ja_gclient_t *client ); -void G_InitSessionData( ja_gclient_t *client, char *userinfo ); +void G_ReadSessionData( gclient_t *client ); +void G_InitSessionData( gclient_t *client, char *userinfo ); void G_InitWorldSession( void ); void G_WriteSessionData( void ); diff --git a/code/game/g_main.cpp b/code/game/g_main.cpp index 0d75924..3e4f7de 100644 --- a/code/game/g_main.cpp +++ b/code/game/g_main.cpp @@ -62,7 +62,7 @@ extern qboolean g_bCollidableRoffs; #define STEPSIZE 18 -ja_level_locals_t level; +level_locals_t level; game_import_t gi; game_export_t globals; gentity_t g_entities[MAX_GENTITIES]; @@ -759,7 +759,7 @@ void InitGame( const char *mapname, const char *spawntarget, int checkSum, cons ClearAllInUse(); // initialize all clients for this game level.maxclients = 1; - level.clients = (ja_gclient_t*) G_Alloc( level.maxclients * sizeof(level.clients[0]) ); + level.clients = (gclient_t*) G_Alloc( level.maxclients * sizeof(level.clients[0]) ); memset(level.clients, 0, level.maxclients * sizeof(level.clients[0])); // set client fields on player diff --git a/code/game/g_misc_model.cpp b/code/game/g_misc_model.cpp index 210ddf6..8a01b39 100644 --- a/code/game/g_misc_model.cpp +++ b/code/game/g_misc_model.cpp @@ -155,7 +155,7 @@ extern int G_ParseAnimFileSet( const char *skeletonName, const char *modelName=0 int temp_animFileIndex; void set_MiscAnim( gentity_t *ent) { - ja_animation_t *animations = level.knownAnimFileSets[temp_animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[temp_animFileIndex].animations; if (ent->playerModel & 1) { int anim = BOTH_STAND3; diff --git a/code/game/g_navigator.cpp b/code/game/g_navigator.cpp index ed38204..297286d 100644 --- a/code/game/g_navigator.cpp +++ b/code/game/g_navigator.cpp @@ -2198,7 +2198,7 @@ void NAV::RegisterDangerSense(gentity_t* actor, int alertEventIndex) // Get The Alert List For This Ent And The Alert Itself //------------------------------------------------------ TAlertList& al = mEntityAlertList[actor->s.number]; - ja_alertEvent_t& ae = level.alertEvents[alertEventIndex]; + alertEvent_t& ae = level.alertEvents[alertEventIndex]; if (ae.radius<=0.0f) { diff --git a/code/game/g_objectives.cpp b/code/game/g_objectives.cpp index e206c3b..b9ced07 100644 --- a/code/game/g_objectives.cpp +++ b/code/game/g_objectives.cpp @@ -58,7 +58,7 @@ void OBJ_SetPendingObjectives(gentity_t *ent) OBJ_SaveMissionObjectives ============ */ -void OBJ_SaveMissionObjectives( ja_gclient_t *client ) +void OBJ_SaveMissionObjectives( gclient_t *client ) { ::gi.saved_game->write_chunk( INT_ID('O','B','J','T'), @@ -73,7 +73,7 @@ OBJ_SaveObjectiveData */ void OBJ_SaveObjectiveData(void) { - ja_gclient_t *client; + gclient_t *client; client = &level.clients[0]; @@ -85,7 +85,7 @@ void OBJ_SaveObjectiveData(void) OBJ_LoadMissionObjectives ============ */ -void OBJ_LoadMissionObjectives( ja_gclient_t *client ) +void OBJ_LoadMissionObjectives( gclient_t *client ) { ::gi.saved_game->read_chunk( INT_ID('O','B','J','T'), @@ -100,7 +100,7 @@ OBJ_LoadObjectiveData */ void OBJ_LoadObjectiveData(void) { - ja_gclient_t *client; + gclient_t *client; client = &level.clients[0]; diff --git a/code/game/g_savegame.cpp b/code/game/g_savegame.cpp index 5d6e77c..174e514 100644 --- a/code/game/g_savegame.cpp +++ b/code/game/g_savegame.cpp @@ -255,9 +255,9 @@ static gentity_t *GetGEntityPtr(intptr_t iEntNum) -static intptr_t GetGroupNumber(ja_AIGroupInfo_t *pGroup) +static intptr_t GetGroupNumber(AIGroupInfo_t *pGroup) { - assert( pGroup != (ja_AIGroupInfo_t *) 0xcdcdcdcd); + assert( pGroup != (AIGroupInfo_t *) 0xcdcdcdcd); if (pGroup == NULL) { @@ -272,7 +272,7 @@ static intptr_t GetGroupNumber(ja_AIGroupInfo_t *pGroup) return iReturnIndex; } -static ja_AIGroupInfo_t *GetGroupPtr(intptr_t iGroupNum) +static AIGroupInfo_t *GetGroupPtr(intptr_t iGroupNum) { if (iGroupNum == -1) { @@ -288,12 +288,12 @@ static ja_AIGroupInfo_t *GetGroupPtr(intptr_t iGroupNum) /////////// gclient_t * //////// // // -static intptr_t GetGClientNum(ja_gclient_t *c, gentity_t *ent) +static intptr_t GetGClientNum(gclient_t *c, gentity_t *ent) { // unfortunately, I now need to see if this is a INT_ID('r','e','a','l') client (and therefore resolve to an enum), or // whether it's one of the NPC or SP_misc_weapon_shooter // - assert(c != (ja_gclient_t *)0xcdcdcdcd); + assert(c != (gclient_t *)0xcdcdcdcd); if (c == NULL) { @@ -310,7 +310,7 @@ static intptr_t GetGClientNum(ja_gclient_t *c, gentity_t *ent) } } -static ja_gclient_t *GetGClientPtr(intptr_t c) +static gclient_t *GetGClientPtr(intptr_t c) { if (c == -1) { @@ -318,7 +318,7 @@ static ja_gclient_t *GetGClientPtr(intptr_t c) } if (c == -2) { - return (ja_gclient_t *) -2; // preserve this value so that I know to load in one of Mike's private NPC clients later + return (gclient_t *) -2; // preserve this value so that I know to load in one of Mike's private NPC clients later } assert(c >= 0); @@ -407,11 +407,11 @@ static void EnumerateField(const save_field_t *pField, const byte *pbBase) break; case F_GROUP: - *(int *)pv = GetGroupNumber(*(ja_AIGroupInfo_t **)pv); + *(int *)pv = GetGroupNumber(*(AIGroupInfo_t **)pv); break; case F_GCLIENT: - *(intptr_t *)pv = GetGClientNum(*(ja_gclient_t **)pv, (gentity_t *) pbBase); + *(intptr_t *)pv = GetGClientNum(*(gclient_t **)pv, (gentity_t *) pbBase); break; case F_ITEM: @@ -448,7 +448,7 @@ static void EnumerateField(const save_field_t *pField, const byte *pbBase) case F_ALERTEVENT: // convert all gentity_t ptrs in an alertEvent array into indexes... { - ja_alertEvent_t* p = (ja_alertEvent_t *) pv; + alertEvent_t* p = (alertEvent_t *) pv; for (int i=0; i<MAX_ALERT_EVENTS; i++) { @@ -459,7 +459,7 @@ static void EnumerateField(const save_field_t *pField, const byte *pbBase) case F_AIGROUPS: // convert to ptrs within this into indexes... { - ja_AIGroupInfo_t* p = (ja_AIGroupInfo_t *) pv; + AIGroupInfo_t* p = (AIGroupInfo_t *) pv; for (int i=0; i<MAX_FRAME_GROUPS; i++) { @@ -471,7 +471,7 @@ static void EnumerateField(const save_field_t *pField, const byte *pbBase) case F_ANIMFILESETS: { - ja_animFileSet_t* p = (ja_animFileSet_t *) pv; + animFileSet_t* p = (animFileSet_t *) pv; for ( int i = 0; i < MAX_ANIM_FILES; i++ ) { for ( int j = 0; j < MAX_ANIM_EVENTS; j++ ) { @@ -562,11 +562,11 @@ static void EvaluateField(const save_field_t *pField, byte *pbBase, byte *pbOrig break; case F_GROUP: - *(ja_AIGroupInfo_t **)pv = GetGroupPtr(*(int *)pv); + *(AIGroupInfo_t **)pv = GetGroupPtr(*(int *)pv); break; case F_GCLIENT: - *(ja_gclient_t **)pv = GetGClientPtr(*(intptr_t *)pv); + *(gclient_t **)pv = GetGClientPtr(*(intptr_t *)pv); break; case F_ITEM: @@ -602,7 +602,7 @@ static void EvaluateField(const save_field_t *pField, byte *pbBase, byte *pbOrig case F_ALERTEVENT: { - ja_alertEvent_t* p = (ja_alertEvent_t *) pv; + alertEvent_t* p = (alertEvent_t *) pv; for (int i=0; i<MAX_ALERT_EVENTS; i++) { @@ -613,7 +613,7 @@ static void EvaluateField(const save_field_t *pField, byte *pbBase, byte *pbOrig case F_AIGROUPS: // convert to ptrs within this into indexes... { - ja_AIGroupInfo_t* p = (ja_AIGroupInfo_t *) pv; + AIGroupInfo_t* p = (AIGroupInfo_t *) pv; for (int i=0; i<MAX_FRAME_GROUPS; i++) { @@ -625,7 +625,7 @@ static void EvaluateField(const save_field_t *pField, byte *pbBase, byte *pbOrig case F_ANIMFILESETS: { - ja_animFileSet_t* p = (ja_animFileSet_t *) pv; + animFileSet_t* p = (animFileSet_t *) pv; char *pO; for (int i=0; i<MAX_ANIM_FILES; i++) { @@ -844,7 +844,7 @@ All pointer variables (except function pointers) must be handled specially. */ static void WriteLevelLocals () { - ja_level_locals_t *temp = (ja_level_locals_t *)gi.Malloc(sizeof(ja_level_locals_t), TAG_TEMP_WORKSPACE, qfalse); + level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse); *temp = level; // copy out all data into a temp space EnumerateFields(savefields_LevelLocals, temp, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP)); // sizeof(temp)); @@ -862,9 +862,9 @@ static void ReadLevelLocals () { // preserve client ptr either side of the load, because clients are already saved/loaded through Read/Writegame... // - ja_gclient_t *pClients = level.clients; // save clients + gclient_t *pClients = level.clients; // save clients - ja_level_locals_t *temp = (ja_level_locals_t *)gi.Malloc(sizeof(ja_level_locals_t), TAG_TEMP_WORKSPACE, qfalse); + level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse); *temp = level; // struct copy EvaluateFields(savefields_LevelLocals, temp, (byte *)&level, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP),qfalse); // sizeof(level_locals_t)); level = *temp; // struct copy @@ -918,14 +918,14 @@ static void WriteGEntities(qboolean qbAutosave) // if (tempEnt.NPC) { - ja_gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-) + gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-) EnumerateFields(savefields_gNPC, &npc, INT_ID('G','N','P','C'), sizeof(npc)); } - if (tempEnt.client == (ja_gclient_t *)-2) // I know, I know... + if (tempEnt.client == (gclient_t *)-2) // I know, I know... { - ja_gclient_t client = *ent->client; // NOT *tempEnt.client!! + gclient_t client = *ent->client; // NOT *tempEnt.client!! EnumerateFields(savefields_gClient, &client, INT_ID('G','C','L','I'), sizeof(client)); } @@ -1031,7 +1031,7 @@ static void ReadGEntities(qboolean qbAutosave) // if (pEnt->NPC) // will be qtrue/qfalse { - ja_gNPC_t tempNPC; + gNPC_t tempNPC; EvaluateFields(savefields_gNPC, &tempNPC,(byte *)pEntOriginal->NPC, INT_ID('G','N','P','C'), sizeof (*pEnt->NPC),qfalse); @@ -1048,7 +1048,7 @@ static void ReadGEntities(qboolean qbAutosave) // original didn't have one (hmmm...), so make a new one... // //assert(0); // I want to know about this, though not in release - pEnt->NPC = (ja_gNPC_t *) G_Alloc(sizeof(*pEnt->NPC)); + pEnt->NPC = (gNPC_t *) G_Alloc(sizeof(*pEnt->NPC)); } // copy over the one we've just loaded... @@ -1065,9 +1065,9 @@ static void ReadGEntities(qboolean qbAutosave) */ } - if (pEnt->client == (ja_gclient_t*) -2) // one of Mike G's NPC clients? + if (pEnt->client == (gclient_t*) -2) // one of Mike G's NPC clients? { - ja_gclient_t tempGClient; + gclient_t tempGClient; EvaluateFields(savefields_gClient, &tempGClient, (byte *)pEntOriginal->client, INT_ID('G','C','L','I'), sizeof(*pEnt->client),qtrue);//qfalse); @@ -1083,7 +1083,7 @@ static void ReadGEntities(qboolean qbAutosave) { // original didn't have one (hmmm...) so make a new one... // - pEnt->client = (ja_gclient_t *) G_Alloc(sizeof(*pEnt->client)); + pEnt->client = (gclient_t *) G_Alloc(sizeof(*pEnt->client)); } // copy over the one we've just loaded.... @@ -1100,7 +1100,7 @@ static void ReadGEntities(qboolean qbAutosave) // if (pEnt->parms) // will be qtrue/qfalse { - ja_parms_t tempParms; + parms_t tempParms; ::gi.saved_game->read_chunk( INT_ID('P','A','R','M'), @@ -1118,7 +1118,7 @@ static void ReadGEntities(qboolean qbAutosave) { // original didn't have one, so make a new one... // - pEnt->parms = (ja_parms_t *) G_Alloc(sizeof(*pEnt->parms)); + pEnt->parms = (parms_t *) G_Alloc(sizeof(*pEnt->parms)); } // copy over the one we've just loaded... @@ -1248,7 +1248,7 @@ void WriteLevel(qboolean qbAutosave) // write out one client - us! // assert(level.maxclients == 1); // I'll need to know if this changes, otherwise I'll need to change the way ReadGame works - ja_gclient_t client = level.clients[0]; + gclient_t client = level.clients[0]; EnumerateFields(savefields_gClient, &client, INT_ID('G','C','L','I'), sizeof(client)); WriteLevelLocals(); // level_locals_t level } @@ -1297,7 +1297,7 @@ void ReadLevel(qboolean qbAutosave, qboolean qbLoadTransition) //SO: We read it in, but throw it away. //Read & throw away gclient info - ja_gclient_t junkClient; + gclient_t junkClient; EvaluateFields(savefields_gClient, &junkClient, (byte *)&level.clients[0], INT_ID('G','C','L','I'), sizeof(*level.clients), qtrue);//qfalse); ReadLevelLocals(); // level_locals_t level @@ -1312,7 +1312,7 @@ void ReadLevel(qboolean qbAutosave, qboolean qbLoadTransition) { assert(level.maxclients == 1); // I'll need to know if this changes, otherwise I'll need to change the way things work - ja_gclient_t GClient; + gclient_t GClient; EvaluateFields(savefields_gClient, &GClient, (byte *)&level.clients[0], INT_ID('G','C','L','I'), sizeof(*level.clients), qtrue);//qfalse); level.clients[0] = GClient; // struct copy ReadLevelLocals(); // level_locals_t level diff --git a/code/game/g_session.cpp b/code/game/g_session.cpp index 59beb6d..8a42757 100644 --- a/code/game/g_session.cpp +++ b/code/game/g_session.cpp @@ -42,7 +42,7 @@ G_WriteClientSessionData Called on game shutdown ================ */ -void G_WriteClientSessionData( ja_gclient_t *client ) { +void G_WriteClientSessionData( gclient_t *client ) { const char *s; const char *s2; const char *var; @@ -112,7 +112,7 @@ G_ReadSessionData Called on a reconnect ================ */ -void G_ReadSessionData( ja_gclient_t *client ) { +void G_ReadSessionData( gclient_t *client ) { char s[MAX_STRING_CHARS]; const char *var; int i; @@ -202,8 +202,8 @@ G_InitSessionData Called on a first-time connect ================ */ -void G_InitSessionData( ja_gclient_t *client, char *userinfo ) { - ja_clientSession_t *sess; +void G_InitSessionData( gclient_t *client, char *userinfo ) { + clientSession_t *sess; sess = &client->sess; diff --git a/code/game/g_shared.h b/code/game/g_shared.h index cd23705..7201c2e 100644 --- a/code/game/g_shared.h +++ b/code/game/g_shared.h @@ -91,8 +91,7 @@ typedef enum //# material_e #define MAX_CUSTOM_JEDI_SOUNDS 22 #define MAX_CUSTOM_SOUNDS (MAX_CUSTOM_JEDI_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_BASIC_SOUNDS) // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_clientInfo_t +class clientInfo_t { public: qboolean infoValid; @@ -166,7 +165,7 @@ public: saved_game->read<int32_t>(customExtraSoundDir); saved_game->read<int32_t>(customJediSoundDir); } -}; // ja_clientInfo_t +}; // clientInfo_t //================================================================== @@ -198,8 +197,7 @@ typedef enum #define RF_LOCKEDANGLE 1 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_renderInfo_t +class renderInfo_t { public: // Legs model, or full model on one piece entities @@ -404,7 +402,7 @@ public: saved_game->read<int32_t>(lookingDebounceTime); saved_game->read<float>(legsYaw); } -}; // ja_renderInfo_t +}; // renderInfo_t // Movement information structure @@ -432,8 +430,7 @@ typedef enum { } playerTeamStateState_t; // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_playerTeamState_t +class playerTeamState_t { public: playerTeamStateState_t state; @@ -482,11 +479,10 @@ public: saved_game->read<float>(flagsince); saved_game->read<float>(lastfraggedcarrier); } -}; // ja_playerTeamState_t +}; // playerTeamState_t // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_objectives_t +class objectives_t { public: qboolean display; // A displayable objective? @@ -506,14 +502,13 @@ public: saved_game->read<int32_t>(display); saved_game->read<int32_t>(status); } -}; // ja_objectives_t +}; // objectives_t // NOTE: This is an arbitrary number greater than our current number of objectives with // some fluff just in case we add more in the future. #define MAX_MISSION_OBJ 100 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_missionStats_t +class missionStats_t { public: int secretsFound; // # of secret areas found @@ -569,7 +564,7 @@ public: saved_game->read<int32_t>(forceUsed); saved_game->read<int32_t>(weaponUsed); } -}; // ja_missionStats_t +}; // missionStats_t // the auto following clients don't follow a specific client // number, but instead follow the first two active players @@ -582,14 +577,13 @@ public: // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData() // // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_clientSession_t +class clientSession_t { public: int missionObjectivesShown; // Number of times mission objectives have been updated team_t sessionTeam; - ja_objectives_t mission_objectives[MAX_MISSION_OBJ]; - ja_missionStats_t missionStats; // Various totals while on a mission + objectives_t mission_objectives[MAX_MISSION_OBJ]; + missionStats_t missionStats; // Various totals while on a mission void sg_export( @@ -609,13 +603,13 @@ public: saved_game->read<>(mission_objectives); saved_game->read<>(missionStats); } -}; // ja_clientSession_t +}; // clientSession_t // client data that stays across multiple respawns, but is cleared // on each level change or team change at ClientBegin() // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! // FIXME Prefix added to avoid debugging problems in Visual Studio. -class ja_clientPersistant_t +class clientPersistant_t { public: clientConnected_t connected; @@ -625,7 +619,7 @@ public: int enterTime; // level.time the client entered the game short cmd_angles[3]; // angles sent over in the last command - ja_playerTeamState_t teamState; // status in teamplay games + playerTeamState_t teamState; // status in teamplay games void sg_export( @@ -655,7 +649,7 @@ public: saved_game->skip(2); saved_game->read<>(teamState); } -}; // ja_clientPersistant_t +}; // clientPersistant_t typedef enum { BLK_NO, @@ -692,16 +686,15 @@ typedef enum //# movetype_e // this structure is cleared on each ClientSpawn(), // except for 'client->pers' and 'client->sess' -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_gclient_t +class gclient_t { public: // ps MUST be the first element, because the server expects it playerState_t ps; // communicated by server to clients // private to game - ja_clientPersistant_t pers; - ja_clientSession_t sess; + clientPersistant_t pers; + clientSession_t sess; int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION @@ -739,7 +732,7 @@ public: int facial_anim; // anim to show in anim mode //Client info - updated when ClientInfoChanged is called, instead of using configstrings - ja_clientInfo_t clientInfo; + clientInfo_t clientInfo; movetype_t moveType; int jetPackTime; int fireDelay; //msec to delay calling G_FireWeapon after EV_FIREWEAPON event is called @@ -757,7 +750,7 @@ public: float hiddenDist;//How close ents have to be to pick you up as an enemy vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden) - ja_renderInfo_t renderInfo; + renderInfo_t renderInfo; //dismember tracker bool dismembered; @@ -929,13 +922,12 @@ public: saved_game->read<int32_t>(inSpaceSuffocation); saved_game->read<int32_t>(inSpaceIndex); } -}; // ja_gclient_t +}; // gclient_t #define MAX_PARMS 16 #define MAX_PARM_STRING_LENGTH MAX_QPATH//was 16, had to lengthen it so they could take a valid file path -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class ja_parms_t +class parms_t { public: char parm[MAX_PARMS][MAX_PARM_STRING_LENGTH]; @@ -952,7 +944,7 @@ public: { saved_game->read<int8_t>(parm); } -}; // ja_parms_t +}; // parms_t #ifdef GAME_INCLUDE //these hold the place for the enums in functions.h so i don't have to recompile everytime it changes @@ -973,7 +965,7 @@ typedef struct centity_s centity_t; // !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!!!! struct gentity_s { entityState_t s; // communicated by server to clients - ja_gclient_t *client; // NULL if not a player (unless it's NPC ( if (this->NPC != NULL) ) <sigh>... -slc) + gclient_t *client; // NULL if not a player (unless it's NPC ( if (this->NPC != NULL) ) <sigh>... -slc) qboolean inuse; qboolean linked; // qfalse if not in any good cluster @@ -1152,7 +1144,7 @@ Ghoul2 Insert End //Script/ICARUS-related fields int m_iIcarusID; int taskID[NUM_TIDS]; - ja_parms_t *parms; + parms_t *parms; char *behaviorSet[NUM_BSETS]; char *script_targetname; int delayScriptTime; @@ -1219,7 +1211,7 @@ Ghoul2 Insert End //NPC/Player entity fields //FIXME: Make these client only? - ja_gNPC_t *NPC;//Only allocated if the entity becomes an NPC + gNPC_t *NPC;//Only allocated if the entity becomes an NPC //Other NPC/Player-related entity fields char *ownername;//Used by squadpaths to locate owning NPC diff --git a/code/game/g_target.cpp b/code/game/g_target.cpp index 904e190..db57c22 100644 --- a/code/game/g_target.cpp +++ b/code/game/g_target.cpp @@ -925,7 +925,7 @@ void set_mission_stats_cvars( void ) char text[1024]={0}; //we'll assume that the activator is the player - ja_gclient_t* const client = &level.clients[0]; + gclient_t* const client = &level.clients[0]; if (!client) { @@ -1222,7 +1222,7 @@ void SP_target_autosave( gentity_t *self ) void target_secret_use(gentity_t *self, gentity_t *other, gentity_t *activator) { //we'll assume that the activator is the player - ja_gclient_t* const client = &level.clients[0]; + gclient_t* const client = &level.clients[0]; client->sess.missionStats.secretsFound++; if ( activator ) { diff --git a/code/game/g_weapon.cpp b/code/game/g_weapon.cpp index b72148d..0197f22 100644 --- a/code/game/g_weapon.cpp +++ b/code/game/g_weapon.cpp @@ -1663,7 +1663,7 @@ extern stringID_table_t WPTable[]; void SP_misc_weapon_shooter( gentity_t *self ) { //alloc a client just for the weapon code to use - self->client = (ja_gclient_t *)gi.Malloc(sizeof(ja_gclient_t), TAG_G_ALLOC, qtrue); + self->client = (gclient_t *)gi.Malloc(sizeof(gclient_t), TAG_G_ALLOC, qtrue); //set weapon self->s.weapon = self->client->ps.weapon = WP_BLASTER; diff --git a/code/game/wp_saber.cpp b/code/game/wp_saber.cpp index f087f1b..e8c41a4 100644 --- a/code/game/wp_saber.cpp +++ b/code/game/wp_saber.cpp @@ -70,7 +70,7 @@ extern void G_SetViewEntity( gentity_t *self, gentity_t *viewEntity ); extern qboolean G_ControlledByPlayer( gentity_t *self ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); extern void CG_ChangeWeapon( int num ); -extern void CG_SaberDoWeaponHitMarks( ja_gclient_t *client, gentity_t *saberEnt, gentity_t *hitEnt, int saberNum, int bladeNum, vec3_t hitPos, vec3_t hitDir, vec3_t uaxis, vec3_t splashBackDir, float sizeTimeScale ); +extern void CG_SaberDoWeaponHitMarks( gclient_t *client, gentity_t *saberEnt, gentity_t *hitEnt, int saberNum, int bladeNum, vec3_t hitPos, vec3_t hitDir, vec3_t uaxis, vec3_t splashBackDir, float sizeTimeScale ); extern void G_AngerAlert( gentity_t *self ); extern void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward ); extern int G_CheckLedgeDive( gentity_t *self, float checkDist, const vec3_t checkVel, qboolean tryOpposite, qboolean tryPerp ); @@ -544,7 +544,7 @@ void G_Throw( gentity_t *targ, const vec3_t newDir, float push ) } } -int WP_SetSaberModel( ja_gclient_t *client, class_t npcClass ) +int WP_SetSaberModel( gclient_t *client, class_t npcClass ) {//FIXME: read from NPCs.cfg if ( client ) { @@ -3131,7 +3131,7 @@ qboolean G_CheckIncrementLockAnim( int anim, int winOrLose ) qboolean WP_SabersCheckLock2( gentity_t *attacker, gentity_t *defender, sabersLockMode_t lockMode ) { - ja_animation_t *anim; + animation_t *anim; int attAnim, defAnim, advance = 0; float attStart = 0.5f, defStart = 0.5f; float idealDist = 48.0f; diff --git a/code/qcommon/q_shared.h b/code/qcommon/q_shared.h index da6153f..6ae3fab 100644 --- a/code/qcommon/q_shared.h +++ b/code/qcommon/q_shared.h @@ -2278,7 +2278,6 @@ typedef struct // so if a playerState_t is transmitted, the entityState_t can be fully derived // from it. // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. class playerState_t { public: diff --git a/code/ui/ui_main.cpp b/code/ui/ui_main.cpp index 2b790af..3611148 100644 --- a/code/ui/ui_main.cpp +++ b/code/ui/ui_main.cpp @@ -2021,7 +2021,7 @@ class ui_animFileSet_t { public: char filename[MAX_QPATH]; - ja_animation_t animations[MAX_ANIMATIONS]; + animation_t animations[MAX_ANIMATIONS]; }; // ui_animFileSet_t static ui_animFileSet_t ui_knownAnimFileSets[MAX_ANIM_FILES]; @@ -2036,7 +2036,7 @@ qboolean UI_ParseAnimationFile( const char *af_filename ) float fps; char text[80000]; int animNum; - ja_animation_t *animations = ui_knownAnimFileSets[ui_numKnownAnimFileSets].animations; + animation_t *animations = ui_knownAnimFileSets[ui_numKnownAnimFileSets].animations; len = re.GetAnimationCFG(af_filename, text, sizeof(text)); if ( len <= 0 ) @@ -2206,7 +2206,7 @@ int UI_G2SetAnim(CGhoul2Info *ghlInfo, const char *boneName, int animNum, const if (animIndex != -1) { - ja_animation_t *anim = &ui_knownAnimFileSets[animIndex].animations[animNum]; + animation_t *anim = &ui_knownAnimFileSets[animIndex].animations[animNum]; if (anim->numFrames <= 0) { return 0; diff --git a/codeJK2/cgame/cg_local.h b/codeJK2/cgame/cg_local.h index 9425260..30eb45f 100644 --- a/codeJK2/cgame/cg_local.h +++ b/codeJK2/cgame/cg_local.h @@ -123,7 +123,7 @@ typedef struct { qboolean pitching; int animationNumber; - jo_animation_t *animation; + animation_t *animation; int animationTime; // time when the first frame of the animation will be exact } lerpFrame_t; diff --git a/codeJK2/cgame/cg_main.cpp b/codeJK2/cgame/cg_main.cpp index 709f443..2e12a2b 100644 --- a/codeJK2/cgame/cg_main.cpp +++ b/codeJK2/cgame/cg_main.cpp @@ -33,7 +33,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. //NOTENOTE: Be sure to change the mirrored code in g_shared.h typedef std::map< sstring_t, unsigned char, std::less<sstring_t>, std::allocator< unsigned char > > namePrecache_m; extern namePrecache_m *as_preCacheMap; -extern void CG_RegisterNPCCustomSounds( jo_clientInfo_t *ci ); +extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci ); extern qboolean G_AddSexToMunroString ( char *string, qboolean qDoBoth ); extern void CG_RegisterNPCEffects( team_t team ); extern qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, int *animFileIndex ); @@ -796,7 +796,7 @@ qhandle_t CG_RegisterHeadSkin( const char *headModelName, const char *headSkinNa CG_RegisterClientSkin ========================== */ -qboolean CG_RegisterClientSkin( jo_clientInfo_t *ci, +qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *headModelName, const char *headSkinName, const char *torsoModelName, const char *torsoSkinName, const char *legsModelName, const char *legsSkinName) @@ -852,7 +852,7 @@ qboolean CG_RegisterClientSkin( jo_clientInfo_t *ci, CG_RegisterClientModelname ========================== */ -qboolean CG_RegisterClientModelname( jo_clientInfo_t *ci, +qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *headModelName, const char *headSkinName, const char *torsoModelName, const char *torsoSkinName, const char *legsModelName, const char *legsSkinName ) @@ -939,7 +939,7 @@ Ghoul2 Insert End } -void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, jo_renderInfo_t *ri) +void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri) { char *slash; char headModelName[MAX_QPATH]; @@ -1104,7 +1104,7 @@ void CG_RegisterClientModels (int entityNum) if(entityNum < MAX_CLIENTS) { - memcpy(&cgs.clientinfo[entityNum], &ent->client->clientInfo, sizeof(jo_clientInfo_t)); + memcpy(&cgs.clientinfo[entityNum], &ent->client->clientInfo, sizeof(clientInfo_t)); } } diff --git a/codeJK2/cgame/cg_media.h b/codeJK2/cgame/cg_media.h index bd0cf36..5c24c4e 100644 --- a/codeJK2/cgame/cg_media.h +++ b/codeJK2/cgame/cg_media.h @@ -353,7 +353,7 @@ typedef struct { qhandle_t inlineDrawModel[MAX_SUBMODELS]; vec3_t inlineModelMidpoints[MAX_SUBMODELS]; - jo_clientInfo_t clientinfo[MAX_CLIENTS]; + clientInfo_t clientinfo[MAX_CLIENTS]; // media cgMedia_t media; diff --git a/codeJK2/cgame/cg_players.cpp b/codeJK2/cgame/cg_players.cpp index 7aea958..ab7edc4 100644 --- a/codeJK2/cgame/cg_players.cpp +++ b/codeJK2/cgame/cg_players.cpp @@ -43,7 +43,7 @@ taken from the entityState_t */ -qboolean CG_RegisterClientModelname( jo_clientInfo_t *ci, const char *headModelName, const char *headSkinName, +qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *headModelName, const char *headSkinName, const char *torsoModelName, const char *torsoSkinName, const char *legsModelName, const char *legsSkinName ); @@ -231,7 +231,7 @@ static const char *GetCustomSound_VariantCapped(const char *ppsTable[], int iEnt return ppsTable[iEntryNum]; } -static void CG_RegisterCustomSounds(jo_clientInfo_t *ci, int iSoundEntryBase, +static void CG_RegisterCustomSounds(clientInfo_t *ci, int iSoundEntryBase, int iTableEntries, const char *ppsTable[], const char *psDir ) { @@ -273,7 +273,7 @@ CG_CustomSound */ static sfxHandle_t CG_CustomSound( int entityNum, const char *soundName, int customSoundSet ) { - jo_clientInfo_t *ci; + clientInfo_t *ci; int i; if ( soundName[0] != '*' ) @@ -407,7 +407,7 @@ CG_NewClientinfo */ void CG_NewClientinfo( int clientNum ) { - jo_clientInfo_t *ci; + clientInfo_t *ci; const char *configstring; const char *v; // const char *s; @@ -481,7 +481,7 @@ void CG_NewClientinfo( int clientNum ) /* CG_RegisterNPCCustomSounds */ -void CG_RegisterNPCCustomSounds( jo_clientInfo_t *ci ) +void CG_RegisterNPCCustomSounds( clientInfo_t *ci ) { // const char *s; // int i; @@ -578,7 +578,7 @@ qboolean ValidAnimFileIndex ( int index ) -void ParseAnimationSndBlock(const char *asb_filename, animsounds_t *animSounds, jo_animation_t *animations, int *i,const char **text_p) +void ParseAnimationSndBlock(const char *asb_filename, animsounds_t *animSounds, animation_t *animations, int *i,const char **text_p) { const char *token; char soundString[MAX_QPATH]; @@ -757,7 +757,7 @@ void CG_ParseAnimationSndFile( const char *as_filename, int animFileIndex ) assert(animFileIndex < MAX_ANIM_FILES); animsounds_t *legsAnimSnds = level.knownAnimFileSets[animFileIndex].legsAnimSnds; animsounds_t *torsoAnimSnds = level.knownAnimFileSets[animFileIndex].torsoAnimSnds; - jo_animation_t *animations = level.knownAnimFileSets[animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[animFileIndex].animations; if ( level.knownAnimFileSets[animFileIndex].soundsCached ) {//already cached this one @@ -832,9 +832,9 @@ void CG_ParseAnimationSndFile( const char *as_filename, int animFileIndex ) CG_SetLerpFrameAnimation =============== */ -void CG_SetLerpFrameAnimation( jo_clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) +void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { - jo_animation_t *anim; + animation_t *anim; if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) { @@ -870,9 +870,9 @@ Sets cg.snap, cg.oldFrame, and cg.backlerp cg.time should be between oldFrameTime and frameTime after exit =============== */ -qboolean CG_RunLerpFrame( jo_clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float fpsMod, int entNum ) { +qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float fpsMod, int entNum ) { int f, animFrameTime; - jo_animation_t *anim; + animation_t *anim; qboolean newFrame = qfalse; if(fpsMod > 2 || fpsMod < 0.5) @@ -1002,7 +1002,7 @@ qboolean CG_RunLerpFrame( jo_clientInfo_t *ci, lerpFrame_t *lf, int newAnimation CG_ClearLerpFrame =============== */ -void CG_ClearLerpFrame( jo_clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) +void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) { lf->frameTime = lf->oldFrameTime = cg.time; CG_SetLerpFrameAnimation( ci, lf, animationNumber ); @@ -1023,7 +1023,7 @@ CG_PlayerAnimation */ void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp, int *torsoOld, int *torso, float *torsoBackLerp ) { - jo_clientInfo_t *ci; + clientInfo_t *ci; int legsAnim; int legsTurnAnim = -1; qboolean newLegsFrame = qfalse; @@ -1147,7 +1147,7 @@ void CG_PlayerAnimSounds( int animFileIndex, qboolean torso, int oldFrame, int f else {//still in same anim, check for looping anim inSameAnim = qtrue; - jo_animation_t *animation = &level.knownAnimFileSets[animFileIndex].animations[anim]; + animation_t *animation = &level.knownAnimFileSets[animFileIndex].animations[anim]; animBackward = (animation->frameLerp<0); if ( animation->loopFrames != -1 ) {//a looping anim! @@ -1666,7 +1666,7 @@ CG_AddHeadBob */ static qboolean CG_AddHeadBob( centity_t *cent, vec3_t addTo ) { - jo_renderInfo_t *renderInfo = ¢->gent->client->renderInfo; + renderInfo_t *renderInfo = ¢->gent->client->renderInfo; const int volume = gi.VoiceVolume[cent->gent->s.clientNum]; const int volChange = volume - renderInfo->lastVoiceVolume;//was *3 because voice fromLA was too low int i; @@ -2181,7 +2181,7 @@ void CG_G2PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t angles ) int turnAnim = PM_TurnAnimForLegsAnim( cent->gent, cent->gent->client->ps.legsAnim ); if ( turnAnim != -1 && cent->gent->health > 0 ) { - jo_animation_t *animations = level.knownAnimFileSets[cent->gent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[cent->gent->client->clientInfo.animFileIndex].animations; if ( !animatingHips || ( animations[turnAnim].firstFrame != startFrame ) )// only set the anim if we aren't going to do the same animation again { @@ -3031,7 +3031,7 @@ void CG_PlayerSplash( centity_t *cent ) if ( cent->gent && cent->gent->client ) { - jo_gclient_t *cl = cent->gent->client; + gclient_t *cl = cent->gent->client; if ( cent->gent->disconnectDebounceTime < cg.time ) // can't do these expanding ripples all the time { @@ -3708,7 +3708,7 @@ static void CG_G2SetHeadAnim( centity_t *cent, int anim ) { gentity_t *gent = cent->gent; const int blendTime = 50; - const jo_animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; + const animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; int animFlags = BONE_ANIM_OVERRIDE ;//| BONE_ANIM_BLEND; // animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps). // float timeScaleMod = (cg_timescale.value&&gent&&gent->s.clientNum==0&&!player_locked&&!MatrixMode&&gent->client->ps.forcePowersActive&(1<<FP_SPEED))?(1.0/cg_timescale.value):1.0; @@ -3870,7 +3870,7 @@ CG_PlayerHeadExtension */ int CG_PlayerHeadExtension( centity_t *cent, refEntity_t *head ) { - jo_clientInfo_t *ci = ¢->gent->client->clientInfo;; + clientInfo_t *ci = ¢->gent->client->clientInfo;; // if we have facial texture extensions, go get the sound override and add it to the face skin // if we aren't talking, then it will be 0 @@ -4372,7 +4372,7 @@ extern void FX_AddPrimitive( CEffect **effect, int killTime ); //------------------------------------------------------- void CG_CheckSaberInWater( centity_t *cent, centity_t *scent, int modelIndex, vec3_t origin, vec3_t angles ) { - jo_gclient_t *client = cent->gent->client; + gclient_t *client = cent->gent->client; vec3_t saberOrg; if ( !client ) { @@ -4409,7 +4409,7 @@ void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, in trace_t trace; float length; - jo_gclient_t *client = cent->gent->client; + gclient_t *client = cent->gent->client; if ( !client ) { @@ -4780,7 +4780,7 @@ CG_Player */ extern qboolean G_ControlledByPlayer( gentity_t *self ); void CG_Player( centity_t *cent ) { - jo_clientInfo_t *ci; + clientInfo_t *ci; qboolean shadow, staticScale = qfalse; float shadowPlane; const weaponData_t *wData = NULL; diff --git a/codeJK2/cgame/cg_weapons.cpp b/codeJK2/cgame/cg_weapons.cpp index afb6973..a03fe02 100644 --- a/codeJK2/cgame/cg_weapons.cpp +++ b/codeJK2/cgame/cg_weapons.cpp @@ -657,14 +657,14 @@ the weapon hand animation has 3 anims, ================= */ extern qboolean ValidAnimFileIndex ( int index ); -int CG_MapTorsoToWeaponFrame( const jo_clientInfo_t *ci, int frame, int animNum, int weaponNum, int firing ) +int CG_MapTorsoToWeaponFrame( const clientInfo_t *ci, int frame, int animNum, int weaponNum, int firing ) { // we should use the animNum to map a weapon frame instead of relying on the torso frame if ( !ValidAnimFileIndex( ci->animFileIndex ) ) { return 0; } - jo_animation_t *animations = level.knownAnimFileSets[ci->animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ci->animFileIndex].animations; int ret=0; switch( animNum ) @@ -1054,7 +1054,7 @@ void CG_AddViewWeapon( playerState_t *ps ) else { // get clientinfo for animation map - const jo_clientInfo_t *ci = ¢->gent->client->clientInfo; + const clientInfo_t *ci = ¢->gent->client->clientInfo; int torsoAnim = cent->gent->client->ps.torsoAnim;//pe.torso.animationNumber; float currentFrame; int startFrame,endFrame,flags; diff --git a/codeJK2/game/AI_Stormtrooper.cpp b/codeJK2/game/AI_Stormtrooper.cpp index d9a4300..d79cd1d 100644 --- a/codeJK2/game/AI_Stormtrooper.cpp +++ b/codeJK2/game/AI_Stormtrooper.cpp @@ -28,10 +28,10 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. extern void CG_DrawAlert( vec3_t origin, float rating ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); -extern void AI_GroupUpdateSquadstates( jo_AIGroupInfo_t *group, gentity_t *member, int newSquadState ); -extern qboolean AI_GroupContainsEntNum( jo_AIGroupInfo_t *group, int entNum ); -extern void AI_GroupUpdateEnemyLastSeen( jo_AIGroupInfo_t *group, vec3_t spot ); -extern void AI_GroupUpdateClearShotTime( jo_AIGroupInfo_t *group ); +extern void AI_GroupUpdateSquadstates( AIGroupInfo_t *group, gentity_t *member, int newSquadState ); +extern qboolean AI_GroupContainsEntNum( AIGroupInfo_t *group, int entNum ); +extern void AI_GroupUpdateEnemyLastSeen( AIGroupInfo_t *group, vec3_t spot ); +extern void AI_GroupUpdateClearShotTime( AIGroupInfo_t *group ); extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime ); extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask ); extern void ChangeWeapon( gentity_t *ent, int newWeapon ); @@ -1714,7 +1714,7 @@ void ST_Commander( void ) { int i, j; int cp, cpFlags_org, cpFlags; - jo_AIGroupInfo_t *group = NPCInfo->group; + AIGroupInfo_t *group = NPCInfo->group; gentity_t *member;//, *buddy; qboolean runner = qfalse; qboolean enemyLost = qfalse; diff --git a/codeJK2/game/AI_Utils.cpp b/codeJK2/game/AI_Utils.cpp index 511577b..bdd670f 100644 --- a/codeJK2/game/AI_Utils.cpp +++ b/codeJK2/game/AI_Utils.cpp @@ -36,7 +36,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. extern CNavigator navigator; extern cvar_t *d_noGroupAI; -qboolean AI_ValidateGroupMember( jo_AIGroupInfo_t *group, gentity_t *member ); +qboolean AI_ValidateGroupMember( AIGroupInfo_t *group, gentity_t *member ); /* ------------------------- @@ -96,7 +96,7 @@ int AI_GetGroupSize( gentity_t *ent, int radius ) } extern int NAV_FindClosestWaypointForPoint( gentity_t *ent, vec3_t point ); -int AI_ClosestGroupEntityNumToPoint( jo_AIGroupInfo_t &group, vec3_t point ) +int AI_ClosestGroupEntityNumToPoint( AIGroupInfo_t &group, vec3_t point ) { int markerWP = WAYPOINT_NONE; int cost, bestCost = Q3_INFINITE; @@ -127,7 +127,7 @@ int AI_ClosestGroupEntityNumToPoint( jo_AIGroupInfo_t &group, vec3_t point ) return closest; } -void AI_SetClosestBuddy( jo_AIGroupInfo_t *group ) +void AI_SetClosestBuddy( AIGroupInfo_t *group ) { int i, j; int dist, bestDist; @@ -149,9 +149,9 @@ void AI_SetClosestBuddy( jo_AIGroupInfo_t *group ) } } -void AI_SortGroupByPathCostToEnemy( jo_AIGroupInfo_t *group ) +void AI_SortGroupByPathCostToEnemy( AIGroupInfo_t *group ) { - jo_AIGroupMember_t bestMembers[MAX_GROUP_MEMBERS]; + AIGroupMember_t bestMembers[MAX_GROUP_MEMBERS]; int i, j, k; qboolean sort = qfalse; @@ -247,7 +247,7 @@ qboolean AI_FindSelfInPreviousGroup( gentity_t *self ) return qfalse; } -void AI_InsertGroupMember( jo_AIGroupInfo_t *group, gentity_t *member ) +void AI_InsertGroupMember( AIGroupInfo_t *group, gentity_t *member ) { //okay, you know what? Check this damn group and make sure we're not already in here! int i; @@ -322,7 +322,7 @@ qboolean AI_GetNextEmptyGroup( gentity_t *self ) } } -qboolean AI_ValidateNoEnemyGroupMember( jo_AIGroupInfo_t *group, gentity_t *member ) +qboolean AI_ValidateNoEnemyGroupMember( AIGroupInfo_t *group, gentity_t *member ) { if ( !group ) { @@ -353,7 +353,7 @@ qboolean AI_ValidateNoEnemyGroupMember( jo_AIGroupInfo_t *group, gentity_t *memb return qtrue; } -qboolean AI_ValidateGroupMember( jo_AIGroupInfo_t *group, gentity_t *member ) +qboolean AI_ValidateGroupMember( AIGroupInfo_t *group, gentity_t *member ) { //Validate ents if ( member == NULL ) @@ -494,7 +494,7 @@ void AI_GetGroup( gentity_t *self ) } //create a new one - memset( self->NPC->group, 0, sizeof( jo_AIGroupInfo_t ) ); + memset( self->NPC->group, 0, sizeof( AIGroupInfo_t ) ); self->NPC->group->enemy = self->enemy; self->NPC->group->team = self->client->playerTeam; @@ -560,7 +560,7 @@ void AI_GetGroup( gentity_t *self ) AI_SetClosestBuddy( self->NPC->group ); } -void AI_SetNewGroupCommander( jo_AIGroupInfo_t *group ) +void AI_SetNewGroupCommander( AIGroupInfo_t *group ) { gentity_t *member = NULL; group->commander = NULL; @@ -575,7 +575,7 @@ void AI_SetNewGroupCommander( jo_AIGroupInfo_t *group ) } } -void AI_DeleteGroupMember( jo_AIGroupInfo_t *group, int memberNum ) +void AI_DeleteGroupMember( AIGroupInfo_t *group, int memberNum ) { if ( group->commander && group->commander->s.number == group->member[memberNum].number ) { @@ -623,7 +623,7 @@ extern void ST_MarkToCover( gentity_t *self ); extern void ST_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int minTime, int maxTime ); void AI_GroupMemberKilled( gentity_t *self ) { - jo_AIGroupInfo_t *group = self->NPC->group; + AIGroupInfo_t *group = self->NPC->group; gentity_t *member; qboolean noflee = qfalse; @@ -699,7 +699,7 @@ void AI_GroupMemberKilled( gentity_t *self ) } } -void AI_GroupUpdateEnemyLastSeen( jo_AIGroupInfo_t *group, vec3_t spot ) +void AI_GroupUpdateEnemyLastSeen( AIGroupInfo_t *group, vec3_t spot ) { if ( !group ) { @@ -709,7 +709,7 @@ void AI_GroupUpdateEnemyLastSeen( jo_AIGroupInfo_t *group, vec3_t spot ) VectorCopy( spot, group->enemyLastSeenPos ); } -void AI_GroupUpdateClearShotTime( jo_AIGroupInfo_t *group ) +void AI_GroupUpdateClearShotTime( AIGroupInfo_t *group ) { if ( !group ) { @@ -718,7 +718,7 @@ void AI_GroupUpdateClearShotTime( jo_AIGroupInfo_t *group ) group->lastClearShotTime = level.time; } -void AI_GroupUpdateSquadstates( jo_AIGroupInfo_t *group, gentity_t *member, int newSquadState ) +void AI_GroupUpdateSquadstates( AIGroupInfo_t *group, gentity_t *member, int newSquadState ) { if ( !group ) { @@ -738,7 +738,7 @@ void AI_GroupUpdateSquadstates( jo_AIGroupInfo_t *group, gentity_t *member, int } } -qboolean AI_RefreshGroup( jo_AIGroupInfo_t *group ) +qboolean AI_RefreshGroup( AIGroupInfo_t *group ) { gentity_t *member; int i;//, j; @@ -975,7 +975,7 @@ void AI_UpdateGroups( void ) } } -qboolean AI_GroupContainsEntNum( jo_AIGroupInfo_t *group, int entNum ) +qboolean AI_GroupContainsEntNum( AIGroupInfo_t *group, int entNum ) { if ( !group ) { diff --git a/codeJK2/game/NPC.cpp b/codeJK2/game/NPC.cpp index b6a69e2..30cbcec 100644 --- a/codeJK2/game/NPC.cpp +++ b/codeJK2/game/NPC.cpp @@ -75,8 +75,8 @@ cvar_t *d_slowmodeath; extern qboolean stop_icarus; gentity_t *NPC; -jo_gNPC_t *NPCInfo; -jo_gclient_t *client; +gNPC_t *NPCInfo; +gclient_t *client; usercmd_t ucmd; visibility_t enemyVisibility; @@ -817,8 +817,8 @@ void SetNPCGlobals( gentity_t *ent ) } gentity_t *_saved_NPC; -jo_gNPC_t *_saved_NPCInfo; -jo_gclient_t *_saved_client; +gNPC_t *_saved_NPCInfo; +gclient_t *_saved_client; usercmd_t _saved_ucmd; void SaveNPCGlobals() diff --git a/codeJK2/game/NPC_senses.cpp b/codeJK2/game/NPC_senses.cpp index 8a0508f..57e6abc 100644 --- a/codeJK2/game/NPC_senses.cpp +++ b/codeJK2/game/NPC_senses.cpp @@ -699,12 +699,12 @@ void ClearPlayerAlertEvents( void ) {//still have more in the array if ( (i+1) < MAX_ALERT_EVENTS ) { - memmove( &level.alertEvents[i], &level.alertEvents[i+1], sizeof(jo_alertEvent_t)*(MAX_ALERT_EVENTS-(i+1) ) ); + memmove( &level.alertEvents[i], &level.alertEvents[i+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(i+1) ) ); } } else {//just clear this one... or should we clear the whole array? - memset( &level.alertEvents[i], 0, sizeof( jo_alertEvent_t ) ); + memset( &level.alertEvents[i], 0, sizeof( alertEvent_t ) ); } } } @@ -739,12 +739,12 @@ qboolean RemoveOldestAlert( void ) {//still have more in the array if ( (oldestEvent+1) < MAX_ALERT_EVENTS ) { - memmove( &level.alertEvents[oldestEvent], &level.alertEvents[oldestEvent+1], sizeof(jo_alertEvent_t)*(MAX_ALERT_EVENTS-(oldestEvent+1) ) ); + memmove( &level.alertEvents[oldestEvent], &level.alertEvents[oldestEvent+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(oldestEvent+1) ) ); } } else {//just clear this one... or should we clear the whole array? - memset( &level.alertEvents[oldestEvent], 0, sizeof( jo_alertEvent_t ) ); + memset( &level.alertEvents[oldestEvent], 0, sizeof( alertEvent_t ) ); } } //make sure this never drops below zero... if it does, something very very bad happened diff --git a/codeJK2/game/NPC_spawn.cpp b/codeJK2/game/NPC_spawn.cpp index c3faba7..cd2c2b3 100644 --- a/codeJK2/game/NPC_spawn.cpp +++ b/codeJK2/game/NPC_spawn.cpp @@ -74,7 +74,7 @@ extern void NPC_Mark2_Precache(void); extern void NPC_GalakMech_Precache( void ); extern void NPC_GalakMech_Init( gentity_t *ent ); extern void NPC_Protocol_Precache( void ); -extern int WP_SetSaberModel( jo_gclient_t *client, class_t npcClass ); +extern int WP_SetSaberModel( gclient_t *client, class_t npcClass ); #define NSF_DROP_TO_FLOOR 16 @@ -771,7 +771,7 @@ extern qboolean stop_icarus; void NPC_Begin (gentity_t *ent) { vec3_t spawn_origin, spawn_angles; - jo_gclient_t *client; + gclient_t *client; usercmd_t ucmd; gentity_t *spawnPoint = NULL; @@ -1070,9 +1070,9 @@ void NPC_Begin (gentity_t *ent) } } -jo_gNPC_t *New_NPC_t() +gNPC_t *New_NPC_t() { - jo_gNPC_t *ptr = (jo_gNPC_t *)G_Alloc (sizeof(jo_gNPC_t)); + gNPC_t *ptr = (gNPC_t *)G_Alloc (sizeof(gNPC_t)); if (ptr) { @@ -1222,7 +1222,7 @@ void NPC_Spawn_Go( gentity_t *ent ) newent->NPC->tempGoal->owner = newent; newent->NPC->tempGoal->svFlags |= SVF_NOCLIENT; - newent->client = (jo_gclient_t *)G_Alloc (sizeof(jo_gclient_t)); + newent->client = (gclient_t *)G_Alloc (sizeof(gclient_t)); if ( newent->client == NULL ) { diff --git a/codeJK2/game/NPC_stats.cpp b/codeJK2/game/NPC_stats.cpp index 1eec8d1..4aa7aab 100644 --- a/codeJK2/game/NPC_stats.cpp +++ b/codeJK2/game/NPC_stats.cpp @@ -301,9 +301,9 @@ static int MoveTypeNameToEnum( const char *name ) return MT_STATIC; } -extern void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, jo_renderInfo_t *ri); +extern void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri); extern void CG_RegisterClientModels (int entityNum); -extern void CG_RegisterNPCCustomSounds( jo_clientInfo_t *ci ); +extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci ); extern void CG_RegisterNPCEffects( team_t team ); extern void CG_ParseAnimationSndFile( const char *filename, int animFileIndex ); @@ -355,7 +355,7 @@ qboolean G_ParseAnimationFile( const char *af_filename ) //int skip; char text[40000]; int animNum; - jo_animation_t *animations = level.knownAnimFileSets[level.numKnownAnimFileSets].animations; + animation_t *animations = level.knownAnimFileSets[level.numKnownAnimFileSets].animations; len = gi.RE_GetAnimationCFG(af_filename, NULL, 0); if (len <= 0) @@ -705,8 +705,8 @@ Precaches NPC skins, tgas and md3s. */ void NPC_Precache ( gentity_t *spawner ) { - jo_clientInfo_t ci={}; - jo_renderInfo_t ri={}; + clientInfo_t ci={}; + renderInfo_t ri={}; team_t playerTeam = TEAM_FREE; const char *token; const char *value; @@ -1069,9 +1069,9 @@ qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC ) char sound[MAX_QPATH]; char playerModel[MAX_QPATH]; char customSkin[MAX_QPATH]; - jo_clientInfo_t *ci = &NPC->client->clientInfo; - jo_renderInfo_t *ri = &NPC->client->renderInfo; - jo_gNPCstats_t *stats = NULL; + clientInfo_t *ci = &NPC->client->clientInfo; + renderInfo_t *ri = &NPC->client->renderInfo; + gNPCstats_t *stats = NULL; qboolean md3Model = qtrue; char surfOff[1024]; char surfOn[1024]; diff --git a/codeJK2/game/NPC_utils.cpp b/codeJK2/game/NPC_utils.cpp index 602fb14..b885de8 100644 --- a/codeJK2/game/NPC_utils.cpp +++ b/codeJK2/game/NPC_utils.cpp @@ -1108,7 +1108,7 @@ gentity_t *NPC_PickEnemyExt( qboolean checkAlerts = qfalse ) //There is an event to look at if ( alertEvent >= 0 ) { - jo_alertEvent_t *event = &level.alertEvents[alertEvent]; + alertEvent_t *event = &level.alertEvents[alertEvent]; //Don't pay attention to our own alerts if ( event->owner == NPC ) diff --git a/codeJK2/game/Q3_Interface.cpp b/codeJK2/game/Q3_Interface.cpp index 86dc9ef..7a6a73c 100644 --- a/codeJK2/game/Q3_Interface.cpp +++ b/codeJK2/game/Q3_Interface.cpp @@ -722,8 +722,8 @@ Q3_SetObjective static void Q3_SetObjective(const char *ObjEnum, int status) { int objectiveID; - jo_gclient_t *client; - jo_objectives_t *objective; + gclient_t *client; + objectives_t *objective; int *objectivesShown; client = &level.clients[0]; @@ -4124,8 +4124,8 @@ void Q3_SetParm (int entID, int parmNum, const char *parmValue) if( !ent->parms ) { - ent->parms = (jo_parms_t *)G_Alloc( sizeof(jo_parms_t) ); - memset( ent->parms, 0, sizeof(jo_parms_t) ); + ent->parms = (parms_t *)G_Alloc( sizeof(parms_t) ); + memset( ent->parms, 0, sizeof(parms_t) ); } if ( (val = Q3_CheckStringCounterIncrement( parmValue )) ) @@ -9265,7 +9265,7 @@ void Interface_Init( interface_export_t *pe ) pe->I_LinkEntity = ICARUS_LinkEntity; pe->saved_game = gi.saved_game; - jo_gclient_t *client; + gclient_t *client; client = &level.clients[0]; memset(&client->sess,0,sizeof(client->sess)); } diff --git a/codeJK2/game/ai.h b/codeJK2/game/ai.h index ad0a12c..3bd7e0a 100644 --- a/codeJK2/game/ai.h +++ b/codeJK2/game/ai.h @@ -105,8 +105,7 @@ void NPC_BSHowler_Default( void ); //Group AI #define MAX_FRAME_GROUPS 32 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_AIGroupMember_t +class AIGroupMember_t { public: int number; @@ -132,12 +131,11 @@ public: saved_game->read<int32_t>(pathCostToEnemy); saved_game->read<int32_t>(closestBuddy); } -}; // jo_AIGroupMember_t +}; // AIGroupMember_t #define MAX_GROUP_MEMBERS 32 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_AIGroupInfo_t +class AIGroupInfo_t { public: int numGroup; @@ -156,7 +154,7 @@ public: gentity_t *commander; vec3_t enemyLastSeenPos; int numState[ NUM_SQUAD_STATES ]; - jo_AIGroupMember_t member[ MAX_GROUP_MEMBERS ]; + AIGroupMember_t member[ MAX_GROUP_MEMBERS ]; void sg_export( @@ -202,7 +200,7 @@ public: saved_game->read<int32_t>(numState); saved_game->read<>(member); } -}; // jo_AIGroupInfo_t +}; // AIGroupInfo_t int AI_GetGroupSize( vec3_t origin, int radius, team_t playerTeam, gentity_t *avoid = NULL ); int AI_GetGroupSize( gentity_t *ent, int radius ); diff --git a/codeJK2/game/anims.h b/codeJK2/game/anims.h index 8e87389..d4b9cb9 100644 --- a/codeJK2/game/anims.h +++ b/codeJK2/game/anims.h @@ -1399,12 +1399,11 @@ extern stringID_table_t animTable [MAX_ANIMATIONS+1]; #endif// #ifndef CG_PLAYER_CPP // !!!!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_animFileSet_t +class animFileSet_t { public: char filename[MAX_QPATH]; - jo_animation_t animations[MAX_ANIMATIONS]; + animation_t animations[MAX_ANIMATIONS]; animsounds_t torsoAnimSnds[MAX_ANIM_SOUNDS]; animsounds_t legsAnimSnds[MAX_ANIM_SOUNDS]; qboolean soundsCached; @@ -1429,7 +1428,7 @@ public: saved_game->read<>(legsAnimSnds); saved_game->read<int32_t>(soundsCached); } -}; // jo_animFileSet_t +}; // animFileSet_t #define MAX_ANIM_FILES 64 #endif// #ifndef __ANIMS_H__ diff --git a/codeJK2/game/b_local.h b/codeJK2/game/b_local.h index dd3ebd0..4b9ed50 100644 --- a/codeJK2/game/b_local.h +++ b/codeJK2/game/b_local.h @@ -81,8 +81,8 @@ extern void Debug_NPCPrintf( gentity_t *printNPC, cvar_t *cv, int debugLevel, ch //MCG - Begin============================================================ //NPC_ai variables - shared by NPC.cpp andf the following modules extern gentity_t *NPC; -extern jo_gNPC_t *NPCInfo; -extern jo_gclient_t *client; +extern gNPC_t *NPCInfo; +extern gclient_t *client; extern usercmd_t ucmd; extern visibility_t enemyVisibility; diff --git a/codeJK2/game/b_public.h b/codeJK2/game/b_public.h index 9f76dba..66d5c29 100644 --- a/codeJK2/game/b_public.h +++ b/codeJK2/game/b_public.h @@ -114,7 +114,7 @@ typedef enum //# movetype_e NUM_MOVETYPES } movetype_t; -class jo_gNPCstats_t +class gNPCstats_t {//Stats, loaded in, and can be set by scripts public: //AI @@ -184,7 +184,7 @@ public: saved_game->read<int32_t>(health); saved_game->read<int32_t>(acceleration); } -}; // jo_gNPCstats_t +}; // gNPCstats_t // NOTE!!! If you add any ptr fields into this structure could you please tell me so I can update the load/save code? // so far the only things I've got to cope with are a bunch of gentity_t*'s, but tell me if any more get added -slc @@ -194,8 +194,7 @@ public: #define ENEMY_POS_LAG_INTERVAL 100 #define ENEMY_POS_LAG_STEPS (MAX_ENEMY_POS_LAG/ENEMY_POS_LAG_INTERVAL) -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_gNPC_t +class gNPC_t { public: //FIXME: Put in playerInfo or something @@ -273,12 +272,12 @@ public: int lastSideStepSide; int sideStepHoldTime; int homeWp; - jo_AIGroupInfo_t *group; + AIGroupInfo_t *group; vec3_t lastPathAngles; //So we know which way to face generally when we stop //stats - jo_gNPCstats_t stats; + gNPCstats_t stats; int aimErrorDebounceTime; float lastAimErrorYaw; float lastAimErrorPitch; @@ -555,7 +554,7 @@ public: saved_game->read<int32_t>(ffireDebounce); saved_game->read<int32_t>(ffireFadeDebounce); } -}; // jo_gNPC_t +}; // gNPC_t void G_SquadPathsInit(void); void NPC_InitGame( void ); diff --git a/codeJK2/game/bg_panimate.cpp b/codeJK2/game/bg_panimate.cpp index b7e39c2..788cc41 100644 --- a/codeJK2/game/bg_panimate.cpp +++ b/codeJK2/game/bg_panimate.cpp @@ -1854,7 +1854,7 @@ int PM_LegsAnimForFrame( gentity_t *ent, int legsFrame ) if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return -1; - jo_animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; for ( int animation = 0; animation < FACE_TALK1; animation++ ) { @@ -1883,7 +1883,7 @@ int PM_LegsAnimForFrame( gentity_t *ent, int legsFrame ) int PM_ValidateAnimRange( int startFrame, int endFrame, float animSpeed ) {//given a startframe and endframe, see if that lines up with any known animation - jo_animation_t *animations = level.knownAnimFileSets[0].animations; + animation_t *animations = level.knownAnimFileSets[0].animations; for ( int anim = 0; anim < MAX_ANIMATIONS; anim++ ) { @@ -1932,7 +1932,7 @@ int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame ) if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return -1; - jo_animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; for ( int animation = 0; animation < LEGS_WALKBACK1; animation++ ) { @@ -1968,7 +1968,7 @@ qboolean PM_FinishedCurrentLegsAnim( gentity_t *self ) curFrame = floor( currentFrame ); int legsAnim = self->client->ps.legsAnim; - jo_animation_t *animations = level.knownAnimFileSets[self->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[self->client->clientInfo.animFileIndex].animations; if ( curFrame >= animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 2) ) { @@ -1999,7 +1999,7 @@ qboolean PM_HasAnimation( gentity_t *ent, int animation ) if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return qfalse; - jo_animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; //No frames, no anim if ( animations[animation].numFrames == 0 ) @@ -2235,7 +2235,7 @@ void PM_SetAnimFinal(int *torsoAnim,int *legsAnim, #endif return; } - jo_animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; float timeScaleMod = PM_GetTimeScaleMod( gent ); float animSpeed, oldAnimSpeed; int actualTime = (cg.time?cg.time:level.time); diff --git a/codeJK2/game/bg_pmove.cpp b/codeJK2/game/bg_pmove.cpp index 1d32026..0fb672e 100644 --- a/codeJK2/game/bg_pmove.cpp +++ b/codeJK2/game/bg_pmove.cpp @@ -6490,7 +6490,7 @@ qboolean PM_SaberLocked( void ) int remaining = 0; if( ValidAnimFileIndex( gent->client->clientInfo.animFileIndex ) ) { - jo_animation_t *anim; + animation_t *anim; float currentFrame, junk2; int curFrame, junk; int strength = 1; @@ -6587,7 +6587,7 @@ qboolean PM_SaberLocked( void ) } if( ValidAnimFileIndex( genemy->client->clientInfo.animFileIndex ) ) { - jo_animation_t *anim; + animation_t *anim; anim = &level.knownAnimFileSets[genemy->client->clientInfo.animFileIndex].animations[genemy->client->ps.torsoAnim]; /* float currentFrame, junk2; diff --git a/codeJK2/game/bg_public.h b/codeJK2/game/bg_public.h index 22ec3ad..77b11b0 100644 --- a/codeJK2/game/bg_public.h +++ b/codeJK2/game/bg_public.h @@ -441,8 +441,7 @@ typedef enum { } entity_event_t; -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_animation_t +class animation_t { public: int firstFrame; @@ -471,7 +470,7 @@ public: saved_game->read<int32_t>(frameLerp); saved_game->read<int32_t>(initialLerp); } -}; // jo_animation_t +}; // animation_t #define MAX_RANDOM_ANIMSOUNDS 8 diff --git a/codeJK2/game/fields.h b/codeJK2/game/fields.h index 42e3da3..c801467 100644 --- a/codeJK2/game/fields.h +++ b/codeJK2/game/fields.h @@ -37,9 +37,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. #define FOFS(x) offsetof(gentity_t, x) // usually already defined in qshared.h #endif #define STOFS(x) offsetof(spawn_temp_t, x) -#define LLOFS(x) offsetof(jo_level_locals_t, x) -#define CLOFS(x) offsetof(jo_gclient_t, x) -#define NPCOFS(x) offsetof(jo_gNPC_t, x) +#define LLOFS(x) offsetof(level_locals_t, x) +#define CLOFS(x) offsetof(gclient_t, x) +#define NPCOFS(x) offsetof(gNPC_t, x) // #define strFOFS(x) #x,FOFS(x) #define strSTOFS(x) #x,STOFS(x) diff --git a/codeJK2/game/g_active.cpp b/codeJK2/game/g_active.cpp index 0f3a69e..77dc384 100644 --- a/codeJK2/game/g_active.cpp +++ b/codeJK2/game/g_active.cpp @@ -419,7 +419,7 @@ global pain sound events for all clients. =============== */ void P_DamageFeedback( gentity_t *player ) { - jo_gclient_t *client; + gclient_t *client; float count; vec3_t angles; @@ -1134,7 +1134,7 @@ ClientInactivityTimer Returns qfalse if the client is dropped ================= */ -qboolean ClientInactivityTimer( jo_gclient_t *client ) { +qboolean ClientInactivityTimer( gclient_t *client ) { if ( ! g_inactivity->integer ) { // give everyone some time, so if the operator sets g_inactivity during @@ -1178,7 +1178,7 @@ Actions that happen once a second ================== */ void ClientTimerActions( gentity_t *ent, int msec ) { - jo_gclient_t *client; + gclient_t *client; client = ent->client; client->timeResidual += msec; @@ -1215,7 +1215,7 @@ void ClientTimerActions( gentity_t *ent, int msec ) { ClientIntermissionThink ==================== */ -static qboolean ClientCinematicThink( jo_gclient_t *client ) { +static qboolean ClientCinematicThink( gclient_t *client ) { client->ps.eFlags &= ~EF_FIRING; // swap button actions @@ -1241,7 +1241,7 @@ extern void WP_SaberUpdateOldBladeData( gentity_t *ent ); void ClientEvents( gentity_t *ent, int oldEventSequence ) { int i; int event; - jo_gclient_t *client; + gclient_t *client; //int damage; #ifndef FINAL_BUILD qboolean fired = qfalse; @@ -1982,7 +1982,7 @@ usually be a couple times for each server frame on fast clients. extern int G_FindLocalInterestPoint( gentity_t *self ); void ClientThink_real( gentity_t *ent, usercmd_t *ucmd ) { - jo_gclient_t *client; + gclient_t *client; pmove_t pm; vec3_t oldOrigin; int oldEventSequence; diff --git a/codeJK2/game/g_client.cpp b/codeJK2/game/g_client.cpp index e460630..6f34d83 100644 --- a/codeJK2/game/g_client.cpp +++ b/codeJK2/game/g_client.cpp @@ -382,7 +382,7 @@ ForceClientSkin Forces a client's skin (for teamplay) =========== */ -void ForceClientSkin( jo_gclient_t *client, char *model, const char *skin ) { +void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { char *p; if ((p = strchr(model, '/')) != NULL) { @@ -469,7 +469,7 @@ if desired. */ void ClientUserinfoChanged( int clientNum ) { gentity_t *ent = g_entities + clientNum; - jo_gclient_t *client = ent->client; + gclient_t *client = ent->client; int health=100, maxHealth=100; const char *s=NULL, *sex=NULL; char userinfo[MAX_INFO_STRING]={0}, buf[MAX_INFO_STRING]={0}, @@ -540,12 +540,12 @@ char *ClientConnect( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eS // they can connect ent->client = level.clients + clientNum; - jo_gclient_t *client = ent->client; + gclient_t *client = ent->client; // if (!qbFromSavedGame) if (eSavedGameJustLoaded != eFULL) { - jo_clientSession_t savedSess = client->sess; // + clientSession_t savedSess = client->sess; // memset( client, 0, sizeof(*client) ); client->sess = savedSess; } @@ -591,7 +591,7 @@ void ClientBegin( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGam // qboolean qbFromSavedGame { gentity_t *ent; - jo_gclient_t *client; + gclient_t *client; ent = g_entities + clientNum; client = level.clients + clientNum; @@ -688,7 +688,7 @@ Player_RestoreFromPrevLevel */ void Player_RestoreFromPrevLevel(gentity_t *ent) { - jo_gclient_t *client = ent->client; + gclient_t *client = ent->client; int i; assert(client); @@ -1518,11 +1518,11 @@ qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded { int index; vec3_t spawn_origin, spawn_angles; - jo_gclient_t *client; + gclient_t *client; int i; - jo_clientPersistant_t saved; - jo_clientSession_t savedSess; - jo_clientInfo_t savedCi; + clientPersistant_t saved; + clientSession_t savedSess; + clientInfo_t savedCi; int persistant[MAX_PERSISTANT]; usercmd_t ucmd; gentity_t *spawnPoint; @@ -1587,11 +1587,11 @@ qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded persistant[i] = client->ps.persistant[i]; } //Preserve clientInfo - memcpy (&savedCi, &client->clientInfo, sizeof(jo_clientInfo_t)); + memcpy (&savedCi, &client->clientInfo, sizeof(clientInfo_t)); memset (client, 0, sizeof(*client)); - memcpy (&client->clientInfo, &savedCi, sizeof(jo_clientInfo_t)); + memcpy (&client->clientInfo, &savedCi, sizeof(clientInfo_t)); client->pers = saved; client->sess = savedSess; diff --git a/codeJK2/game/g_cmds.cpp b/codeJK2/game/g_cmds.cpp index ac38665..668e021 100644 --- a/codeJK2/game/g_cmds.cpp +++ b/codeJK2/game/g_cmds.cpp @@ -125,7 +125,7 @@ Returns -1 if invalid ================== */ int ClientNumberFromString( gentity_t *to, char *s ) { - jo_gclient_t *cl; + gclient_t *cl; int idnum; char s2[MAX_STRING_CHARS]; char n2[MAX_STRING_CHARS]; diff --git a/codeJK2/game/g_combat.cpp b/codeJK2/game/g_combat.cpp index 684df30..efdee55 100644 --- a/codeJK2/game/g_combat.cpp +++ b/codeJK2/game/g_combat.cpp @@ -1863,7 +1863,7 @@ static qboolean G_Dismember( gentity_t *ent, vec3_t point, gi.G2API_StopBoneAnim( &limb->ghoul2[limb->playerModel], "pelvis" ); gi.G2API_StopBoneAnim( &limb->ghoul2[limb->playerModel], "upper_lumbar" ); //FIXME: screws up origin - jo_animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; //play the proper dismember anim on the limb gi.G2API_SetBoneAnim(&limb->ghoul2[limb->playerModel], 0, animations[limbAnim].firstFrame, animations[limbAnim].numFrames + animations[limbAnim].firstFrame, @@ -4303,7 +4303,7 @@ CheckArmor */ int CheckArmor (gentity_t *ent, int damage, int dflags) { - jo_gclient_t *client; + gclient_t *client; int save; int count; @@ -4794,7 +4794,7 @@ dflags these flags are used to control how T_Damage works void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int hitLoc ) { - jo_gclient_t *client; + gclient_t *client; int take; int asave = 0; int knockback; diff --git a/codeJK2/game/g_local.h b/codeJK2/game/g_local.h index 58f8d08..a20601e 100644 --- a/codeJK2/game/g_local.h +++ b/codeJK2/game/g_local.h @@ -129,8 +129,7 @@ enum alertEventLevel_e }; // !!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_alertEvent_t +class alertEvent_t { public: vec3_t position; //Where the event is located @@ -171,7 +170,7 @@ public: saved_game->read<int32_t>(ID); saved_game->read<int32_t>(timestamp); } -}; // jo_alertEvent_t +}; // alertEvent_t // // this structure is cleared as each map is entered @@ -194,11 +193,10 @@ typedef struct #define WF_SNOWING 0x00000002 //snowing // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_level_locals_t +class level_locals_t { public: - jo_gclient_t *clients; // [maxclients] + gclient_t *clients; // [maxclients] // store latched cvars here that we want to get at often int maxclients; @@ -214,13 +212,13 @@ public: qboolean locationLinked; // target_locations get linked gentity_t *locationHead; // head of the location list - jo_alertEvent_t alertEvents[ MAX_ALERT_EVENTS ]; + alertEvent_t alertEvents[ MAX_ALERT_EVENTS ]; int numAlertEvents; int curAlertID; - jo_AIGroupInfo_t groups[MAX_FRAME_GROUPS]; + AIGroupInfo_t groups[MAX_FRAME_GROUPS]; - jo_animFileSet_t knownAnimFileSets[MAX_ANIM_FILES]; + animFileSet_t knownAnimFileSets[MAX_ANIM_FILES]; int numKnownAnimFileSets; int worldFlags; @@ -293,9 +291,9 @@ public: saved_game->read<int32_t>(worldFlags); saved_game->read<int32_t>(dmState); } -}; // jo_level_locals_t +}; // level_locals_t -extern jo_level_locals_t level; +extern level_locals_t level; extern game_export_t globals; extern cvar_t *g_gravity; @@ -471,8 +469,8 @@ team_t PickTeam( int ignoreClientNum ); void SetClientViewAngle( gentity_t *ent, vec3_t angle ); gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, team_t team, vec3_t origin, vec3_t angles ); void respawn (gentity_t *ent); -void InitClientPersistant (jo_gclient_t *client); -void InitClientResp (jo_gclient_t *client); +void InitClientPersistant (gclient_t *client); +void InitClientResp (gclient_t *client); qboolean ClientSpawn( gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded ); void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc); void AddScore( gentity_t *ent, int score ); @@ -576,8 +574,8 @@ void Svcmd_GameMem_f( void ); // // g_session.c // -void G_ReadSessionData( jo_gclient_t *client ); -void G_InitSessionData( jo_gclient_t *client, char *userinfo ); +void G_ReadSessionData( gclient_t *client ); +void G_InitSessionData( gclient_t *client, char *userinfo ); void G_InitWorldSession( void ); void G_WriteSessionData( void ); diff --git a/codeJK2/game/g_main.cpp b/codeJK2/game/g_main.cpp index 4306808..cafe9d6 100644 --- a/codeJK2/game/g_main.cpp +++ b/codeJK2/game/g_main.cpp @@ -44,7 +44,7 @@ int eventClearTime = 0; #define STEPSIZE 18 -jo_level_locals_t level; +level_locals_t level; game_import_t gi; game_export_t globals; gentity_t g_entities[MAX_GENTITIES]; @@ -645,7 +645,7 @@ void InitGame( const char *mapname, const char *spawntarget, int checkSum, cons ClearAllInUse(); // initialize all clients for this game level.maxclients = 1; - level.clients = (jo_gclient_t *) G_Alloc( level.maxclients * sizeof(level.clients[0]) ); + level.clients = (gclient_t *) G_Alloc( level.maxclients * sizeof(level.clients[0]) ); memset(level.clients, 0, level.maxclients * sizeof(level.clients[0])); // set client fields on player diff --git a/codeJK2/game/g_misc_model.cpp b/codeJK2/game/g_misc_model.cpp index a3e3226..3587e13 100644 --- a/codeJK2/game/g_misc_model.cpp +++ b/codeJK2/game/g_misc_model.cpp @@ -158,7 +158,7 @@ extern qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, i int temp_animFileIndex; void set_MiscAnim( gentity_t *ent) { - jo_animation_t *animations = level.knownAnimFileSets[temp_animFileIndex].animations; + animation_t *animations = level.knownAnimFileSets[temp_animFileIndex].animations; if (ent->playerModel & 1) { int anim = BOTH_STAND3; diff --git a/codeJK2/game/g_objectives.cpp b/codeJK2/game/g_objectives.cpp index dbd6c5c..60c9ade 100644 --- a/codeJK2/game/g_objectives.cpp +++ b/codeJK2/game/g_objectives.cpp @@ -60,7 +60,7 @@ void OBJ_SetPendingObjectives(gentity_t *ent) OBJ_SaveMissionObjectives ============ */ -void OBJ_SaveMissionObjectives( jo_gclient_t *client ) +void OBJ_SaveMissionObjectives( gclient_t *client ) { ::gi.saved_game->write_chunk( INT_ID('O','B','J','T'), @@ -75,7 +75,7 @@ OBJ_SaveObjectiveData */ void OBJ_SaveObjectiveData(void) { - jo_gclient_t *client; + gclient_t *client; client = &level.clients[0]; @@ -87,7 +87,7 @@ void OBJ_SaveObjectiveData(void) OBJ_LoadMissionObjectives ============ */ -void OBJ_LoadMissionObjectives( jo_gclient_t *client ) +void OBJ_LoadMissionObjectives( gclient_t *client ) { ::gi.saved_game->read_chunk( INT_ID('O','B','J','T'), @@ -102,7 +102,7 @@ OBJ_LoadObjectiveData */ void OBJ_LoadObjectiveData(void) { - jo_gclient_t *client; + gclient_t *client; client = &level.clients[0]; diff --git a/codeJK2/game/g_savegame.cpp b/codeJK2/game/g_savegame.cpp index e4c9ca9..530ab2a 100644 --- a/codeJK2/game/g_savegame.cpp +++ b/codeJK2/game/g_savegame.cpp @@ -239,9 +239,9 @@ gentity_t *GetGEntityPtr(intptr_t iEntNum) return (g_entities + iEntNum); } -static intptr_t GetGroupNumber(jo_AIGroupInfo_t *pGroup) +static intptr_t GetGroupNumber(AIGroupInfo_t *pGroup) { - assert( pGroup != (jo_AIGroupInfo_t *) 0xcdcdcdcd); + assert( pGroup != (AIGroupInfo_t *) 0xcdcdcdcd); if (pGroup == NULL) { @@ -256,7 +256,7 @@ static intptr_t GetGroupNumber(jo_AIGroupInfo_t *pGroup) return iReturnIndex; } -static jo_AIGroupInfo_t *GetGroupPtr(intptr_t iGroupNum) +static AIGroupInfo_t *GetGroupPtr(intptr_t iGroupNum) { if (iGroupNum == -1) { @@ -272,9 +272,9 @@ static jo_AIGroupInfo_t *GetGroupPtr(intptr_t iGroupNum) /////////// gclient_t * //////// // // -intptr_t GetGClientNum(jo_gclient_t *c) +intptr_t GetGClientNum(gclient_t *c) { - assert(c != (jo_gclient_t *)0xcdcdcdcd); + assert(c != (gclient_t *)0xcdcdcdcd); if (c == NULL) { @@ -284,7 +284,7 @@ intptr_t GetGClientNum(jo_gclient_t *c) return (c - level.clients); } -jo_gclient_t *GetGClientPtr(intptr_t c) +gclient_t *GetGClientPtr(intptr_t c) { if (c == -1) { @@ -292,7 +292,7 @@ jo_gclient_t *GetGClientPtr(intptr_t c) } if (c == -2) { - return (jo_gclient_t *) -2; // preserve this value so that I know to load in one of Mike's private NPC clients later + return (gclient_t *) -2; // preserve this value so that I know to load in one of Mike's private NPC clients later } assert(c >= 0); @@ -350,7 +350,7 @@ void EnumerateField(const field_t *pField, byte *pbBase) break; case F_GROUP: - *(intptr_t *)pv = GetGroupNumber(*(jo_AIGroupInfo_t **)pv); + *(intptr_t *)pv = GetGroupNumber(*(AIGroupInfo_t **)pv); break; case F_GCLIENT: @@ -364,7 +364,7 @@ void EnumerateField(const field_t *pField, byte *pbBase) { // regular client... // - *(intptr_t *)pv = GetGClientNum(*(jo_gclient_t **)pv); + *(intptr_t *)pv = GetGClientNum(*(gclient_t **)pv); break; } else @@ -406,7 +406,7 @@ void EnumerateField(const field_t *pField, byte *pbBase) case F_ALERTEVENT: // convert all gentity_t ptrs in an alertEvent array into indexes... { - jo_alertEvent_t* p = (jo_alertEvent_t *) pv; + alertEvent_t* p = (alertEvent_t *) pv; for (int i=0; i<MAX_ALERT_EVENTS; i++) { @@ -417,7 +417,7 @@ void EnumerateField(const field_t *pField, byte *pbBase) case F_AIGROUPS: // convert to ptrs within this into indexes... { - jo_AIGroupInfo_t* p = (jo_AIGroupInfo_t *) pv; + AIGroupInfo_t* p = (AIGroupInfo_t *) pv; for (int i=0; i<MAX_FRAME_GROUPS; i++) { @@ -501,11 +501,11 @@ static void EvaluateField(const field_t *pField, byte *pbBase, byte *pbOriginalR break; case F_GROUP: - *(jo_AIGroupInfo_t **)pv = GetGroupPtr(*(intptr_t *)pv); + *(AIGroupInfo_t **)pv = GetGroupPtr(*(intptr_t *)pv); break; case F_GCLIENT: - *(jo_gclient_t **)pv = GetGClientPtr(*(intptr_t *)pv); + *(gclient_t **)pv = GetGClientPtr(*(intptr_t *)pv); break; case F_ITEM: @@ -537,7 +537,7 @@ static void EvaluateField(const field_t *pField, byte *pbBase, byte *pbOriginalR case F_ALERTEVENT: { - jo_alertEvent_t* p = (jo_alertEvent_t *) pv; + alertEvent_t* p = (alertEvent_t *) pv; for (int i=0; i<MAX_ALERT_EVENTS; i++) { @@ -548,7 +548,7 @@ static void EvaluateField(const field_t *pField, byte *pbBase, byte *pbOriginalR case F_AIGROUPS: // convert to ptrs within this into indexes... { - jo_AIGroupInfo_t* p = (jo_AIGroupInfo_t *) pv; + AIGroupInfo_t* p = (AIGroupInfo_t *) pv; for (int i=0; i<MAX_FRAME_GROUPS; i++) { @@ -674,7 +674,7 @@ All pointer variables (except function pointers) must be handled specially. */ static void WriteLevelLocals () { - jo_level_locals_t *temp = (jo_level_locals_t *)gi.Malloc(sizeof(jo_level_locals_t), TAG_TEMP_WORKSPACE, qfalse); + level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse); *temp = level; // copy out all data into a temp space EnumerateFields(savefields_LevelLocals, temp, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP)); @@ -692,9 +692,9 @@ static void ReadLevelLocals () { // preserve client ptr either side of the load, because clients are already saved/loaded through Read/Writegame... // - jo_gclient_t *pClients = level.clients; // save clients + gclient_t *pClients = level.clients; // save clients - jo_level_locals_t *temp = (jo_level_locals_t *)gi.Malloc(sizeof(jo_level_locals_t), TAG_TEMP_WORKSPACE, qfalse); + level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse); *temp = level; EvaluateFields(savefields_LevelLocals, temp, &level, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP),qfalse); // sizeof(level_locals_t)); level = *temp; // struct copy @@ -748,14 +748,14 @@ static void WriteGEntities(qboolean qbAutosave) // if (tempEnt.NPC) { - jo_gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-) + gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-) EnumerateFields(savefields_gNPC, &npc, INT_ID('G','N','P','C'), sizeof(npc)); } - if (tempEnt.client == (jo_gclient_t *)-2) // I know, I know... + if (tempEnt.client == (gclient_t *)-2) // I know, I know... { - jo_gclient_t client = *ent->client; // NOT *tempEnt.client!! + gclient_t client = *ent->client; // NOT *tempEnt.client!! EnumerateFields(savefields_gClient, &client, INT_ID('G','C','L','I'), sizeof(client)); } @@ -854,7 +854,7 @@ static void ReadGEntities(qboolean qbAutosave) // if (pEnt->NPC) // will be qtrue/qfalse { - jo_gNPC_t tempNPC; + gNPC_t tempNPC; EvaluateFields(savefields_gNPC, &tempNPC,pEntOriginal->NPC, INT_ID('G','N','P','C'), sizeof (*pEnt->NPC),qfalse); @@ -871,7 +871,7 @@ static void ReadGEntities(qboolean qbAutosave) // original didn't have one (hmmm...), so make a new one... // //assert(0); // I want to know about this, though not in release - pEnt->NPC = (jo_gNPC_t *) G_Alloc(sizeof(*pEnt->NPC)); + pEnt->NPC = (gNPC_t *) G_Alloc(sizeof(*pEnt->NPC)); } // copy over the one we've just loaded... @@ -880,9 +880,9 @@ static void ReadGEntities(qboolean qbAutosave) } - if (pEnt->client == (jo_gclient_t*) -2) // one of Mike G's NPC clients? + if (pEnt->client == (gclient_t*) -2) // one of Mike G's NPC clients? { - jo_gclient_t tempGClient; + gclient_t tempGClient; EvaluateFields(savefields_gClient, &tempGClient, pEntOriginal->client, INT_ID('G','C','L','I'), sizeof(*pEnt->client),qfalse); @@ -898,7 +898,7 @@ static void ReadGEntities(qboolean qbAutosave) { // original didn't have one (hmmm...) so make a new one... // - pEnt->client = (jo_gclient_t *) G_Alloc(sizeof(*pEnt->client)); + pEnt->client = (gclient_t *) G_Alloc(sizeof(*pEnt->client)); } // copy over the one we've just loaded.... @@ -910,7 +910,7 @@ static void ReadGEntities(qboolean qbAutosave) // if (pEnt->parms) // will be qtrue/qfalse { - jo_parms_t tempParms; + parms_t tempParms; ::gi.saved_game->read_chunk( INT_ID('P','A','R','M'), @@ -928,7 +928,7 @@ static void ReadGEntities(qboolean qbAutosave) { // original didn't have one, so make a new one... // - pEnt->parms = (jo_parms_t *) G_Alloc(sizeof(*pEnt->parms)); + pEnt->parms = (parms_t *) G_Alloc(sizeof(*pEnt->parms)); } // copy over the one we've just loaded... @@ -1028,7 +1028,7 @@ void WriteLevel(qboolean qbAutosave) // write out one client - us! // assert(level.maxclients == 1); // I'll need to know if this changes, otherwise I'll need to change the way ReadGame works - jo_gclient_t client = level.clients[0]; + gclient_t client = level.clients[0]; EnumerateFields(savefields_gClient, &client, INT_ID('G','C','L','I'), sizeof(client)); WriteLevelLocals(); // level_locals_t level } @@ -1070,7 +1070,7 @@ void ReadLevel(qboolean qbAutosave, qboolean qbLoadTransition) //SO: We read it in, but throw it away. //Read & throw away gclient info - jo_gclient_t junkClient; + gclient_t junkClient; EvaluateFields(savefields_gClient, &junkClient, &level.clients[0], INT_ID('G','C','L','I'), sizeof(*level.clients), qfalse); //Read & throw away objective info @@ -1085,7 +1085,7 @@ void ReadLevel(qboolean qbAutosave, qboolean qbLoadTransition) { assert(level.maxclients == 1); // I'll need to know if this changes, otherwise I'll need to change the way things work - jo_gclient_t GClient; + gclient_t GClient; EvaluateFields(savefields_gClient, &GClient, &level.clients[0], INT_ID('G','C','L','I'), sizeof(*level.clients), qfalse); level.clients[0] = GClient; // struct copy ReadLevelLocals(); // level_locals_t level diff --git a/codeJK2/game/g_session.cpp b/codeJK2/game/g_session.cpp index 44657d2..1499dfa 100644 --- a/codeJK2/game/g_session.cpp +++ b/codeJK2/game/g_session.cpp @@ -43,7 +43,7 @@ G_WriteClientSessionData Called on game shutdown ================ */ -void G_WriteClientSessionData( jo_gclient_t *client ) { +void G_WriteClientSessionData( gclient_t *client ) { const char *s; const char *s2; const char *var; @@ -109,7 +109,7 @@ G_ReadSessionData Called on a reconnect ================ */ -void G_ReadSessionData( jo_gclient_t *client ) { +void G_ReadSessionData( gclient_t *client ) { char s[MAX_STRING_CHARS]; const char *var; int i; @@ -188,8 +188,8 @@ G_InitSessionData Called on a first-time connect ================ */ -void G_InitSessionData( jo_gclient_t *client, char *userinfo ) { - jo_clientSession_t *sess; +void G_InitSessionData( gclient_t *client, char *userinfo ) { + clientSession_t *sess; sess = &client->sess; diff --git a/codeJK2/game/g_shared.h b/codeJK2/game/g_shared.h index c25e7b1..0213be5 100644 --- a/codeJK2/game/g_shared.h +++ b/codeJK2/game/g_shared.h @@ -121,8 +121,7 @@ typedef enum //# material_e #define MAX_CUSTOM_JEDI_SOUNDS 22 #define MAX_CUSTOM_SOUNDS (MAX_CUSTOM_JEDI_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_BASIC_SOUNDS) // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_clientInfo_t +class clientInfo_t { public: qboolean infoValid; @@ -199,7 +198,7 @@ public: saved_game->read<int32_t>(customExtraSoundDir); saved_game->read<int32_t>(customJediSoundDir); } -}; // jo_clientInfo_t +}; // clientInfo_t //================================================================== @@ -255,8 +254,7 @@ typedef enum #define RF_LOCKEDANGLE 1 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_renderInfo_t +class renderInfo_t { public: // Legs model, or full model on one piece entities @@ -440,7 +438,7 @@ public: saved_game->read<int32_t>(lookingDebounceTime); saved_game->read<float>(legsYaw); } -}; // jo_renderInfo_t +}; // renderInfo_t // Movement information structure @@ -468,8 +466,7 @@ typedef enum { } playerTeamStateState_t; // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_playerTeamState_t +class playerTeamState_t { public: playerTeamStateState_t state; @@ -518,11 +515,10 @@ public: saved_game->read<float>(flagsince); saved_game->read<float>(lastfraggedcarrier); } -}; // jo_playerTeamState_t +}; // playerTeamState_t // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_objectives_t +class objectives_t { public: qboolean display; // A displayable objective? @@ -542,12 +538,11 @@ public: saved_game->read<int32_t>(display); saved_game->read<int32_t>(status); } -}; // jo_objectives_t +}; // objectives_t #define MAX_MISSION_OBJ 80 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_missionStats_t +class missionStats_t { public: int secretsFound; // # of secret areas found @@ -603,7 +598,7 @@ public: saved_game->read<int32_t>(forceUsed); saved_game->read<int32_t>(weaponUsed); } -}; // jo_missionStats_t +}; // missionStats_t // the auto following clients don't follow a specific client // number, but instead follow the first two active players @@ -616,14 +611,13 @@ public: // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData() // // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_clientSession_t +class clientSession_t { public: int missionObjectivesShown; // Number of times mission objectives have been updated team_t sessionTeam; - jo_objectives_t mission_objectives[MAX_MISSION_OBJ]; - jo_missionStats_t missionStats; // Various totals while on a mission + objectives_t mission_objectives[MAX_MISSION_OBJ]; + missionStats_t missionStats; // Various totals while on a mission void sg_export( @@ -643,13 +637,13 @@ public: saved_game->read<>(mission_objectives); saved_game->read<>(missionStats); } -}; // jo_clientSession_t +}; // clientSession_t // client data that stays across multiple respawns, but is cleared // on each level change or team change at ClientBegin() // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! // FIXME Prefix added to avoid debugging problems in Visual Studio. -class jo_clientPersistant_t +class clientPersistant_t { public: clientConnected_t connected; @@ -660,7 +654,7 @@ public: int enterTime; // level.time the client entered the game short cmd_angles[3]; // angles sent over in the last command - jo_playerTeamState_t teamState; // status in teamplay games + playerTeamState_t teamState; // status in teamplay games void sg_export( @@ -692,7 +686,7 @@ public: saved_game->skip(2); saved_game->read<>(teamState); } -}; // jo_clientPersistant_t +}; // clientPersistant_t typedef enum { BLK_NO, @@ -719,16 +713,15 @@ typedef enum { // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! // this structure is cleared on each ClientSpawn(), // except for 'client->pers' and 'client->sess' -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_gclient_t +class gclient_t { public: // ps MUST be the first element, because the server expects it playerState_t ps; // communicated by server to clients // private to game - jo_clientPersistant_t pers; - jo_clientSession_t sess; + clientPersistant_t pers; + clientSession_t sess; qboolean noclip; @@ -769,7 +762,7 @@ public: float facial_aux; // time before next aux. If a minus value, we are in aux mode //Client info - updated when ClientInfoChanged is called, instead of using configstrings - jo_clientInfo_t clientInfo; + clientInfo_t clientInfo; signed char forced_forwardmove; signed char forced_rightmove; int fireDelay; //msec to delay calling G_FireWeapon after EV_FIREWEAPON event is called @@ -790,7 +783,7 @@ public: float hiddenDist;//How close ents have to be to pick you up as an enemy vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden) - jo_renderInfo_t renderInfo; + renderInfo_t renderInfo; saberTrail_t saberTrail; //dismember tracker @@ -934,13 +927,12 @@ public: saved_game->read<float>(pushVec); saved_game->read<int32_t>(pushVecTime); } -}; // jo_gclient_t +}; // gclient_t #define MAX_PARMS 16 #define MAX_PARM_STRING_LENGTH MAX_QPATH//was 16, had to lengthen it so they could take a valid file path -// FIXME Added prefix to avoid debugging problems in Visual Studio. -class jo_parms_t +class parms_t { public: char parm[MAX_PARMS][MAX_PARM_STRING_LENGTH]; @@ -957,7 +949,7 @@ public: { saved_game->read<int8_t>(parm); } -}; // jo_parms_t +}; // parms_t #define GAME_INCLUDE #ifdef GAME_INCLUDE @@ -977,7 +969,7 @@ typedef struct centity_s centity_t; struct gentity_s { entityState_t s; // communicated by server to clients - jo_gclient_t *client; // NULL if not a player (unless it's NPC ( if (this->NPC != NULL) ) <sigh>... -slc) + gclient_t *client; // NULL if not a player (unless it's NPC ( if (this->NPC != NULL) ) <sigh>... -slc) qboolean inuse; qboolean linked; // qfalse if not in any good cluster @@ -1147,7 +1139,7 @@ Ghoul2 Insert End CSequencer *sequencer; CTaskManager *taskManager; int taskID[NUM_TIDS]; - jo_parms_t *parms; + parms_t *parms; char *behaviorSet[NUM_BSETS]; char *script_targetname; int delayScriptTime; @@ -1210,7 +1202,7 @@ Ghoul2 Insert End //FIELDS USED EXCLUSIVELY BY SPECIFIC CLASSES OF ENTITIES //NPC/Player entity fields //FIXME: Make these client only? - jo_gNPC_t *NPC;//Only allocated if the entity becomes an NPC + gNPC_t *NPC;//Only allocated if the entity becomes an NPC //Other NPC/Player-related entity fields char *ownername;//Used by squadpaths to locate owning NPC diff --git a/codeJK2/game/g_svcmds.cpp b/codeJK2/game/g_svcmds.cpp index 7f122a0..83b28a2 100644 --- a/codeJK2/game/g_svcmds.cpp +++ b/codeJK2/game/g_svcmds.cpp @@ -78,8 +78,8 @@ void Svcmd_EntityList_f (void) { } } -jo_gclient_t *ClientForString( const char *s ) { - jo_gclient_t *cl; +gclient_t *ClientForString( const char *s ) { + gclient_t *cl; int i; int idnum; diff --git a/codeJK2/game/g_target.cpp b/codeJK2/game/g_target.cpp index 3c12415..bfa38e1 100644 --- a/codeJK2/game/g_target.cpp +++ b/codeJK2/game/g_target.cpp @@ -1072,7 +1072,7 @@ void SP_target_autosave( gentity_t *self ) void target_secret_use(gentity_t *self, gentity_t *other, gentity_t *activator) { //we'll assume that the activator is the player - jo_gclient_t* const client = &level.clients[0]; + gclient_t* const client = &level.clients[0]; client->sess.missionStats.secretsFound++; if ( activator ) { diff --git a/codeJK2/game/wp_saber.cpp b/codeJK2/game/wp_saber.cpp index c72c3a4..1b5f5fc 100644 --- a/codeJK2/game/wp_saber.cpp +++ b/codeJK2/game/wp_saber.cpp @@ -362,7 +362,7 @@ void G_Throw( gentity_t *targ, vec3_t newDir, float push ) } } -int WP_SetSaberModel( jo_gclient_t *client, class_t npcClass ) +int WP_SetSaberModel( gclient_t *client, class_t npcClass ) { if ( client ) { @@ -1862,7 +1862,7 @@ extern void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolea extern qboolean ValidAnimFileIndex ( int index ); qboolean WP_SabersCheckLock2( gentity_t *attacker, gentity_t *defender, sabersLockMode_t lockMode ) { - jo_animation_t *anim; + animation_t *anim; int attAnim, defAnim, advance = 0; float attStart = 0.5f; float idealDist = 48.0f; -- 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

