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Bye Xbox. Bye Gamecube.

Removes all of the #ifdefs for Xbox and Gamecube. Removes console
cpp and h files.

Note: win_input.h was actually only used for win_input_rumble.cpp
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Blaž Hrastnik
Blaž Hrastnik committed Jul 12, 2013
1 parent 2938b5d commit e5cbda20b4aea7ee1b39769271525c790fab93f0
Showing with 114 additions and 28,664 deletions.
  1. +1 −1 code/Ragl/ragl_common.h
  2. +0 −2 code/Ratl/ratl.cpp
  3. +0 −2 code/Ratl/ratl_common.h
  4. +0 −4 code/Rufl/hfile.cpp
  5. +0 −10 code/Rufl/hstring.cpp
  6. +0 −10 code/Rufl/hstring.h
  7. +0 −4 code/cgame/animtable.h
  8. +0 −8 code/cgame/cg_camera.cpp
  9. +0 −11 code/cgame/cg_camera.h
  10. +0 −42 code/cgame/cg_draw.cpp
  11. +0 −2 code/cgame/cg_info.cpp
  12. +0 −9 code/cgame/cg_local.h
  13. +0 −4 code/cgame/cg_localents.cpp
  14. +0 −33 code/cgame/cg_main.cpp
  15. +0 −4 code/cgame/cg_players.cpp
  16. +1 −3 code/cgame/cg_syscalls.cpp
  17. +0 −6 code/cgame/cg_view.cpp
  18. +0 −8 code/cgame/cg_weapons.cpp
  19. +0 −69 code/client/OpenAL/al.h
  20. +0 −9 code/client/OpenAL/alc.h
  21. +0 −8 code/client/OpenAL/alctypes.h
  22. +0 −18 code/client/cl_cgame.cpp
  23. +0 −413 code/client/cl_cin_console.cpp
  24. +0 −2 code/client/cl_console.cpp
  25. +0 −98 code/client/cl_input.cpp
  26. +0 −2 code/client/cl_keys.cpp
  27. +0 −38 code/client/cl_main.cpp
  28. +0 −15 code/client/cl_scrn.cpp
  29. +0 −13 code/client/cl_ui.cpp
  30. +0 −21 code/client/client.h
  31. +0 −4 code/client/snd_ambient.cpp
  32. +0 −3,082 code/client/snd_dma_console.cpp
  33. +0 −128 code/client/snd_local_console.h
  34. +0 −359 code/client/snd_mem_console.cpp
  35. +0 −49 code/client/snd_music.cpp
  36. +0 −15 code/game/NPC_stats.cpp
  37. +0 −16 code/game/bg_panimate.cpp
  38. +0 −174 code/game/bg_pmove.cpp
  39. +0 −38 code/game/bg_public.h
  40. +1 −1 code/game/bg_vehicleLoad.cpp
  41. +0 −32 code/game/g_active.cpp
  42. +0 −11 code/game/g_local.h
  43. +1 −30 code/game/g_main.cpp
  44. +0 −4 code/game/g_misc.cpp
  45. +0 −16 code/game/g_navigator.cpp
  46. +0 −4 code/game/g_rail.cpp
  47. +1 −2 code/game/g_savegame.cpp
  48. +0 −4 code/game/g_shared.h
  49. +0 −5 code/game/g_turret.cpp
  50. +2 −37 code/game/g_utils.cpp
  51. +0 −208 code/game/g_weapon.cpp
  52. +0 −11 code/game/genericparser2.cpp
  53. +0 −16 code/game/q_math.cpp
  54. +0 −13 code/game/q_shared.cpp
  55. +0 −252 code/game/q_shared.h
  56. +0 −11 code/icarus/BlockStream.cpp
  57. +0 −82 code/qcommon/cm_local.h
  58. +45 −1,238 code/qcommon/cm_patch.cpp
  59. +0 −40 code/qcommon/cm_patch.h
  60. +0 −4 code/qcommon/cm_public.h
  61. +0 −14 code/qcommon/cm_terrain.cpp
  62. +2 −101 code/qcommon/cm_test.cpp
  63. +1 −56 code/qcommon/cm_trace.cpp
  64. +0 −32 code/qcommon/common.cpp
  65. +0 −2 code/qcommon/cvar.cpp
  66. +0 −20 code/qcommon/files.h
  67. +0 −16 code/qcommon/files_common.cpp
  68. +0 −4 code/qcommon/files_console.cpp
  69. +1 −11 code/qcommon/hstring.cpp
  70. +2 −46 code/qcommon/qcommon.h
  71. +0 −176 code/qcommon/qfiles.h
  72. +0 −9 code/qcommon/stringed_ingame.cpp
  73. +0 −1 code/rd-vanilla/CMakeLists.txt
  74. +0 −4 code/rd-vanilla/ghoul2/G2_API.cpp
  75. +0 −6 code/rd-vanilla/ghoul2/G2_misc.cpp
  76. +0 −1,207 code/rd-vanilla/qgl_console.h
  77. +0 −47 code/rd-vanilla/tr_WorldEffects.cpp
  78. +0 −18 code/rd-vanilla/tr_arioche.cpp
  79. +10 −59 code/rd-vanilla/tr_backend.cpp
  80. +0 −18 code/rd-vanilla/tr_cmds.cpp
  81. +0 −439 code/rd-vanilla/tr_curve.cpp
  82. +2 −66 code/rd-vanilla/tr_draw.cpp
  83. +7 −521 code/rd-vanilla/tr_ghoul2.cpp
  84. +3 −438 code/rd-vanilla/tr_image.cpp
  85. +0 −12 code/rd-vanilla/tr_init.cpp
  86. +0 −63 code/rd-vanilla/tr_light.cpp
  87. +0 −63 code/rd-vanilla/tr_main.cpp
  88. +2 −43 code/rd-vanilla/tr_marks.cpp
  89. +0 −3 code/rd-vanilla/tr_mesh.cpp
  90. +0 −13 code/rd-vanilla/tr_model.cpp
  91. +0 −4 code/rd-vanilla/tr_quicksprite.cpp
  92. +0 −414 code/rd-vanilla/tr_shade.cpp
  93. +0 −207 code/rd-vanilla/tr_shade_calc.cpp
  94. +2 −95 code/rd-vanilla/tr_shader.cpp
  95. +0 −93 code/rd-vanilla/tr_shadows.cpp
  96. +0 −12 code/rd-vanilla/tr_sky.cpp
  97. +0 −268 code/rd-vanilla/tr_surface.cpp
  98. +1 −179 code/rd-vanilla/tr_world.cpp
  99. +0 −11 code/renderer/mdx_format.h
  100. +0 −4 code/renderer/tr_types.h
  101. +0 −12 code/server/server.h
  102. +0 −6 code/server/sv_ccmds.cpp
  103. +0 −2 code/server/sv_client.cpp
  104. +0 −31 code/server/sv_game.cpp
  105. +0 −49 code/server/sv_init.cpp
  106. +0 −5 code/server/sv_savegame.cpp
  107. +1 −14 code/server/sv_snapshot.cpp
  108. +0 −10 code/ui/ui_atoms.cpp
  109. +3 −221 code/ui/ui_main.cpp
  110. +0 −5 code/ui/ui_public.h
  111. +0 −6 code/ui/ui_saber.cpp
  112. +23 −712 code/ui/ui_shared.cpp
  113. +0 −11 code/ui/ui_shared.h
  114. +0 −2 code/ui/ui_syscalls.cpp
  115. +0 −180 code/win32/glw_win_dx8.h
  116. +1 −3 code/win32/win_filecode.cpp
  117. +0 −73 code/win32/win_gamma_console.cpp
  118. +0 −261 code/win32/win_glimp_console.cpp
  119. +0 −101 code/win32/win_input.h
  120. +0 −523 code/win32/win_input_console.cpp
  121. +0 −707 code/win32/win_input_rumble.cpp
  122. +0 −2 code/win32/win_local.h
  123. +0 −2 code/win32/win_main_common.cpp
  124. +0 −584 code/win32/win_main_console.cpp
  125. +0 −6,680 code/win32/win_qgl_dx8.cpp
  126. +0 −4 code/win32/win_shared.cpp
  127. +0 −290 code/win32/win_stream_dx8.cpp
  128. +0 −2 codeJK2/game/q_shared.h
  129. +0 −2 codemp/Ratl/ratl_common.h
  130. +0 −332 codemp/client/cl_cin_console.cpp
  131. +0 −6 codemp/client/cl_input.cpp
  132. +0 −2,931 codemp/client/snd_dma_console.cpp
  133. +0 −117 codemp/client/snd_local_console.h
  134. +0 −355 codemp/client/snd_mem_console.cpp
  135. +0 −229 codemp/qcommon/vm_console.cpp
  136. +0 −1,825 codemp/qcommon/z_memman_console.cpp
  137. +0 −6 codemp/server/sv_client.cpp
  138. +0 −3 codemp/ui/menudef.h
  139. +1 −3 codemp/win32/win_filecode.cpp
  140. +0 −97 codemp/win32/win_input.h
  141. +0 −705 codemp/win32/win_input_rumble.cpp
  142. +0 −2 codemp/win32/win_main_common.cpp
  143. +0 −3 ui/menudef.h
View
@@ -80,7 +80,7 @@ This file is part of Jedi Academy.
#include <assert.h>
#endif
#if !defined(FINAL_BUILD)
#if !defined(RAGL_PROFILE_INC) && !defined(_XBOX)
#if !defined(RAGL_PROFILE_INC)
#define RAGL_PROFILE_INC
#ifdef _WIN32
#include "Windows.h"
View
@@ -72,15 +72,13 @@ namespace ratl
#endif
#ifndef _XBOX
void ratl_base::save(hfile& file)
{
}
void ratl_base::load(hfile& file)
{
}
#endif
////////////////////////////////////////////////////////////////////////////////////////
// A Profile Print Function
View
@@ -319,10 +319,8 @@ class compile_assert
class ratl_base
{
public:
#ifndef _XBOX
void save(hfile& file);
void load(hfile& file);
#endif
void ProfilePrint(const char * format, ...);
View
@@ -70,11 +70,7 @@ extern bool HFILEclose(int& handle);
////////////////////////////////////////////////////////////////////////////////////////
struct SOpenFile
{
#ifdef _XBOX
dllNamespace::hstring mPath;
#else
hstring mPath;
#endif
bool mForRead;
int mHandle;
float mVersion;
View
@@ -70,12 +70,6 @@ TStrPool& Pool()
#ifdef _XBOX
namespace dllNamespace
{
#endif
////////////////////////////////////////////////////////////////////////////////////////
// Constructor
////////////////////////////////////////////////////////////////////////////////////////
@@ -198,7 +192,3 @@ int hstring::total_bytes() {return Pool().size();}
int hstring::total_finds() {return Pool().total_finds();}
int hstring::total_collisions() {return Pool().total_collisions();}
#endif
#ifdef _XBOX
} // dllNamespace
#endif
View
@@ -35,11 +35,6 @@ This file is part of Jedi Academy.
#define RUFL_HSTRING_INC
#ifdef _XBOX
namespace dllNamespace
{
#endif
////////////////////////////////////////////////////////////////////////////////////////
// The Handle String Class
////////////////////////////////////////////////////////////////////////////////////////
@@ -116,9 +111,4 @@ class hstring
#endif
};
#ifdef _XBOX
} // dllNamespace
using namespace dllNamespace;
#endif
#endif // HSTRING_H
View
@@ -21,9 +21,6 @@ This file is part of Jedi Academy.
// moved it from the original header file for PCH reasons...
//
#if defined(_XBOX) && !defined(_JK2EXE) && !defined(_UI) // Linker only wants one copy
extern stringID_table_t animTable[MAX_ANIMATIONS+1];
#else
stringID_table_t animTable [MAX_ANIMATIONS+1] =
{
//=================================================
@@ -1807,4 +1804,3 @@ stringID_table_t animTable [MAX_ANIMATIONS+1] =
//must be terminated
{ NULL,-1 }
};
#endif // _XBOX / _UI
View
@@ -65,14 +65,6 @@ void CGCam_Init( void )
}
}
#ifdef _XBOX
void CGCam_SetWidescreen( qboolean widescreen )
{
client_camera.widescreen = widescreen;
cg.widescreen = widescreen;
}
#endif
/*
-------------------------
CGCam_Enable
View
@@ -129,10 +129,6 @@ typedef struct camera_s
int roff_frame; // current frame in the roff data
int next_roff_time; // time when it's ok to apply the next roff frame
#ifdef _XBOX
qboolean widescreen;
#endif
} camera_t;
extern bool in_camera;
@@ -143,16 +139,9 @@ void CGCam_Init( void );
void CGCam_Enable( void );
void CGCam_Disable( void );
#ifdef _XBOX
void CGCam_SetWidescreen( qboolean widescreen );
#endif
void CGCam_SetPosition( vec3_t org );
void CGCam_SetAngles( vec3_t ang );
void CGCam_SetFOV( float FOV );
#ifdef _XBOX
void CGCam_SetFOV2( float FOV2 );
#endif
void CGCam_Zoom( float FOV, float duration );
//void CGCam_Pan( vec3_t dest, float duration );
View
@@ -27,10 +27,6 @@ This file is part of Jedi Academy.
#include "../game/objectives.h"
#include "../game/g_vehicles.h"
#ifdef _XBOX
#include "../client/fffx.h"
#endif
extern vmCvar_t cg_debugHealthBars;
extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
@@ -2363,9 +2359,6 @@ CROSSHAIR
CG_DrawCrosshair
=================
*/
#ifdef _XBOX
short cg_crossHairStatus = 0;
#endif
static void CG_DrawCrosshair( vec3_t worldPoint )
{
float w, h;
@@ -2386,9 +2379,6 @@ static void CG_DrawCrosshair( vec3_t worldPoint )
return;
}
#ifdef _XBOX
cg_crossHairStatus = 0;
#endif
//set color based on what kind of ent is under crosshair
if ( g_crosshairEntNum >= ENTITYNUM_WORLD )
{
@@ -2416,9 +2406,6 @@ static void CG_DrawCrosshair( vec3_t worldPoint )
}
else if ( g_entities[0].client && g_entities[0].client->playerTeam == TEAM_FREE )
{//evil player: everyone is red
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
//Enemies are red
ecolor[0] = 1.0f;//R
ecolor[1] = 0.1f;//G
@@ -2440,9 +2427,6 @@ static void CG_DrawCrosshair( vec3_t worldPoint )
}
else
{
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
//Enemies are red
ecolor[0] = 1.0f;//R
ecolor[1] = 0.1f;//G
@@ -2462,9 +2446,6 @@ static void CG_DrawCrosshair( vec3_t worldPoint )
else
{
// hostile ones are red
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
@@ -2473,9 +2454,6 @@ static void CG_DrawCrosshair( vec3_t worldPoint )
else if ( crossEnt->s.weapon == WP_TRIP_MINE )
{
// tripmines are red
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
@@ -3210,24 +3188,12 @@ static void CG_RunRocketLocking( void )
if ( g_rocketLockEntNum > 0 && g_rocketLockEntNum < ENTITYNUM_WORLD && g_rocketLockTime > 0 )
{
#ifdef _XBOX
FFFX_START( fffx_StartConst );
#endif
CG_DrawRocketLocking( g_rocketLockEntNum, g_rocketLockTime );
}
#ifdef _XBOX
else
{
FFFX_START( fffx_StopConst );
}
#endif
}
else
{
// disengage any residual locking
#ifdef _XBOX
FFFX_START( fffx_StopConst );
#endif
g_rocketLockEntNum = ENTITYNUM_WORLD;
g_rocketLockTime = 0;
}
@@ -3276,11 +3242,7 @@ static float CG_DrawFPS( float y ) {
static int previous, lastupdate;
int t, i, fps, total;
unsigned short frameTime;
#ifdef _XBOX
const int xOffset = 30;
#else
const int xOffset = 0;
#endif
// don't use serverTime, because that will be drifting to
// correct for internet lag changes, timescales, timedemos, etc
@@ -3884,11 +3846,7 @@ static void CG_Draw2D( void )
}
CG_SaberClashFlare();
#ifdef _XBOX
float y = 32;
#else
float y = 0;
#endif
if (cg_drawSnapshot.integer) {
y=CG_DrawSnapshot(y);
}
View
@@ -846,13 +846,11 @@ void CG_DrawInformation( void ) {
qhandle_t levelshot;
extern SavedGameJustLoaded_e g_eSavedGameJustLoaded; // hack! (hey, it's the last week of coding, ok?
//#ifndef _XBOX
// if ( g_eSavedGameJustLoaded == eFULL )
// {
// levelshot = 0; //use the loaded thumbnail instead of the levelshot
// }
// else
//#endif
{
levelshot = cgi_R_RegisterShaderNoMip( va( "levelshots/%s", s ) );
#ifndef FINAL_BUILD
View
@@ -149,13 +149,8 @@ struct centity_s
{
entityState_t currentState; // from cg.frame
const entityState_t *nextState; // from cg.nextFrame, if available
#ifdef _XBOX
byte interpolate; // true if next is valid to interpolate to
byte currentValid; // true if cg.frame holds this entity
#else
qboolean interpolate; // true if next is valid to interpolate to
qboolean currentValid; // true if cg.frame holds this entity
#endif
int muzzleFlashTime; // move to playerEntity?
qboolean altFire; // move to playerEntity?
@@ -369,10 +364,6 @@ typedef struct {
refdef_t refdef;
vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
#ifdef _XBOX
qboolean widescreen;
#endif
// zoom key
int zoomMode; // 0 - not zoomed, 1 - binoculars, 2 - disruptor weapon
int zoomDir; // -1, 1
@@ -25,11 +25,7 @@ This file is part of Jedi Academy.
#include "cg_media.h"
#ifdef _XBOX
#define MAX_LOCAL_ENTITIES 128
#else
#define MAX_LOCAL_ENTITIES 512
#endif
localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
localEntity_t cg_activeLocalEntities; // double linked list
localEntity_t *cg_freeLocalEntities; // single linked list
View
@@ -62,12 +62,6 @@ Ghoul2 Insert End
*/
#ifdef _XBOX
extern bool CL_ExtendSelectTime(void);
#endif
void CG_LoadHudMenu(void);
int inv_icons[INV_MAX];
const char *inv_names[] =
@@ -1371,9 +1365,7 @@ static void CG_RegisterGraphics( void ) {
cg.loadLCARSStage = 3;
CG_LoadingString( cgs.mapname );
#ifndef _XBOX // this gets handled elsewhere on Xbox
cgi_R_LoadWorldMap( cgs.mapname );
#endif
cg.loadLCARSStage = 4;
CG_LoadingString( "game media shaders" );
@@ -1963,21 +1955,11 @@ Ghoul2 Insert Start
// initialise the cg_entities structure
void CG_Init_CG(void)
{
#ifdef _XBOX
qboolean widescreen = cg.widescreen;
#endif
memset( &cg, 0, sizeof(cg));
#ifdef _XBOX
cg.widescreen = widescreen;
#endif
}
#ifdef _XBOX // Enough for all maps right now
#define MAX_MISC_ENTS 1000
#else
#define MAX_MISC_ENTS 2000
#endif
typedef struct cgMiscEntData_s
{
@@ -2126,14 +2108,7 @@ void CG_PreInit() {
//moved from CG_GameStateReceived because it's loaded sooner now
CG_InitLocalEntities();
#ifdef _XBOX // I can't believe that this isn't necessary on PC, but I'll hold off
NumMiscEnts = 0;
memset( MiscEnts, 0, sizeof(MiscEnts) );
#endif
CG_InitMarkPolys();
}
/*
@@ -3924,14 +3899,6 @@ void CG_DrawForceSelect( void )
return;
}
#ifdef _XBOX
if(CL_ExtendSelectTime()) {
cg.forcepowerSelectTime = cg.time;
}
yOffset = -36;
#endif
// count the number of powers owned
count = 0;
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