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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 committed Jul 12, 2013
1 parent 2938b5d commit e5cbda20b4aea7ee1b39769271525c790fab93f0
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Showing 143 changed files with 114 additions and 28,664 deletions.
@@ -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"
@@ -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
@@ -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, ...);

@@ -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;
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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 );
@@ -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);
}
@@ -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
@@ -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
@@ -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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