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fine. ._.
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eezstreet committed Apr 10, 2013
1 parent 161629e commit bae2c10
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Showing 4 changed files with 5 additions and 63 deletions.
6 changes: 1 addition & 5 deletions code/client/client.h
Expand Up @@ -243,11 +243,7 @@ typedef struct {
#endif
} clientStatic_t;

#ifdef _XBOX
#define CON_TEXTSIZE 256
#else
#define CON_TEXTSIZE 32768
#endif
#define CON_TEXTSIZE 0x30000 //was 32768

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@xycaleth

xycaleth Apr 10, 2013

Member

Why #define this in hexadecimal? It makes it harder to read and I have no idea how big the value is now.

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@eezstreet

eezstreet via email Apr 10, 2013

Author Contributor
#define NUM_CON_TIMES 4

typedef struct {
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2 changes: 2 additions & 0 deletions code/game/q_shared.h
Expand Up @@ -52,6 +52,8 @@ This file is part of Jedi Academy.
#define _G2_GORE
#endif

#define Q3CONFIG_NAME "openjk_sp.cfg"

#ifndef FINAL_BUILD
#define G2_PERFORMANCE_ANALYSIS
#endif
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4 changes: 2 additions & 2 deletions code/qcommon/common.cpp
Expand Up @@ -1015,7 +1015,7 @@ void Com_Init( char *commandLine ) {

// skip the openjk_sp.cfg if "safe" is on the command line
if ( !Com_SafeMode() ) {
Cbuf_AddText ("exec openjk_sp.cfg\n");
Cbuf_AddText ("exec "Q3CONFIG_NAME".cfg\n");

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@Cancerous

Cancerous Apr 10, 2013

am i wrong or does that make .cfg.cfg ?

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@xycaleth

xycaleth Apr 10, 2013

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It would. @eezstreet, fix it :D

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@eezstreet

eezstreet via email Apr 10, 2013

Author Contributor
}

Cbuf_AddText ("exec autoexec.cfg\n");
Expand Down Expand Up @@ -1178,7 +1178,7 @@ void Com_WriteConfiguration( void ) {
}
cvar_modifiedFlags &= ~CVAR_ARCHIVE;

Com_WriteConfigToFile( "openjk_sp.cfg" );
Com_WriteConfigToFile( Q3CONFIG_NAME );
}


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56 changes: 0 additions & 56 deletions code/server/sv_init.cpp
Expand Up @@ -253,30 +253,6 @@ void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowSc
int i;
int checksum;

// The following fixes for potential issues only work on Xbox
#ifdef _XBOX
extern qboolean stop_icarus;
stop_icarus = qfalse;

//Broken scripts may leave the player locked. I think that's always bad.
extern qboolean player_locked;
player_locked = qfalse;

//If you quit while in Matrix Mode, this never gets cleared!
extern qboolean MatrixMode;
MatrixMode = qfalse;

// Temporary code to turn on HDR effect for specific maps only
if (!Q_stricmp(server, "t3_rift"))
{
Cvar_Set( "r_hdreffect", "1" );
}
else
{
Cvar_Set( "r_hdreffect", "0" );
}
#endif

RE_RegisterMedia_LevelLoadBegin( server, eForceReload, bAllowScreenDissolve );


Expand All @@ -289,32 +265,21 @@ void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowSc
Com_Printf ("------ Server Initialization ------\n%s\n", com_version->string);
Com_Printf ("Server: %s\n",server);

#ifdef _XBOX
// disable vsync during load for speed
qglDisable(GL_VSYNC);
#endif

// don't let sound stutter and dump all stuff on the hunk
CL_MapLoading();

if (!CM_SameMap(server))
{ //rww - only clear if not loading the same map
CM_ClearMap();
}
#ifndef _XBOX
else if (CM_HasTerrain())
{ //always clear when going between maps with terrain
CM_ClearMap();
}
#endif

// Miniheap never changes sizes, so I just put it really early in mem.
G2VertSpaceServer->ResetHeap();

#ifdef _XBOX
// Deletes all textures
R_DeleteTextures();
#endif
Hunk_Clear();

// Moved up from below to help reduce fragmentation
Expand All @@ -333,10 +298,6 @@ void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowSc
}
}

#ifdef _XBOX
SV_ClearLastLevel();
#endif

// Collect all the small allocations done by the cvar system
// This frees, then allocates. Make it the last thing before other
// allocations begin!
Expand All @@ -346,17 +307,6 @@ void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowSc
This is useful for debugging memory fragmentation. Please don't
remove it.
*/
#ifdef _XBOX
// We've over-freed the info array above, this puts it back into a working state
Ghoul2InfoArray_Reset();

extern void Z_DumpMemMap_f(void);
extern void Z_Details_f(void);
extern void Z_TagPointers(memtag_t);
Z_DumpMemMap_f();
// Z_TagPointers(TAG_ALL);
Z_Details_f();
#endif

// init client structures and svs.numSnapshotEntities
// This is moved down quite a bit, but should be safe. And keeps
Expand Down Expand Up @@ -394,13 +344,7 @@ void SV_SpawnServer( char *server, ForceReload_e eForceReload, qboolean bAllowSc
sv.time = 1000;
G2API_SetTime(sv.time,G2T_SV_TIME);

#ifdef _XBOX
CL_StartHunkUsers();
CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
RE_LoadWorldMap(va("maps/%s.bsp", server));
#else
CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum, qfalse );
#endif

// set serverinfo visible name
Cvar_Set( "mapname", server );
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