diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 4aa32c766..4a2af83dd 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -4535,13 +4535,6 @@ static void PM_Weapon(void) return; } -#ifdef SAVEGAME_SUPPORT - if (pm->reloading) - { - return; - } -#endif // SAVEGAME_SUPPORT - // player is zooming - no fire // JPW NERVE in MP, LT needs to zoom to call artillery if (pm->ps->eFlags & EF_ZOOMING) diff --git a/src/game/bg_public.h b/src/game/bg_public.h index fc003b181..7081285b5 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -49,8 +49,6 @@ #define _attribute(x) #endif -//#define SAVEGAME_SUPPORT // uncomment to enable savegames -// enabling this requires you to run extractfuncs.bat as well before compiling qagame #define SPRINTTIME 20000.0f @@ -566,10 +564,6 @@ typedef struct int *skill; // player skills -#ifdef SAVEGAME_SUPPORT - qboolean reloading; -#endif // SAVEGAME_SUPPORT - #ifdef GAMEDLL // the whole stamina thing is only in qagame qboolean leadership; // within 512 units of a player with level 5 Signals skill (that player has to be in PVS as well to make sue we can predict it) #endif // GAMEDLL diff --git a/src/game/g_active.c b/src/game/g_active.c index bb154877e..b2a6e59d4 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -585,13 +585,6 @@ void SpectatorThink(gentity_t *ent, usercmd_t *ucmd) pm.trace = trap_TraceCapsuleNoEnts; pm.pointcontents = trap_PointContents; -#ifdef SAVEGAME_SUPPORT - if (g_gametype.integer == GT_SINGLE_PLAYER && g_reloading.integer) - { - pm.reloading = qtrue; - } -#endif // SAVEGAME_SUPPORT - Pmove(&pm); // JPW NERVE // Rafael - Activate @@ -1305,13 +1298,6 @@ void ClientThink_real(gentity_t *ent) break; }*/ -#ifdef SAVEGAME_SUPPORT - if (g_gametype.integer == GT_SINGLE_PLAYER && g_reloading.integer) - { - pm.reloading = qtrue; - } -#endif // SAVEGAME_SUPPORT - // Gordon: bit hacky, stop the slight lag from client -> server even on locahost, switching back to the weapon you were holding // and then back to what weapon you should have, became VERY noticible for the kar98/carbine + gpg40, esp now i've added the // animation locking diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c index 877c7b0bd..e1baa1917 100644 --- a/src/game/g_cmds.c +++ b/src/game/g_cmds.c @@ -832,13 +832,6 @@ void Cmd_Kill_f(gentity_t *ent) return; } -#ifdef SAVEGAME_SUPPORT - if (g_gametype.integer == GT_SINGLE_PLAYER && g_reloading.integer) - { - return; - } -#endif // SAVEGAME_SUPPORT - ent->flags &= ~FL_GODMODE; ent->client->ps.stats[STAT_HEALTH] = ent->health = 0; ent->client->ps.persistant[PERS_HWEAPON_USE] = 0; // TTimo - if using /kill while at MG42 @@ -2859,20 +2852,6 @@ void Cmd_StopCamera_f(gentity_t *ent) //G_SetOrigin( ent, ent->client->cameraOrigin ); // restore our origin //VectorCopy( ent->client->cameraOrigin, ent->client->ps.origin ); - -// (SA) trying this in client to avoid 1 frame of player drawing -// ent->s.eFlags &= ~EF_NODRAW; -// ent->client->ps.eFlags &= ~EF_NODRAW; - - // RF, if we are near the spawn point, save the "current" game, for reloading after death -// sp = NULL; - // gcc: suggests () around assignment used as truth value -// while ((sp = G_Find( sp, FOFS(classname), "info_player_deathmatch" ))) { // info_player_start becomes info_player_deathmatch in it's spawn functon -// if (Distance( ent->s.pos.trBase, sp->s.origin ) < 256 && trap_InPVS( ent->s.pos.trBase, sp->s.origin )) { -// G_SaveGame( NULL ); -// break; -// } -// } } } diff --git a/src/game/g_local.h b/src/game/g_local.h index 7a1829d8f..6f20dc88a 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -1545,16 +1545,6 @@ qboolean Do_Activate_f(gentity_t *ent, gentity_t *traceEnt); void G_LeaveTank(gentity_t *ent, qboolean position); -// Ridah - -// g_save.c -#ifdef SAVEGAME_SUPPORT -qboolean G_SaveGame(char *username); -void G_LoadGame(void); -qboolean G_SavePersistant(char *nextmap); -void G_LoadPersistant(void); -#endif // SAVEGAME_SUPPORT - // g_script.c void G_Script_ScriptParse(gentity_t *ent); qboolean G_Script_ScriptRun(gentity_t *ent); @@ -1681,10 +1671,6 @@ extern vmCvar_t g_lms_currentMatch; extern vmCvar_t g_lms_lockTeams; extern vmCvar_t g_lms_followTeamOnly; -#ifdef SAVEGAME_SUPPORT -extern vmCvar_t g_reloading; -#endif // SAVEGAME_SUPPORT - // NERVE - SMF extern vmCvar_t g_warmupLatch; extern vmCvar_t g_nextTimeLimit; diff --git a/src/game/g_main.c b/src/game/g_main.c index 3fe50261b..08b43606f 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -214,10 +214,6 @@ vmCvar_t g_lms_currentMatch; vmCvar_t g_lms_lockTeams; vmCvar_t g_lms_followTeamOnly; -#ifdef SAVEGAME_SUPPORT -vmCvar_t g_reloading; -#endif // SAVEGAME_SUPPORT - vmCvar_t mod_url; vmCvar_t url; @@ -429,11 +425,6 @@ cvarTable_t gameCvarTable[] = { &g_currentCampaign, "g_currentCampaign", "", CVAR_WOLFINFO | CVAR_ROM, 0, }, { &g_currentCampaignMap, "g_currentCampaignMap", "0", CVAR_WOLFINFO | CVAR_ROM, 0, }, - -#ifdef SAVEGAME_SUPPORT - { &g_reloading, "g_reloading", "0", CVAR_ROM }, -#endif // SAVEGAME_SUPPORT - // points to the URL for mod information, should not be modified by server admin { &mod_url, "mod_url", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse}, // configured by the server admin, points to the web pages for the server @@ -723,16 +714,6 @@ void G_CheckForCursorHints(gentity_t *ent) ps = &ent->client->ps; -#ifdef SAVEGAME_SUPPORT - // don't change anything if reloading. just set the exit hint - if ((g_gametype.integer == GT_SINGLE_PLAYER || g_gametype.integer == GT_COOP) && g_reloading.integer == RELOAD_NEXTMAP_WAITING) - { - ps->serverCursorHint = HINT_EXIT; - ps->serverCursorHintVal = 0; - return; - } -#endif // SAVEGAME_SUPPORT - indirectHit = qfalse; zooming = (qboolean)(ps->eFlags & EF_ZOOMING); @@ -4261,10 +4242,6 @@ uebrgpiebrpgibqeripgubeqrpigubqifejbgipegbrtibgurepqgbn%i", level.time) } #endif -#ifdef SAVEGAME_SUPPORT - G_CheckLoadGame(); -#endif // SAVEGAME_SUPPORT - // get any cvar changes G_UpdateCvars(); @@ -4307,11 +4284,6 @@ uebrgpiebrpgibqeripgubeqrpigubqifejbgipegbrtibgurepqgbn%i", level.time) level.gameManager->s.otherEntityNum = MAX_TEAM_LANDMINES - G_CountTeamLandmines(TEAM_AXIS); level.gameManager->s.otherEntityNum2 = MAX_TEAM_LANDMINES - G_CountTeamLandmines(TEAM_ALLIES); } - -#ifdef SAVEGAME_SUPPORT - // Check if we are reloading, and times have expired - G_CheckReloadStatus(); -#endif // SAVEGAME_SUPPORT } // Is this a single player type game - sp or coop? diff --git a/src/game/g_save.c b/src/game/g_save.c deleted file mode 100644 index 434087ca7..000000000 --- a/src/game/g_save.c +++ /dev/null @@ -1,34 +0,0 @@ -/* - * Wolfenstein: Enemy Territory GPL Source Code - * Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. - * - * ET: Legacy - * Copyright (C) 2012 Jan Simek - * - * This file is part of ET: Legacy - http://www.etlegacy.com - * - * ET: Legacy is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. - * - * ET: Legacy is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with ET: Legacy. If not, see . - * - * In addition, Wolfenstein: Enemy Territory GPL Source Code is also - * subject to certain additional terms. You should have received a copy - * of these additional terms immediately following the terms and conditions - * of the GNU General Public License which accompanied the source code. - * If not, please request a copy in writing from id Software at the address below. - * - * id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. - * - * @file g_save.c - */ - -// remove file from project diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c index 6dc029740..eb103d263 100644 --- a/src/game/g_spawn.c +++ b/src/game/g_spawn.c @@ -526,7 +526,7 @@ spawn_t spawns[] = { "target_lock", SP_target_lock }, { "target_effect", SP_target_effect }, { "target_fog", SP_target_fog }, - { "target_autosave", SP_target_autosave }, //----(SA) added + { "target_autosave", SP_target_autosave }, // obsolete //---- done { "target_rumble", SP_target_rumble }, diff --git a/src/game/g_target.c b/src/game/g_target.c index b87eebadc..efd7df5fa 100644 --- a/src/game/g_target.c +++ b/src/game/g_target.c @@ -877,16 +877,6 @@ void SP_target_location(gentity_t *self) //---- (SA) Wolf targets -/* -============== -Use_Target_Autosave - save game for emergency backup or convienience -============== -*/ -/*void Use_Target_Autosave( gentity_t *ent, gentity_t *other, gentity_t *activator ) { - G_SaveGame("autosave.sav"); -}*/ - /* ============== Use_Target_Counter @@ -995,8 +985,7 @@ saves game to 'autosave.sav' when triggered then dies. */ void SP_target_autosave(gentity_t *ent) { -// ent->use = Use_Target_Autosave; - G_FreeEntity(ent); + G_Printf("SP_target_autosave not supported.\n"); } //==========================================================