Skip to content
Browse files

Whitespace fixes.

  • Loading branch information...
1 parent 2c851b0 commit ab034114b44f53ee74ceab5ace76940027421ef3 Christoph Mallon committed with Yamagi Apr 29, 2012
Showing with 2,926 additions and 3,056 deletions.
  1. +4 −4 CHANGELOG
  2. +1 −2 LICENSE
  3. +25 −25 Makefile
  4. +103 −103 README
  5. +1 −2 src/client/cl_cin.c
  6. +1 −2 src/client/cl_console.c
  7. +5 −6 src/client/cl_download.c
  8. +1 −2 src/client/cl_effects.c
  9. +0 −1 src/client/cl_entities.c
  10. +1 −2 src/client/cl_input.c
  11. +1 −2 src/client/cl_inventory.c
  12. +0 −1 src/client/cl_keyboard.c
  13. +2 −3 src/client/cl_lights.c
  14. +2 −3 src/client/cl_main.c
  15. +2 −3 src/client/cl_network.c
  16. +5 −6 src/client/cl_parse.c
  17. +3 −4 src/client/cl_particles.c
  18. +0 −1 src/client/cl_prediction.c
  19. +0 −1 src/client/cl_screen.c
  20. +0 −1 src/client/cl_tempentities.c
  21. +0 −1 src/client/cl_view.c
  22. +3 −4 src/client/header/client.h
  23. +0 −1 src/client/header/console.h
  24. +0 −1 src/client/header/input.h
  25. +0 −1 src/client/header/keyboard.h
  26. +0 −1 src/client/header/ref.h
  27. +0 −1 src/client/header/screen.h
  28. +0 −1 src/client/header/vid.h
  29. +0 −1 src/client/menu/header/qmenu.h
  30. +10 −11 src/client/menu/menu.c
  31. +0 −1 src/client/menu/qmenu.c
  32. +1 −2 src/client/menu/videomenu.c
  33. +1 −2 src/client/sound/header/cdaudio.h
  34. +0 −1 src/client/sound/header/local.h
  35. +0 −1 src/client/sound/header/sound.h
  36. +2 −3 src/client/sound/header/vorbis.h
  37. +2 −2 src/client/sound/snd_al.c
  38. +12 −13 src/client/sound/snd_dma.c
  39. +0 −1 src/client/sound/snd_mem.c
  40. +2 −3 src/client/sound/snd_mix.c
  41. +2 −3 src/client/sound/snd_vorbis.c
  42. +0 −1 src/client/sound/snd_wav.c
  43. +0 −1 src/common/command/cmd_execution.c
  44. +2 −3 src/common/command/cmd_parser.c
  45. +0 −1 src/common/command/cmd_script.c
  46. +1 −2 src/common/common/com_arg.c
  47. +2 −3 src/common/common/com_clientserver.c
  48. +1 −1 src/common/crc.c
  49. +14 −14 src/common/filesystem.c
  50. +3 −4 src/common/header/cmd.h
  51. +1 −2 src/common/header/cmodel.h
  52. +8 −8 src/common/header/common.h
  53. +0 −1 src/common/header/crc.h
  54. +22 −22 src/common/header/shared.h
  55. +0 −1 src/common/header/zone.h
  56. +1 −2 src/common/md4.c
  57. +1 −2 src/common/message/msg_io.c
  58. +0 −1 src/common/message/msg_read.c
  59. +0 −1 src/common/misc.c
  60. +1 −2 src/common/model/cm_areaportals.c
  61. +0 −1 src/common/model/cm_box.c
  62. +3 −4 src/common/model/cm_boxtracing.c
  63. +2 −3 src/common/model/cm_bsp.c
  64. +2 −3 src/common/model/cm_vis.c
  65. +2 −3 src/common/shared/flash.c
  66. +13 −14 src/common/shared/shared.c
  67. +1 −2 src/common/szone.c
  68. +1 −2 src/common/zone.c
  69. +48 −49 src/game/g_ai.c
  70. +0 −1 src/game/g_chase.c
  71. +43 −44 src/game/g_cmds.c
  72. +13 −14 src/game/g_combat.c
  73. +210 −211 src/game/g_func.c
  74. +73 −74 src/game/g_items.c
  75. +5 −6 src/game/g_main.c
  76. +142 −143 src/game/g_misc.c
  77. +68 −69 src/game/g_monster.c
  78. +61 −62 src/game/g_phys.c
  79. +16 −17 src/game/g_spawn.c
  80. +3 −4 src/game/g_svcmds.c
  81. +90 −91 src/game/g_target.c
  82. +76 −77 src/game/g_trigger.c
  83. +23 −24 src/game/g_turret.c
  84. +28 −29 src/game/g_utils.c
  85. +45 −46 src/game/g_weapon.c
  86. +19 −20 src/game/header/game.h
  87. +18 −19 src/game/header/local.h
  88. +57 −58 src/game/monster/berserker/berserker.c
  89. +61 −62 src/game/monster/boss2/boss2.c
  90. +6 −7 src/game/monster/boss3/boss3.c
  91. +80 −81 src/game/monster/boss3/boss31.c
  92. +79 −80 src/game/monster/boss3/boss32.c
  93. +71 −72 src/game/monster/brain/brain.c
  94. +71 −72 src/game/monster/chick/chick.c
  95. +42 −43 src/game/monster/flipper/flipper.c
  96. +1 −1 src/game/monster/flipper/flipper.h
  97. +55 −56 src/game/monster/float/float.c
  98. +92 −93 src/game/monster/flyer/flyer.c
  99. +57 −58 src/game/monster/gladiator/gladiator.c
  100. +83 −84 src/game/monster/gunner/gunner.c
  101. +59 −60 src/game/monster/hover/hover.c
  102. +57 −58 src/game/monster/infantry/infantry.c
  103. +50 −51 src/game/monster/insane/insane.c
  104. +50 −51 src/game/monster/medic/medic.c
  105. +25 −26 src/game/monster/misc/move.c
  106. +0 −1 src/game/monster/misc/player.h
  107. +61 −62 src/game/monster/mutant/mutant.c
  108. +56 −57 src/game/monster/parasite/parasite.c
  109. +99 −100 src/game/monster/soldier/soldier.c
  110. +1 −1 src/game/monster/soldier/soldier.h
  111. +44 −45 src/game/monster/supertank/supertank.c
  112. +66 −67 src/game/monster/tank/tank.c
  113. +113 −114 src/game/player/client.c
  114. +24 −25 src/game/player/hud.c
  115. +7 −8 src/game/player/trail.c
  116. +34 −35 src/game/player/view.c
  117. +68 −69 src/game/player/weapon.c
  118. +31 −32 src/game/savegame/savegame.c
  119. +1 −1 src/game/savegame/tables/clientfields.h
  120. +2 −2 src/game/savegame/tables/fields.h
  121. +1 −1 src/game/savegame/tables/gamefunc_decs.h
  122. +1 −1 src/game/savegame/tables/gamefunc_list.h
  123. +1 −1 src/game/savegame/tables/gamemmove_decs.h
  124. +1 −1 src/game/savegame/tables/gamemmove_list.h
  125. +2 −2 src/game/savegame/tables/levelfields.h
  126. +0 −1 src/refresh/constants/anorms.h
  127. +1 −1 src/refresh/constants/anormtab.h
  128. +0 −1 src/refresh/files/jpeg.c
  129. +0 −1 src/refresh/files/md2.c
  130. +0 −1 src/refresh/files/pcx.c
  131. +2 −3 src/refresh/files/sp2.c
  132. +0 −1 src/refresh/files/tga.c
  133. +0 −1 src/refresh/files/wal.c
  134. +1 −2 src/refresh/header/model.h
  135. +0 −1 src/refresh/header/qgl.h
  136. +2 −3 src/refresh/r_draw.c
  137. +2 −3 src/refresh/r_image.c
  138. +6 −7 src/refresh/r_light.c
  139. +0 −1 src/refresh/r_lightmap.c
  140. +1 −2 src/refresh/r_main.c
  141. +2 −3 src/refresh/r_mesh.c
  142. +0 −1 src/refresh/r_misc.c
  143. +5 −6 src/refresh/r_model.c
  144. +1 −2 src/refresh/r_scrap.c
  145. +1 −2 src/refresh/r_surf.c
  146. +0 −1 src/refresh/r_warp.c
  147. +0 −1 src/sdl/cd.c
  148. +39 −40 src/sdl/input.c
Sorry, we could not display the entire diff because it was too big.
View
8 CHANGELOG
@@ -77,7 +77,7 @@ Quake II 2.11 to 3.00RC1
- Reimplemented the gamma control using native X11 calls.
This should fix the gamma for all setups.
- Support for overbright bits.
-- Changed the window title to "Yamagi Quake II".
+- Changed the window title to "Yamagi Quake II".
Quake II 2.10 to 2.11
- Fix a bug in the client. This fixes the strange crashes
@@ -103,15 +103,15 @@ Quake II 2.10RC2 to 2.10RC3:
Quake II 2.10RC to 2.10RC2:
- Fix a problem with machine gun soldiers deadlocking
- Change CFLAGS to a saner default
-- Quake II now creates ~/.quake2 if it doesn't exist (reported
+- Quake II now creates ~/.quake2 if it doesn't exist (reported
by N. Tsakiris)
- Slightly better game performance (~10 FPS)
Quake II 2.00 to 2.10RC:
- Automagical releases the mouse when the console is opened
- Increased the maximal amount of file descriptores from 64
to 256. This should fix some very rare crashes with 'The
- Reconing' and possible similar problems with mods.
+ Reconing' and possible similar problems with mods.
(reported by E. Müller)
- Support for custom resolutions (by caedes and Yamagi)
@@ -123,7 +123,7 @@ Quake II 1.05 to 2.00:
- Some bugfixes
Quake II 1.04 to 1.05:
-- Fix slowdown with CD music under Linux (by caedes)
+- Fix slowdown with CD music under Linux (by caedes)
Quake II 1.03 to 1.04:
- Added icon (by caedes)
View
3 LICENSE
@@ -430,7 +430,6 @@ freely, subject to the above disclaimer and the following restrictions:
4. Info-ZIP retains the right to use the names "Info-ZIP," "Zip," "UnZip,"
"UnZipSFX," "WiZ," "Pocket UnZip," "Pocket Zip," and "MacZip" for its
- own source and binary releases.
+ own source and binary releases.
===============================================================================
-
View
50 Makefile
@@ -14,7 +14,7 @@
# Platforms: #
# - Linux #
# - FreeBSD #
-# ------------------------------------------------------ #
+# ------------------------------------------------------ #
# User configurable options
# -------------------------
@@ -80,10 +80,10 @@ CC := gcc
# ----------
-# Base CFLAGS.
+# Base CFLAGS.
#
# -O2 are enough optimizations.
-#
+#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
@@ -116,9 +116,9 @@ SDLCFLAGS := $(shell sdl-config --cflags)
# ----------
-# Extra CFLAGS for X11
+# Extra CFLAGS for X11
ifeq ($(WITH_X11GAMMA),yes)
-X11CFLAGS := $(shell pkg-config x11 --cflags)
+X11CFLAGS := $(shell pkg-config x11 --cflags)
X11CFLAGS += $(shell pkg-config xxf86vm --cflags)
else
X11CFLAGS :=
@@ -131,7 +131,7 @@ ifeq ($(OSTYPE),Linux)
INCLUDE := -I/usr/include
else ifeq ($(OSTYPE),FreeBSD)
INCLUDE := -I/usr/local/include
-endif
+endif
# ----------
@@ -140,7 +140,7 @@ ifeq ($(OSTYPE),Linux)
LDFLAGS := -L/usr/lib -lm -ldl
else ifeq ($(OSTYPE),FreeBSD)
LDFLAGS := -L/usr/local/lib -lm
-endif
+endif
# ----------
@@ -149,9 +149,9 @@ SDLLDFLAGS := $(shell sdl-config --libs)
# ----------
-# Extra LDFLAGS for X11
+# Extra LDFLAGS for X11
ifeq ($(WITH_X11GAMMA),yes)
-X11LDFLAGS := $(shell pkg-config x11 --libs)
+X11LDFLAGS := $(shell pkg-config x11 --libs)
X11LDFLAGS += $(shell pkg-config xxf86vm --libs)
else
X11LDFLAGS :=
@@ -166,7 +166,7 @@ ifdef VERBOSE
Q :=
else
Q := @
-endif
+endif
# ----------
@@ -179,14 +179,14 @@ all: client server refresher game
clean:
@echo "===> CLEAN"
${Q}rm -Rf build release
-
+
# ----------
-# The client
+# The client
client:
@echo '===> Building quake2'
${Q}mkdir -p release
- $(MAKE) release/quake2
+ $(MAKE) release/quake2
build/client/%.o: %.c
@echo '===> CC $<'
@@ -324,7 +324,7 @@ GAME_OBJS_ = \
src/game/player/view.o \
src/game/player/weapon.o \
src/game/savegame/savegame.o
-
+
# ----------
# Used by the client
@@ -399,7 +399,7 @@ CLIENT_OBJS_ := \
src/unix/qal.o \
src/unix/signalhandler.o \
src/unix/system.o \
- src/unix/vid.o
+ src/unix/vid.o
# ----------
@@ -445,7 +445,7 @@ SERVER_OBJS_ := \
src/unix/network.o \
src/unix/signalhandler.o \
src/unix/system.o
-
+
# ----------
# Used by the OpenGL refresher
@@ -485,23 +485,23 @@ GAME_OBJS = $(patsubst %,build/baseq2/%,$(GAME_OBJS_))
# ----------
# Generate header dependencies
-CLIENT_DEPS= $(CLIENT_OBJS:.o=.d)
-SERVER_DEPS= $(SERVER_OBJS:.o=.d)
-OPENGL_DEPS= $(OPENGL_OBJS:.o=.d)
-GAME_DEPS= $(GAME_OBJS:.o=.d)
+CLIENT_DEPS= $(CLIENT_OBJS:.o=.d)
+SERVER_DEPS= $(SERVER_OBJS:.o=.d)
+OPENGL_DEPS= $(OPENGL_OBJS:.o=.d)
+GAME_DEPS= $(GAME_OBJS:.o=.d)
# ----------
# Suck header dependencies in
--include $(CLIENT_DEPS)
--include $(SERVER_DEPS)
--include $(OPENGL_DEPS)
--include $(GAME_DEPS)
+-include $(CLIENT_DEPS)
+-include $(SERVER_DEPS)
+-include $(OPENGL_DEPS)
+-include $(GAME_DEPS)
# ----------
# release/quake2
-release/quake2 : $(CLIENT_OBJS)
+release/quake2 : $(CLIENT_OBJS)
@echo '===> LD $@'
${Q}$(CC) $(CLIENT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@
View
206 README
@@ -3,14 +3,14 @@
* http://www.yamagi.org/quake2 *
* http://github.com/yquake2 *
* ****************************** *
-
+
===============================================================================
This is the Yamagi Quake II Client, an enhanced Version of id Software's
Quake II. The main focus is single player, the gameplay and the graphics are
unchanged, but many bugs were fixed. Unlike most other Quake II ports Yamagi
Quake II is full 64 bit clean so it works perfectly on modern amd64 (x86_64)
-processors and operating systems. This code should run on most unix-like
+processors and operating systems. This code should run on most unix-like
operating systems (only FreeBSD and Linux are officially supported and tested,
for other systems you'd at least have to edit the Makefile), just type "make" or
"gmake" to compile.
@@ -31,7 +31,7 @@ Content of this file:
1.4 Addons
1.5 Compiling
1.6 Default Configuration
-
+
2. OGG/Vorbis playback
2.1 Setup for the original soundtrack
2.2 Setup for other music and playlists
@@ -53,66 +53,66 @@ Content of this file:
1. Installation
==============
-Note: If you're using Debian Linux or a derived distribution like Ubuntu, you
+Note: If you're using Debian Linux or a derived distribution like Ubuntu, you
probably want to use the packages that are linked in the Download section at
http://www.yamagi.org/quake2/debian.html
They'll even assist you in installing the game data.
1.1 Supported Systems:
----------------------
Officially, only Linux and FreeBSD on i386 (x86) and amd64 (x86_64) compatible
-CPUs are supported. Other (Unix-like) Operating Systems and hardware
+CPUs are supported. Other (Unix-like) Operating Systems and hardware
architectures are untested and may need small changes, at least in the Makefile.
-Yamagi Quake II needs OpenGL 1.1 (better: 1.4) support in hardware and libGL;
+Yamagi Quake II needs OpenGL 1.1 (better: 1.4) support in hardware and libGL;
OpenGL ES will not work yet. It's in progress. The only tested compilers are gcc
4.2 (or later) and clang 3.0 (or later).
Patches (or better Github pull request) for other platforms are welcome :-)
1.2 Retail Version:
-------------------
-If you own Quake II, first get the official point release to Quake II 3.20:
+If you own Quake II, first get the official point release to Quake II 3.20:
ftp://ftp.idsoftware.com/idstuff/quake2/q2-3.20-x86-full-ctf.exe
Use this and only this file! Unofficial "linux pointreleases" or something like
that will not work and may crash your game!
Create a new directory "quake2/" and extract (with unzip) the file you just
downloaded into it. Even if the file extension is ".exe" it's a self-extracting
zip file. Now delete the following files and directories:
-- 3.20_Changes.txt
-- quake2.exe
-- ref_gl.dll
-- ref_soft.dll
-- baseq2/gamex86.dll
-- baseq2/maps.lst
-- ctf/ctf2.ico
-- ctf/gamex86.dll
-- ctf/readme.txt
-- ctf/server.cfg
-- xatrix/gamex86.dll
+- 3.20_Changes.txt
+- quake2.exe
+- ref_gl.dll
+- ref_soft.dll
+- baseq2/gamex86.dll
+- baseq2/maps.lst
+- ctf/ctf2.ico
+- ctf/gamex86.dll
+- ctf/readme.txt
+- ctf/server.cfg
+- xatrix/gamex86.dll
- rogue/gamex86.dll
-Now put the Quake II CD-ROM into your cd drive and copy the file "pak0.pak" and
+Now put the Quake II CD-ROM into your cd drive and copy the file "pak0.pak" and
the directory "video/" to the "baseq2/" directory of your installation.
1.3 Demo Version:
-----------------
-If you haven't got Quake II, try the demo version. Get it here:
+If you haven't got Quake II, try the demo version. Get it here:
ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
Unzip this file (again, it's a self-extracting zip file).
Create a new "quake2/" directory with a "baseq2/" sub-directory and put the
-"pak0.pak" and the "players/" sub-directory, you can find them within the
-unzipped files (in Install/Data/baseq2/), in your "baseq2/" directory. No
+"pak0.pak" and the "players/" sub-directory, you can find them within the
+unzipped files (in Install/Data/baseq2/), in your "baseq2/" directory. No
patching is needed for the demo, in fact it would break it.
1.4 Addons
----------
Due to license issues - Yamagi Quake II is covered by the GPL and the
addons are under the id Software SDK license - the addons are
distributed separately. You can get them at http://www.yamagi.org/quake2,
-both contain installation instructions. But nevertheless you'll need an
-installation of the full Quake II game with our client for playing them.
+both contain installation instructions. But nevertheless you'll need an
+installation of the full Quake II game with our client for playing them.
The same applies to the "ctf" capture the flag addon.
1.5 Compiling:
@@ -124,27 +124,27 @@ You will need the following dependencies (by editing the Makefile
the requirement of most of this depencenies can be removed, but
it'll lead to the loss of features):
- A libGL implementation (Mesa3D, nVidia, AMD Catalyst, etc.)
- - OpenGL system headers
- - libjpeg (6 or 8)
+ - OpenGL system headers
+ - libjpeg (6 or 8)
- libogg with development headers
- libvorbis with development headers
- SDL with development headers and sdl-config(1)
- ZLib
-Extract the source, change into the new created directory and type "make"
+Extract the source, change into the new created directory and type "make"
(Linux) or "gmake" (FreeBSD). After the compilation finished, copy the following
files from "release/" to your installation directory preserving the directory
structure:
-- q2ded
-- quake2
-- ref_gl.so
-- baseq2/game.so
+- q2ded
+- quake2
+- ref_gl.so
+- baseq2/game.so
1.6 Default Configuration
-------------------------
Quake II ships with an old and for today standards "insane" default
configuration. This is no problem since you can alter everything. To make your
-life easier Yamagi Quake II contains an updated default configuration.
+life easier Yamagi Quake II contains an updated default configuration.
If you want to use it just copy "stuff/yq2.cfg" to your "baseq2/" folder.
Now you are ready to start your brand new Quake II. Have fun.
@@ -153,31 +153,31 @@ Now you are ready to start your brand new Quake II. Have fun.
2. OGG/Vorbis playback
======================
-Since most modern CD-ROM and DVD drives don't have an analog audio output and
+Since most modern CD-ROM and DVD drives don't have an analog audio output and
most sound codecs don't have the appropriate input header, it's not possible to
-use CD audio as background music on such systems. Therefore OGG/Vorbis music
-support has been added to Yamagi Quake II.
+use CD audio as background music on such systems. Therefore OGG/Vorbis music
+support has been added to Yamagi Quake II.
2.1 Setup for the original soundtrack:
--------------------------------------
-Put your Quake II CD-ROM into your drive, start your favorite CD extractor and
+Put your Quake II CD-ROM into your drive, start your favorite CD extractor and
rip the audiotracks into OGG/Vorbis files. These files must be named after their
track number, beginning with 02, because the first track is data.
-If everything is done correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg.
-Alternatively you can use a script which can be found in the folder "stuff/".
-It needs cdparanoia and oggenc and should work with the main game and both
+If everything is done correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg.
+Alternatively you can use a script which can be found in the folder "stuff/".
+It needs cdparanoia and oggenc and should work with the main game and both
addons.
-Drop these files in "baseq2/music/", start Quake II, enter the "Options" menu
-and set "OGG music" to enabled. "CD music" will be automaticly disabled.
+Drop these files in "baseq2/music/", start Quake II, enter the "Options" menu
+and set "OGG music" to enabled. "CD music" will be automaticly disabled.
Quake II will now play the OGG/Vorbis files instead of the Audio-CD.
2.2 Setup for other music and playlists:
----------------------------------------
You can put any OGG/Vorbis files into "baseq2/music/" or "your_mod/music/".
-If shuffle is enabled, Quake II will shuffle through all files, otherwise it
+If shuffle is enabled, Quake II will shuffle through all files, otherwise it
will loop through the track associated with the map.
-A playlist is also supported. Just put the filenames into music/playlist
-(a plain text file) and start the game.
+A playlist is also supported. Just put the filenames into music/playlist
+(a plain text file) and start the game.
2.3 Manual control:
-------------------
@@ -189,7 +189,7 @@ For manual control of ogg playback the following console commands are available:
* #n to play the n-th file in the playlist.
* ? which indicates to play a random file.
* >n which indicates to advance n positions (defaults to 1).
- * <n which indicates to go back n positions (defaults to 1).
+ * <n which indicates to go back n positions (defaults to 1).
- ogg_stop
Stop playback
@@ -201,7 +201,7 @@ For manual control of ogg playback the following console commands are available:
Resume playback
- ogg_seek {n | >n | <n}
- Go to a determinated position of the current file in seconds, the argument can
+ Go to a determinated position of the current file in seconds, the argument can
be one of the following:
* n, which indicates to go to the n-th second.
* >n, which indicates to advance n seconds.
@@ -218,8 +218,8 @@ For manual control of ogg playback the following console commands are available:
Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0".
- ogg_playlist {name}
- Use "name" as a list of files instead of listing the contents of "music".
- Note that the files must be in "music" and follow ogg_play's syntax for
+ Use "name" as a list of files instead of listing the contents of "music".
+ Note that the files must be in "music" and follow ogg_play's syntax for
files. Defaults to "playlist".
- ogg_sequence {next | prev | random | loop | none}
@@ -232,14 +232,14 @@ For manual control of ogg playback the following console commands are available:
Defaults to "loop".
- ogg_volume
- Volume of the music between 0 and 2. Defaults to "0.7".
+ Volume of the music between 0 and 2. Defaults to "0.7".
===============================================================================
3. Configuration
================
-While configuring Quake II is straight forward some rough edges can arise.
-Before reporting bugs or mailing us please read this section all the hints
+While configuring Quake II is straight forward some rough edges can arise.
+Before reporting bugs or mailing us please read this section all the hints
covered in it!
3.1 Video
@@ -253,10 +253,10 @@ the most common questions are answered.
of view. Open the console with pressing "^" or "~" and set the fov cvar.
Default is 90, we suggest 100 for 16:10 screens and 105 for 16:9.
-- If your resolution is not in the list, it's also possible to set custom
- resolutions via the console: Set gl_customwidth and gl_customheight to the
- desired values. Change gl_mode to -1 or enter the "Video" menu and select
- "Custom" as video mode.
+- If your resolution is not in the list, it's also possible to set custom
+ resolutions via the console: Set gl_customwidth and gl_customheight to the
+ desired values. Change gl_mode to -1 or enter the "Video" menu and select
+ "Custom" as video mode.
- Sync problems resulting in tearing and artifacts in the lower half of
the screen: These orginiate in the fact, that in 1997 LCD flat panels were not
@@ -266,17 +266,17 @@ the most common questions are answered.
95 FPS and enable the vsync by setting "gl_swapinterval" to 1.
This should supress all of the problems.
-- Particle effects are broken. They're just squares and not perfectly
+- Particle effects are broken. They're just squares and not perfectly
round: This is a problem by your graphics driver, not implementing
a special filter mode for "points". Set "gl_ext_pointparameters" to 0
to get better (but not perfect) particles.
- The game is bright enough but it's also washed out and dull: You need
more saturation. Just adjust the cvar "intensity". The default 2
should be enough for most cases, but some setups require higher
- levels.
+ levels.
-- If the colors look over-saturated try setting the cvar "intensity" to a lower
+- If the colors look over-saturated try setting the cvar "intensity" to a lower
value, e.g. 1.
- Yamagi Quake II offers hardware gamma control in realtime in the "Video" menu.
@@ -287,51 +287,51 @@ the most common questions are answered.
likely want to set "gl_stecilshadow" to 1 too. This enables high
quality stencil buffer shadows.
-- Yamagi Quake II has support for anisotropic filtering. Activating it
- improves texture drawing over large distances a bit.
- Enter "gl_anisotropic_avail" in your console for the maximum amount of
- filtering supported by your video card and set the cvar "gl_anisotropic" to
+- Yamagi Quake II has support for anisotropic filtering. Activating it
+ improves texture drawing over large distances a bit.
+ Enter "gl_anisotropic_avail" in your console for the maximum amount of
+ filtering supported by your video card and set the cvar "gl_anisotropic" to
the desired value. It must be a power of 2, in most cases 2, 4, 8 or 16.
-- Yamagi Quake II has support for the high resolution retexturing pack, created
- by the community. Installation is easy:
+- Yamagi Quake II has support for the high resolution retexturing pack, created
+ by the community. Installation is easy:
1. Download q2_textures.zip and/or models.zip from
http://www-personal.umich.edu/~jimw/q2/
2. Extract one or both files into the "baseq2/" directory of your Quake II
installation, so that the new directories "baseq2/textures/" and/or
"baseq2/models/" are created.
The retexturing pack is used by default if it's installed. It can be switched
- off at any time by setting "gl_retexturing" to "0" and executing
+ off at any time by setting "gl_retexturing" to "0" and executing
"vid_restart" aftwards.
3.2 Input
---------
-Quake II had a rather simple input system, even back in 1997. It just mapped
+Quake II had a rather simple input system, even back in 1997. It just mapped
Windows 95 mouse directly on movements. That was a very acurate way to do it,
-Quake II was - like all other id Software games - much more acurate than most
+Quake II was - like all other id Software games - much more acurate than most
games out there. But there were some problems. First the mouse input depends on
-the operation systems mouse driver. Another operating system or even another
+the operation systems mouse driver. Another operating system or even another
mouse and the input changed drastically. That sucked.
-Yamagi Quake II features a from scratch rewritten mouse backend based on SDL.
+Yamagi Quake II features a from scratch rewritten mouse backend based on SDL.
It gives you the same mouse behavior, regardless of your operating system or
-hardware. But sadly it can't emulate the old behavior in all cases.
+hardware. But sadly it can't emulate the old behavior in all cases.
There are some cvar to adjust:
- in_mouse -> Set to 0 to disable the mouse.
-- sensitivity -> The sensistivity of the mouse. Adjust to your needs, via the
+- sensitivity -> The sensistivity of the mouse. Adjust to your needs, via the
cvar or via the "Options" menu.
- in_filter -> A mouse filter. This was added in one of the countless point
- releases but it was broken. We fixed it. The effect is the same as in
- Quake III Arena, instead of using the raw movement signals, two of them are
+ releases but it was broken. We fixed it. The effect is the same as in
+ Quake III Arena, instead of using the raw movement signals, two of them are
combined, filtering vibrations and things like that out.
-- exponential_speedup -> "0" is disabled. A very simple approach to mouse
- acceleration, much simpler than modern mouse acceleration. Sadly it's nearly
+- exponential_speedup -> "0" is disabled. A very simple approach to mouse
+ acceleration, much simpler than modern mouse acceleration. Sadly it's nearly
impossible to add modern acceleration to Quake II since most of the needed data
isn't available to the input backend.
@@ -357,25 +357,25 @@ default and can be reenables by setting "s_openal" to "0", followed by
- The earthquake sound sample is distorted
This is not a fault of the sound code but of the sound sample itself.
- It's mostly made of very low frequency noices and sampled in only 22kHz,
+ It's mostly made of very low frequency noices and sampled in only 22kHz,
bringing cheap onboard soundcards to the limit. The only solution would be to
change the sample...
- The sound is stuttering and cracking
- This is most likely a problem on your side! First make sure that your SDL
- sound backend is installed properly. Does the sound work in other SDL games
+ This is most likely a problem on your side! First make sure that your SDL
+ sound backend is installed properly. Does the sound work in other SDL games
like ioquake3? If possible remove all sound servers from your stack and use
plain OSS or ALSA via libasound. If everything fails try create an ~/.asoundrc
with this contents:
- pcm.!default {
- type hw
- card 0
- }
+ pcm.!default {
+ type hw
+ card 0
+ }
- ctl.!default {
- type hw
- card 0
+ ctl.!default {
+ type hw
+ card 0
}
3.3.2 The OpenAL sound system
@@ -406,16 +406,16 @@ important options (tested with OpenAL Soft 1.14) are:
=============
Something is not working as expected? An elevator is broken? An enemy doesn't
move? Or the whole game is just crashing? Just open an issue at
-https://github.com/yquake2/yquake2. Please include a problem description and
-- if possible - a screenshot of the problematic situation and the name of the
-problematic map. In case of crashes, further helpful information (and
+https://github.com/yquake2/yquake2. Please include a problem description and
+- if possible - a screenshot of the problematic situation and the name of the
+problematic map. In case of crashes, further helpful information (and
instructions) are printed to stdout (your terminal).
But first, read this little FAQ:
My sound is not working!
- Most reported sound problems exist between keyboard and chair. Please make
- sure, the the correct SDL sound backend is installed and configured!
+ sure, the the correct SDL sound backend is installed and configured!
Does the sound work in other SDL games? Does your setup support at least five
virtual channels? In most cases it's better to not use sound servers like
Pulseaudio but the plain sound system like OSS or ALSA with libasound instead.
@@ -444,7 +444,7 @@ Valgrind reports many, many memory leaks!
======
How do I open the console?
- - Press "^" or "~", depending on your keyboard layout.
+ - Press "^" or "~", depending on your keyboard layout.
How do I get the frame counter?
- Set cl_drawfps to 1
@@ -460,14 +460,14 @@ How do I record a demo?
When playing in window mode my cursor is locked onto the window. Can I change
that, so that Quake II behaves like a normal window?
- - Open the console by pressing ~ or ^. If you want Quake II to never grab the
- mouse set "in_grab" to 0, if Quake II should never release the mouse set 1,
+ - Open the console by pressing ~ or ^. If you want Quake II to never grab the
+ mouse set "in_grab" to 0, if Quake II should never release the mouse set 1,
for releasing the mouse when the console is opened set to 2. The default is 2.
Hey, my screensaver crashes Quake II or I experience strange crashes after a
fixed amount of time!
- This is a known bug in some linux distributions. SDL fails to disable
- the screensaver even if we tell him to do so. See this Ubuntu bugreport:
+ the screensaver even if we tell him to do so. See this Ubuntu bugreport:
https://bugs.launchpad.net/ubuntu/+source/gnome-screensaver/+bug/32457
As a work around use the startscript in stuff/quake-start.sh It deactivates
the screensaver before starting Quake II and reenables it after exiting the
@@ -476,16 +476,16 @@ fixed amount of time!
Okay, Yamagi Quake II is for single player and coop. But what's with us
deathmatch and / or CTF freaks?
- Use another client. There are clients out there which offer far better multi-
- player experiences. They're featuring greatly improved network code and a
- better client<->server integration. Take a look at EGL, r1q2 or AprQ2. At
+ player experiences. They're featuring greatly improved network code and a
+ better client<->server integration. Take a look at EGL, r1q2 or AprQ2. At
least r1q2 should work on unixlike operating systems.
The movement is fucked up! I can jump much higher and longer as it used
to be! What's wrong?
- You're experiencing the Quake II version of the famous Q3A 125hz bug.
When Quake II draws more than about 100 FPS the movement calculations go
- wrong and you can jump much higher. To solve this set "cl_maxfps" to about
- 95 FPS. And no, we won't fix it since it would be very invasive and most
+ wrong and you can jump much higher. To solve this set "cl_maxfps" to about
+ 95 FPS. And no, we won't fix it since it would be very invasive and most
likely break a lot of other things.
I'm creating a package or port for my system. Is a system wide install
@@ -495,16 +495,16 @@ possible without patching the source?
to the desired path.
How do I disable friendly fire in coop mode?
- - The same way as in team deathmatch. Via the menu select "deathmatch options"
+ - The same way as in team deathmatch. Via the menu select "deathmatch options"
and set teamplay to "by skin" or by "by model" and friendly fire to disabled.
Make sure, that all players have the same model or skin! If you're using the
dedicated server or are already in the game, open the console and type
- "dmflags 336" für skinbased teamplay and "dmflags 400" for modelbased
+ "dmflags 336" für skinbased teamplay and "dmflags 400" for modelbased
teamplay.
Can I connect to an IPv6 server?
- Yes, the same way as connecting to an IPv4 server. Since the Quake II console
- has problems with the characters ":", "[" and "]" we suggest to submit the
+ has problems with the characters ":", "[" and "]" we suggest to submit the
connection command as command line argument:
./quake2 +connect "[2001:db8::1]"
If you want to connect to a server with a non-standard port use the following
@@ -519,16 +519,16 @@ Can I connect to an IPv6 server?
./q2ded +set ip "[2001:db8::1]"
Where can I find the configuartion file?
- - It's located at ~/.yq2/game/config.cfg. Replace "game" by the mod name,
+ - It's located at ~/.yq2/game/config.cfg. Replace "game" by the mod name,
e.g. "baseq2/" for the main game.
My mod crashes at startup.
- This is known problem, yet to be analyzed. A workaround is to create the
working directory by hand:
- mkdir -p ~/.yq2/$moddir
+ mkdir -p ~/.yq2/$moddir
Only parts of the maps are rendered!
- - By default the maximum view distance is 2300 units. You can widen it up
+ - By default the maximum view distance is 2300 units. You can widen it up
to 4096 units by setting "gl_farsee" to "1".
==============================================================================
View
3 src/client/cl_cin.c
@@ -415,7 +415,7 @@ SCR_RunCinematic(void) {
}
/*
- * Returns true if a cinematic is active, meaning the
+ * Returns true if a cinematic is active, meaning the
* view rendering should be skipped
*/
qboolean
@@ -514,4 +514,3 @@ SCR_PlayCinematic(char *arg) {
cin.pic = SCR_ReadNextFrame();
cl.cinematictime = Sys_Milliseconds();
}
-
View
3 src/client/cl_console.c
@@ -359,7 +359,7 @@ void Con_CenteredPrint (char *text) {
}
/*
- * The input line scrolls horizontally if
+ * The input line scrolls horizontally if
* typing goes beyond the right edge
*/
void Con_DrawInput (void) {
@@ -595,4 +595,3 @@ void Con_DrawConsole (float frac) {
/* draw the input prompt, user text, and cursor if desired */
Con_DrawInput ();
}
-
View
11 src/client/cl_download.c
@@ -22,15 +22,15 @@
* This file implements the game media download from the server
*
* =======================================================================
- */
+ */
-#include "header/client.h"
+#include "header/client.h"
extern cvar_t *allow_download;
extern cvar_t *allow_download_players;
extern cvar_t *allow_download_models;
extern cvar_t *allow_download_sounds;
-extern cvar_t *allow_download_maps;
+extern cvar_t *allow_download_maps;
extern int precache_check;
extern int precache_spawncount;
@@ -41,11 +41,11 @@ extern byte *precache_model;
static const char *env_suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
-#define PLAYER_MULT 5
+#define PLAYER_MULT 5
/* ENV_CNT is map load, ENV_CNT+1 is first env map */
#define ENV_CNT (CS_PLAYERSKINS + MAX_CLIENTS * PLAYER_MULT)
-#define TEXTURE_CNT (ENV_CNT+13)
+#define TEXTURE_CNT (ENV_CNT+13)
void CL_RequestNextDownload (void)
{
@@ -565,4 +565,3 @@ void CL_ParseDownload (void) {
CL_RequestNextDownload ();
}
}
-
View
3 src/client/cl_effects.c
@@ -30,7 +30,7 @@
void CL_LogoutEffect (vec3_t org, int type);
void CL_ItemRespawnParticles (vec3_t org);
void CL_ClearLightStyles (void);
-void CL_ClearDlights (void);
+void CL_ClearDlights (void);
void CL_ClearParticles (void);
static vec3_t avelocities [NUMVERTEXNORMALS];
@@ -2600,4 +2600,3 @@ void CL_BlasterTrail2 (vec3_t start, vec3_t end) {
VectorAdd (move, vec, move);
}
}
-
View
1 src/client/cl_entities.c
@@ -693,4 +693,3 @@ void CL_GetEntitySoundOrigin (int ent, vec3_t org) {
old = &cl_entities[ent];
VectorCopy (old->lerp_origin, org);
}
-
View
3 src/client/cl_input.c
@@ -21,7 +21,7 @@
*
* This file implements the input handling like mouse events and
* keyboard strokes.
- *
+ *
* =======================================================================
*/
@@ -562,4 +562,3 @@ void CL_SendCmd (void) {
/* deliver the message */
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
}
-
View
3 src/client/cl_inventory.c
@@ -129,7 +129,7 @@ void CL_DrawInventory (void)
if (item != selected)
SetStringHighBit (string);
- else
+ else
{
/* draw a blinky cursor by the selected item */
if ( (int)(cls.realtime*10) & 1)
@@ -141,4 +141,3 @@ void CL_DrawInventory (void)
y += 8;
}
}
-
View
1 src/client/cl_keyboard.c
@@ -1107,4 +1107,3 @@ Key_GetKey ( void )
return ( key_waiting );
}
-
View
5 src/client/cl_lights.c
@@ -22,7 +22,7 @@
* This file implements all client side lighting
*
* =======================================================================
- */
+ */
#include "header/client.h"
@@ -32,7 +32,7 @@ typedef struct {
float map[MAX_QPATH];
} clightstyle_t;
-clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
+clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
int lastofs;
void CL_ClearLightStyles (void) {
@@ -190,4 +190,3 @@ void CL_AddDLights (void) {
}
}
}
-
View
5 src/client/cl_main.c
@@ -16,13 +16,13 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
- *
+ *
* =======================================================================
*
* This is the clients main loop as well as some miscelangelous utility
* and support functions
*
- * =======================================================================
+ * =======================================================================
*/
#include "header/client.h"
@@ -837,4 +837,3 @@ void CL_Shutdown(void)
S_Shutdown();
VID_Shutdown();
}
-
View
5 src/client/cl_network.c
@@ -22,7 +22,7 @@
* This file implements generic network functions
*
* =======================================================================
- */
+ */
#include "header/client.h"
@@ -61,7 +61,7 @@ void Cmd_ForwardToServer (void)
SZ_Print (&cls.netchan.message, Cmd_Args());
}
}
-
+
void CL_ForwardToServer_f (void)
{
if (cls.state != ca_connected && cls.state != ca_active)
@@ -641,4 +641,3 @@ void CL_ReadPackets (void)
cl.timeoutcount = 0;
}
-
View
11 src/client/cl_parse.c
@@ -16,7 +16,7 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
- *
+ *
* =======================================================================
*
* This file implements the entity and network protocol parsing
@@ -29,7 +29,7 @@
void CL_DownloadFileName(char *dest, int destlen, char *fn);
void CL_ParseDownload (void);
-int bitcounts[32]; /* just for protocol profiling */
+int bitcounts[32]; /* just for protocol profiling */
char *svc_strings[256] = {
"svc_bad",
@@ -238,8 +238,8 @@ void CL_DeltaEntity (frame_t *frame, int newnum, entity_state_t *old,
/* wasn't in last update, so initialize some things */
if (ent->serverframe != cl.frame.serverframe - 1) {
ent->trailcount = 1024; /* for diminishing rocket / grenade trails */
-
- /* duplicate the current state so
+
+ /* duplicate the current state so
* lerping doesn't hurt anything */
ent->prev = *state;
@@ -619,7 +619,7 @@ void CL_ParseFrame (void) {
if (!(!cl_predict->value || (cl.frame.playerstate.pmove.pm_flags & PMF_NO_PREDICTION)))
CL_CheckPredictionError();
}
-}
+}
void CL_ParseServerData (void) {
extern cvar_t *fs_gamedirvar;
@@ -1089,4 +1089,3 @@ void CL_ParseServerMessage (void) {
CL_WriteDemoMessage ();
}
-
View
7 src/client/cl_particles.c
@@ -22,13 +22,13 @@
* This file implements all generic particle stuff
*
* =======================================================================
- */
+ */
-#include "header/client.h"
+#include "header/client.h"
cparticle_t *active_particles, *free_particles;
cparticle_t particles[MAX_PARTICLES];
-int cl_numparticles = MAX_PARTICLES;
+int cl_numparticles = MAX_PARTICLES;
void CL_ClearParticles (void) {
int i;
@@ -240,4 +240,3 @@ void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int
p->alphavel = -1.0f / (0.5f + frand()*alphavel);
}
}
-
View
1 src/client/cl_prediction.c
@@ -254,4 +254,3 @@ void CL_PredictMovement (void) {
VectorCopy (pm.viewangles, cl.predicted_angles);
}
-
View
1 src/client/cl_screen.c
@@ -1247,4 +1247,3 @@ void SCR_DrawCrosshair (void) {
re.DrawPic (scr_vrect.x + ((scr_vrect.width - crosshair_width)>>1)
, scr_vrect.y + ((scr_vrect.height - crosshair_height)>>1), crosshair_pic);
}
-
View
1 src/client/cl_tempentities.c
@@ -1552,4 +1552,3 @@ void CL_AddTEnts (void) {
CL_AddLasers ();
CL_ProcessSustain();
}
-
View
1 src/client/cl_view.c
@@ -504,4 +504,3 @@ void V_Init (void) {
cl_stats = Cvar_Get ("cl_stats", "0", 0);
}
-
View
7 src/client/header/client.h
@@ -39,12 +39,12 @@
/* the cl_parse_entities must be large enough to hold UPDATE_BACKUP frames of
entities, so that when a delta compressed message arives from the server
it can be un-deltad from the original */
-#define MAX_PARSE_ENTITIES 1024
+#define MAX_PARSE_ENTITIES 1024
#define MAX_SUSTAINS 32
#define PARTICLE_GRAVITY 40
#define BLASTER_PARTICLE_COLOR 0xe0
-#define INSTANT_PARTICLE -10000.0
+#define INSTANT_PARTICLE -10000.0
#include <math.h>
#include <string.h>
@@ -222,7 +222,7 @@ typedef struct
/* screen rendering information */
float disable_screen; /* showing loading plaque between levels */
/* or changing rendering dlls */
-
+
/* if time gets > 30 seconds ahead, break it */
int disable_servercount; /* when we receive a frame and cl.servercount */
/* > cls.disable_servercount, clear disable_screen */
@@ -513,4 +513,3 @@ void CL_DrawInventory (void);
void CL_PredictMovement (void);
#endif
-
View
1 src/client/header/console.h
@@ -64,4 +64,3 @@ void Con_ClearNotify (void);
void Con_ToggleConsole_f (void);
#endif
-
View
1 src/client/header/input.h
@@ -39,4 +39,3 @@ void IN_Frame (void);
void IN_Move (usercmd_t *cmd);
#endif
-
View
1 src/client/header/keyboard.h
@@ -295,4 +295,3 @@ void Key_ClearStates (void);
int Key_GetKey (void);
#endif
-
View
1 src/client/header/ref.h
@@ -211,4 +211,3 @@ typedef struct {
typedef refexport_t (*R_GetRefAPI_t)(refimport_t);
#endif
-
View
1 src/client/header/screen.h
@@ -66,4 +66,3 @@ void SCR_StopCinematic(void);
void SCR_FinishCinematic(void);
#endif
-
View
1 src/client/header/vid.h
@@ -47,4 +47,3 @@ void VID_MenuDraw(void);
const char *VID_MenuKey(int);
#endif
-
View
1 src/client/menu/header/qmenu.h
@@ -125,4 +125,3 @@ void Menu_DrawStringR2L( int, int, const char * );
void Menu_DrawStringR2LDark( int, int, const char * );
#endif
-
View
21 src/client/menu/menu.c
@@ -133,16 +133,16 @@ static void M_PushMenu ( void (*draw) (void), const char *(*key) (int) ) {
if (Cvar_VariableValue ("maxclients") == 1
&& Com_ServerState ())
Cvar_Set ("paused", "1");
-
- /* if this menu is already open (and on top),
+
+ /* if this menu is already open (and on top),
close it => toggling behaviour */
if(m_drawfunc == draw && m_keyfunc == key)
{
M_PopMenu();
return;
}
-
- /* if this menu is already present, drop back to
+
+ /* if this menu is already present, drop back to
that level to avoid stacking menus by hotkeys */
for (i=0 ; i<m_menudepth ; i++)
{
@@ -151,10 +151,10 @@ static void M_PushMenu ( void (*draw) (void), const char *(*key) (int) ) {
alreadyPresent = 1;
break;
}
- }
-
+ }
+
/* menu was already opened further down the stack */
- while(alreadyPresent && i <= m_menudepth) {
+ while(alreadyPresent && i <= m_menudepth) {
M_PopMenu(); /* decrements m_menudepth */
}
@@ -165,7 +165,7 @@ static void M_PushMenu ( void (*draw) (void), const char *(*key) (int) ) {
m_layers[m_menudepth].draw = m_drawfunc;
m_layers[m_menudepth].key = m_keyfunc;
m_menudepth++;
-
+
m_drawfunc = draw;
m_keyfunc = key;
@@ -1212,7 +1212,7 @@ static void UpdateSoundQualityFunc( void *unused ) {
Cvar_SetValue( "s_khz", 44 );
Cvar_SetValue( "s_loadas8bit", false );
}
-
+
M_DrawTextBox( 8, 120 - 48, 36, 3 );
M_Print( 16 + 16, 120 - 48 + 8, "Restarting the sound system. This" );
M_Print( 16 + 16, 120 - 48 + 16, "could take up to a minute, so" );
@@ -1280,7 +1280,7 @@ static void Options_MenuInit( void ) {
s_options_sfxvolume_slider.minvalue = 0;
s_options_sfxvolume_slider.maxvalue = 10;
s_options_sfxvolume_slider.curvalue = Cvar_VariableValue( "s_volume" ) * 10.0f;
-
+
#ifdef CDA
s_options_cdvolume_box.generic.type = MTYPE_SPINCONTROL;
s_options_cdvolume_box.generic.x = 0;
@@ -3803,4 +3803,3 @@ void M_Keydown (int key) {
if ( ( s = m_keyfunc( key ) ) != 0 )
S_StartLocalSound( ( char * ) s );
}
-
View
1 src/client/menu/qmenu.c
@@ -569,4 +569,3 @@ void SpinControl_Draw( menulist_s *s ) {
Menu_DrawString( RCOLUMN_OFFSET + s->generic.x + s->generic.parent->x, s->generic.y + s->generic.parent->y + 10, buffer );
}
}
-
View
3 src/client/menu/videomenu.c
@@ -154,7 +154,7 @@ ApplyChanges ( void *unused )
Cvar_SetValue( "gl_mode", -1 );
}
- /* must use an if here (instead of a switch), since the
+ /* must use an if here (instead of a switch), since the
REF_'s are now variables and not #DEFINE's (constants) */
ref = s_ref_list [ s_current_menu_index ].curvalue;
@@ -447,4 +447,3 @@ VID_MenuKey ( int key )
return ( sound );
}
-
View
3 src/client/sound/header/cdaudio.h
@@ -22,7 +22,7 @@
* Function prototypes for the Audio-CD playback
*
* =======================================================================
- */
+ */
#ifdef CDA
@@ -39,4 +39,3 @@ void CDAudio_RandomPlay(void);
#endif
#endif
-
View
1 src/client/sound/header/local.h
@@ -188,4 +188,3 @@ void AL_RawSamples( int samples, int rate, int width, int channels, byte *data,
#endif
#endif
-
View
1 src/client/sound/header/sound.h
@@ -51,4 +51,3 @@ struct sfx_s *S_FindName (char *name, qboolean create);
void CL_GetEntitySoundOrigin (int ent, vec3_t org);
#endif
-
View
5 src/client/sound/header/vorbis.h
@@ -27,8 +27,8 @@
#ifndef CL_SOUND_VORBIS_H
#define CL_SOUND_VORBIS_H
-/* The OGG codec can return the samples in a number
- of different formats, we use the standard signed
+/* The OGG codec can return the samples in a number
+ of different formats, we use the standard signed
short format. */
#define OGG_SAMPLEWIDTH 2
@@ -71,4 +71,3 @@ void OGG_StatusCmd(void);
#endif
#endif
-
View
4 src/client/sound/snd_al.c
@@ -132,7 +132,7 @@ qboolean AL_Init( void ) {
s_numchannels = i;
AL_InitStreamSource();
AL_InitUnderwaterFilter();
-
+
Com_Printf("Number of OpenAL sources: %d\n\n", s_numchannels);
return true;
@@ -409,7 +409,7 @@ void AL_Update( void ) {
AL_IssuePlaysounds();
}
-
+
void AL_Underwater()
{
int i;
View
25 src/client/sound/snd_dma.c
@@ -174,7 +174,7 @@ S_Init ( void )
paintedtime = 0;
#if USE_OPENAL
- if(sound_started == SS_DMA)
+ if(sound_started == SS_DMA)
{
Com_Printf( "Sound sampling rate: %i\n", dma.speed );
}
@@ -357,7 +357,7 @@ S_AliasName ( char *aliasname, char *truename )
num_sfx++;
}
-
+
sfx = &known_sfx [ i ];
sfx->cache = NULL;
strcpy( sfx->name, aliasname );
@@ -410,7 +410,7 @@ S_EndRegistration ( void )
}
if ( sfx->registration_sequence != s_registration_sequence )
- {
+ {
/* it is possible to have a leftover */
if ( sfx->cache )
{
@@ -459,7 +459,7 @@ S_PickChannel ( int entnum, int entchannel )
life_left = 0x7fffffff;
for ( ch_idx = 0; ch_idx < s_numchannels; ch_idx++ )
- {
+ {
/* channel 0 never overrides */
if ( ( entchannel != 0 ) &&
( channels [ ch_idx ].entnum == entnum ) &&
@@ -837,11 +837,11 @@ S_StartSound ( vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol
ps->sfx = sfx;
#if USE_OPENAL
- if( sound_started == SS_OAL )
+ if( sound_started == SS_OAL )
{
ps->begin = paintedtime + timeofs * 1000;
ps->volume = fvol * 384;
- }
+ }
else
#endif
{
@@ -1243,7 +1243,7 @@ GetSoundtime ( void )
oldsamplepos = samplepos;
soundtime = buffers * fullsamples + samplepos / dma.channels;
}
-
+
/*
* Called once each time through the main loop
*/
@@ -1252,9 +1252,9 @@ S_Update ( vec3_t origin, vec3_t forward, vec3_t right, vec3_t up )
{
int i;
int total;
- channel_t *ch;
+ channel_t *ch;
unsigned endtime;
- int samps;
+ int samps;
if ( !sound_started )
{
@@ -1337,12 +1337,12 @@ S_Update ( vec3_t origin, vec3_t forward, vec3_t right, vec3_t up )
Com_Printf( "----(%i)---- painted: %i\n", total, paintedtime );
}
-
+
#ifdef OGG
/* stream music */
- OGG_Stream();
+ OGG_Stream();
#endif
-
+
/* mix some sound */
if ( !sound_started )
{
@@ -1467,4 +1467,3 @@ S_SoundList ( void )
Com_Printf( "Total resident: %i bytes (%.2f MB) in %d sounds\n", total, (float) total / 1024 / 1024, numsounds );
}
-
View
1 src/client/sound/snd_mem.c
@@ -208,4 +208,3 @@ S_LoadSound ( sfx_t *s )
return ( sc );
}
-
View
5 src/client/sound/snd_mix.c
@@ -116,7 +116,7 @@ S_TransferPaintBuffer ( int endtime )
}
}
}
-
+
void
S_PaintChannelFrom8 ( channel_t *ch, sfxcache_t *sc, int count, int offset )
{
@@ -179,7 +179,7 @@ S_PaintChannelFrom16 ( channel_t *ch, sfxcache_t *sc, int count, int offset )
ch->pos += count;
}
-
+
void
S_PaintChannels ( int endtime )
{
@@ -359,4 +359,3 @@ S_InitScaletable ( void )
}
}
}
-
View
5 src/client/sound/snd_vorbis.c
@@ -629,8 +629,8 @@ OGG_Stream ( void )
testing showed, that at most times
at least 52 buffers remain available
for OGG/Vorbis, enough for about 3
- seconds playback. The music won't
- stutter as long as the framerate
+ seconds playback. The music won't
+ stutter as long as the framerate
stayes over 1 FPS. */
if ( ogg_numbufs == 0 )
{
@@ -838,4 +838,3 @@ OGG_StatusCmd ( void )
}
# endif /* OGG */
-
View
1 src/client/sound/snd_wav.c
@@ -206,4 +206,3 @@ GetWavinfo ( char *name, byte *wav, int wavlength )
return ( info );
}
-
View
1 src/common/command/cmd_execution.c
@@ -569,4 +569,3 @@ Cmd_Init ( void )
Cmd_AddCommand( "alias", Cmd_Alias_f );
Cmd_AddCommand( "wait", Cmd_Wait_f );
}
-
View
5 src/common/command/cmd_parser.c
@@ -25,7 +25,7 @@
* subsystem.
*
* =======================================================================
- */
+ */
#include "../header/common.h"
#include "../header/cmd.h"
@@ -272,5 +272,4 @@ qboolean Cbuf_AddLateCommands (void) {
Z_Free (build);
return ret;
-}
-
+}
View
1 src/common/command/cmd_script.c
@@ -125,4 +125,3 @@ void Cmd_Alias_f (void) {
a->value = CopyString (cmd);
}
-
View
3 src/common/common/com_arg.c
@@ -22,7 +22,7 @@
* Common argument processing
*
* =======================================================================
- */
+ */
#include "../header/common.h"
@@ -169,4 +169,3 @@ void Info_Print (char *s)
Com_Printf ("%s\n", value);
}
}
-
View
5 src/common/common/com_clientserver.c
@@ -22,7 +22,7 @@
* Client / Server interactions
*
* =======================================================================
- */
+ */
#include "../header/common.h"
#include <stdlib.h>
@@ -33,7 +33,7 @@
FILE *logfile;
cvar_t *logfile_active; /* 1 = buffer log, 2 = flush after each print */
jmp_buf abortframe; /* an ERR_DROP occured, exit the entire frame */
-int server_state;
+int server_state;
static int rd_target;
static char *rd_buffer;
@@ -233,4 +233,3 @@ void Com_SetServerState (int state)
{
server_state = state;
}
-
View
2 src/common/crc.c
@@ -24,7 +24,7 @@
* the CCITT standard CRC used by XMODEM.
*
* =======================================================================
- */
+ */
#include "header/common.h"
View
28 src/common/filesystem.c
@@ -299,7 +299,7 @@ FS_HandleForFile(const char *path, fileHandle_t * f)
for (i = 0; i < MAX_HANDLES; i++, handle++)
{
- if (handle->file == NULL
+ if (handle->file == NULL
#ifdef ZIP
&& handle->zip == NULL
#endif
@@ -1290,20 +1290,20 @@ FS_AddHomeAsGameDirectory(char *dir)
#ifdef SYSTEMWIDE
-void FS_AddSystemwideGameDirectory(char *dir)
-{
- char gdir[MAX_OSPATH];
- char *datadir = SYSTEMDIR;
- int len = snprintf(gdir, sizeof(gdir), "%s/%s/", datadir, dir);
+void FS_AddSystemwideGameDirectory(char *dir)
+{
+ char gdir[MAX_OSPATH];
+ char *datadir = SYSTEMDIR;
+ int len = snprintf(gdir, sizeof(gdir), "%s/%s/", datadir, dir);
+
+ printf("Using %s to fetch paks\n", gdir);
- printf("Using %s to fetch paks\n", gdir);
-
- if ((len > 0) && (len < sizeof(gdir)) && (gdir[len-1] == '/'))
+ if ((len > 0) && (len < sizeof(gdir)) && (gdir[len-1] == '/'))
{
- gdir[len-1] = 0;
+ gdir[len-1] = 0;
}
-
- FS_AddGameDirectory (gdir);
+
+ FS_AddGameDirectory (gdir);
}
#endif
@@ -1362,7 +1362,7 @@ FS_Path_f(void)
Com_Printf("\n");
for (i = 0, handle = fs_handles; i < MAX_HANDLES; i++, handle++)
- if (handle->file != NULL
+ if (handle->file != NULL
#ifdef ZIP
|| handle->zip != NULL
#endif
@@ -1507,7 +1507,7 @@ FS_SetGamedir(char *dir)
/* Close open files for game dir. */
for (i = 0; i < MAX_HANDLES; i++)
if (strstr(fs_handles[i].name, dir) &&
- (fs_handles[i].file != NULL
+ (fs_handles[i].file != NULL
#ifdef ZIP
|| fs_handles[i].zip != NULL
#endif
View
7 src/common/header/cmd.h
@@ -22,12 +22,12 @@
* The header for the command processor system
*
* =======================================================================
- */
+ */
#ifndef CO_CMD_H
#define CO_CMD_H
-#define MAX_ALIAS_NAME 32
+#define MAX_ALIAS_NAME 32
#define ALIAS_LOOP_COUNT 16
typedef struct cmdalias_s {
@@ -36,7 +36,7 @@ typedef struct cmdalias_s {
char *value;
} cmdalias_t;
-cmdalias_t *cmd_alias;
+cmdalias_t *cmd_alias;
qboolean cmd_wait;
int alias_count; /* for detecting runaway loops */
@@ -47,4 +47,3 @@ void Cmd_Alias_f (void);
void Cmd_Wait_f (void);
#endif
-
View
3 src/common/header/cmodel.h
@@ -117,9 +117,8 @@ void FloodAreaConnections (void);
#ifndef DEDICATED_ONLY
int c_pointcontents;
int c_traces, c_brush_traces;
-#endif
+#endif
int CM_BoxLeafnums_headnode (vec3_t mins, vec3_t maxs, int *list, int listsize, int headnode, int *topnode);
#endif
-
View
16 src/common/header/common.h
@@ -21,7 +21,7 @@
*
* Prototypes witch are shared between the client, the server and the
* game. This is the main game API, changes here will most likely
- * requiere changes to the game ddl.
+ * requiere changes to the game ddl.
*
* =======================================================================
*/
@@ -458,14 +458,14 @@ extern qboolean userinfo_modified;
#define MAX_MSGLEN 1400 /* max length of a message */
#define PACKET_HEADER 10 /* two ints and a short */
-typedef enum
+typedef enum
{
- NA_LOOPBACK,
- NA_BROADCAST,
- NA_IP,
- NA_IPX,
- NA_BROADCAST_IPX,
- NA_IP6,
+ NA_LOOPBACK,
+ NA_BROADCAST,
+ NA_IP,
+ NA_IPX,
+ NA_BROADCAST_IPX,
+ NA_IP6,
NA_MULTICAST6
} netadrtype_t;
View
1 src/common/header/crc.h
@@ -33,4 +33,3 @@ unsigned short CRC_Value(unsigned short crcvalue);
unsigned short CRC_Block (byte *start, int count);
#endif
-
View
44 src/common/header/shared.h
@@ -446,9 +446,9 @@ typedef enum
#define PMF_NO_PREDICTION 64 /* temporarily disables prediction (used for grappling hook) */
/* this structure needs to be communicated bit-accurate/
- from the server to the client to guarantee that
- prediction stays in sync, so no floats are used.
- if any part of the game code modifies this struct, it
+ from the server to the client to guarantee that
+ prediction stays in sync, so no floats are used.
+ if any part of the game code modifies this struct, it
will result in a prediction error of some degree. */
typedef struct
{
@@ -459,7 +459,7 @@ typedef struct
byte pm_flags; /* ducked, jump_held, etc */
byte pm_time; /* each unit = 8 ms */
short gravity;
- short delta_angles[3]; /* add to command angles to get view direction
+ short delta_angles[3]; /* add to command angles to get view direction
changed by spawns, rotating objects, and teleporters */
} pmove_state_t;
@@ -507,9 +507,9 @@ typedef struct
int (*pointcontents)(vec3_t point);
} pmove_t;
-/* entity_state_t->effects
+/* entity_state_t->effects
Effects are things handled on the client side (lights, particles,
- frame animations) that happen constantly on the given entity.
+ frame animations) that happen constantly on the given entity.
An entity that has effects will be sent to the client even if
it has a zero index model. */
#define EF_ROTATE 0x00000001 /* rotate (bonus items) */
@@ -768,7 +768,7 @@ typedef struct
#define MZ2_WIDOW_DISRUPTOR 148
#define MZ2_WIDOW_BLASTER 149
#define MZ2_WIDOW_RAIL 150
-#define MZ2_WIDOW_PLASMABEAM 151
+#define MZ2_WIDOW_PLASMABEAM 151
#define MZ2_CARRIER_MACHINEGUN_L2 152
#define MZ2_CARRIER_MACHINEGUN_R2 153
#define MZ2_WIDOW_RAIL_LEFT 154
@@ -831,9 +831,9 @@ typedef struct
extern vec3_t monster_flash_offset[];
-/* Temp entity events are for things that happen
- at a location seperate from any existing entity.
- Temporary entity messages are explicitly constructed
+/* Temp entity events are for things that happen
+ at a location seperate from any existing entity.
+ Temporary entity messages are explicitly constructed
and broadcast. */
typedef enum
{
@@ -904,7 +904,7 @@ typedef enum
#define SPLASH_BLOOD 6
/* sound channels:
- channel 0 never willingly overrides
+ channel 0 never willingly overrides
other channels (1-7) allways override
a playing sound on that channel */
#define CHAN_AUTO 0
@@ -980,8 +980,8 @@ typedef enum
#define ANGLE2SHORT(x) ((int)((x) * 65536 / 360) & 65535)
#define SHORT2ANGLE(x) ((x) * (360.0 / 65536))
-/* config strings are a general means of communication from
- the server to all connected clients. Each config string
+/* config strings are a general means of communication from
+ the server to all connected clients. Each config string
can be at most MAX_QPATH characters. */
#define CS_NAME 0
#define CS_CDTRACK 1
@@ -1005,9 +1005,9 @@ typedef enum