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Diffstat (limited to 'src/fpsgame/fps.cpp')
-rw-r--r--src/fpsgame/fps.cpp26
1 files changed, 3 insertions, 23 deletions
diff --git a/src/fpsgame/fps.cpp b/src/fpsgame/fps.cpp
index c74f5f4..eadb2c8 100644
--- a/src/fpsgame/fps.cpp
+++ b/src/fpsgame/fps.cpp
@@ -9,7 +9,6 @@ namespace game {
fpsent *player1 = NULL; // our client
vector<fpsent *> players; // other clients
int savedammo[NUMGUNS];
- bool clientoption(const char *arg) { return false; }
void taunt() {
if(player1->state!=CS_ALIVE || player1->physstate<PHYS_SLOPE) return;
if(lastmillis-player1->lasttaunt<1000) return;
@@ -454,9 +453,6 @@ namespace game {
lasthit = 0;
execident("mapstart");
}
- void loadingmap(const char *name) {
- execident("playsong");
- }
void startmap(const char *name) { // called just after a map load {
pwreset();
ai::savewaypoints();
@@ -474,14 +470,11 @@ namespace game {
const char *getscreenshotinfo() {
return server::modename(gamemode, NULL);
}
- void physicstrigger(physent *d, bool local, int floorlevel, int material) {
+ void physicstrigger(physent *d, int floorlevel) {
if(d->type==ENT_INANIMATE) return;
- if (floorlevel>0) { if(d==player1 || d->type!=ENT_PLAYER || ((fpsent *)d)->ai) msgsound(S_JUMP, d); }
+ if (floorlevel>0) { if(d==player1 || d->type!=ENT_PLAYER || ((fpsent *)d)->ai) msgsound(S_JUMP, d); }
else if(floorlevel<0) { if(d==player1 || d->type!=ENT_PLAYER || ((fpsent *)d)->ai) msgsound(S_LAND, d); }
}
- void dynentcollide(physent *d, physent *o, const vec &dir) {
- return;
- }
void msgsound(int n, physent *d) {
if(!d || d==player1) {
addmsg(N_SOUND, "ci", d, n);
@@ -564,6 +557,7 @@ namespace game {
gle::end();
}
float abovegameplayhud(int w, int h) {
+ (void)w;(void)h;
switch(hudplayer()->state) {
case CS_EDITING:
case CS_SPECTATOR:
@@ -888,9 +882,6 @@ namespace game {
pophudmatrix();
}
}
- int clipconsole(int w, int h) {
- return 0;
- }
VARP(teamcrosshair, 0, 1, 1);
VARP(hitcrosshair, 0, 425, 1000);
const char *defaultcrosshair(int index) {
@@ -920,15 +911,6 @@ namespace game {
if(d->gunwait) color.mul(0.5f);
return crosshair;
}
- void lighteffects(dynent *e, vec &color, vec &dir) {
-#if 0
- fpsent *d = (fpsent *)e;
- if(d->state!=CS_DEAD && d->quadmillis) {
- float t = 0.5f + 0.5f*sinf(2*M_PI*lastmillis/1000.0f);
- color.y = color.y*(1-t) + t;
- }
-#endif
- }
int maxsoundradius(int n) {
switch(n) {
case S_JUMP:
@@ -1038,8 +1020,6 @@ namespace game {
return false;
}
// any data written into this vector will get saved with the map data. Must take care to do own versioning, and endianess if applicable. Will not get called when loading maps from other games, so provide defaults.
- void writegamedata(vector<char> &extras) {}
- void readgamedata(vector<char> &extras) {}
const char *savedconfig() { return "config.cfg"; }
const char *restoreconfig() { return "restore.cfg"; }
const char *defaultconfig() { return "data/defaults.cfg"; }