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#include " c_dispatch.h"
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#include " w_wad.h"
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+ bool clientside = false ; // don't want any rendering code called
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+ bool serverside = true ;
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+ baseapp_t baseapp = test;
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+
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// Unnatural Level Progression. True if we've used 'map' or another command
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// to switch to a specific map out of order, otherwise false.
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bool unnatural_level_progression;
@@ -45,19 +49,25 @@ gameaction_t gameaction;
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bool predicting;
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int demostartgametic;
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+ bool isFast;
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+ bool demoplayback;
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+ bool step_mode;
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+ int gametic;
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+ bool simulated_connection;
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+ gamestate_t gamestate;
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+
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+ CVAR_FUNC_IMPL (sv_allowwidescreen) {}
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+ CVAR_FUNC_IMPL (sv_sharekeys) {}
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+ CVAR_RANGE (sv_teamsinplay, " 2" , " Teams that are enabled" , CVARTYPE_BYTE, CVAR_SERVERINFO | CVAR_LATCH | CVAR_NOENABLEDISABLE, 2 .0f , 3 .0f )
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+ CVAR (sv_maxplayersperteam, " 0" , " Maximum number of players that can be on a team" , CVARTYPE_BYTE, CVAR_SERVERINFO | CVAR_LATCH | CVAR_NOENABLEDISABLE)
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+ CVAR (sv_maxplayers, " 0" , " maximum players who can join the game, others are spectators" , CVARTYPE_BYTE, CVAR_SERVERINFO | CVAR_LATCH | CVAR_NOENABLEDISABLE)
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+
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void C_AddTabCommand(char const *) {}
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void C_RemoveTabCommand (char const *) {}
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void P_ShowSpawns (MapThing*) {}
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void G_DeathMatchSpawnPlayer (player_t &) {}
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player_t & consoleplayer () { static player_t fake{}; return fake; }
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player_t & displayplayer () { static player_t fake{}; return fake; }
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- bool clientside;
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- bool isFast;
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- bool timingdemo;
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- bool demoplayback;
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- bool step_mode;
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- int gametic;
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- bool simulated_connection;
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void BuildDefaultShademap (palette_t const *, shademap_t &) {}
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palindex_t V_BestColor (const argb_t * palette_colors, int r, int g, int b) { return 0 ; }
@@ -92,16 +102,11 @@ void CTF_SpawnFlag(team_t f) {}
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bool SV_AwarenessUpdate (player_t &pl, AActor* mo) { return true ; }
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void SV_SendPackets (void ) {}
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void SV_SendExecuteLineSpecial (byte special, line_t * line, AActor* activator, int arg0,
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- int arg1, int arg2, int arg3, int arg4)
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- {
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- }
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+ int arg1, int arg2, int arg3, int arg4) {}
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void SV_UpdateMonsterRespawnCount () {}
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void SV_Sound (AActor* mo, byte channel, const char * name, byte attenuation) {}
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-
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- CVAR_FUNC_IMPL (sv_sharekeys) {}
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-
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void R_ExitLevel () {}
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void D_SetupUserInfo (void ) {}
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void D_UserInfoChanged (cvar_t *cvar) {}
@@ -120,14 +125,8 @@ void RefreshPalettes (void) {}
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void V_RefreshColormaps () {}
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- CVAR_FUNC_IMPL (sv_allowwidescreen) {}
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-
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size_t C_BasePrint (const int printlevel, const char * color_code, const std::string& str) { return 0 ; }
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- bool serverside;
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- gamestate_t gamestate;
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- baseapp_t baseapp;
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-
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_SEP 128
@@ -158,84 +157,30 @@ void S_Init(float sfxVolume, float musicVolume)
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// NumSequences = 0;
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}
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- void S_Start ()
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- {
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- }
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-
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- void S_Stop ()
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- {
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- }
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-
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- void S_SoundID (int channel, int sound_id, float volume, int attenuation)
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- {
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- }
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-
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- void S_SoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
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- {
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- }
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-
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- void S_SoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
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- {
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- }
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-
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- void S_LoopedSoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
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- {
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- }
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-
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- void S_LoopedSoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
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- {
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- }
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+ void S_Start () {}
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+ void S_Stop () {}
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+ void S_SoundID (int channel, int sound_id, float volume, int attenuation) {}
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+ void S_SoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation) {}
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+ void S_SoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation) {}
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+ void S_LoopedSoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation) {}
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+ void S_LoopedSoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation) {}
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// [Russell] - Hack to stop multiple plat stop sounds
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- void S_PlatSound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
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- {
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- }
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-
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- void S_Sound (int channel, const char *name, float volume, int attenuation)
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- {
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- }
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-
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- void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation)
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- {
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- }
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-
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- void S_Sound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
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- {
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- }
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-
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- void S_LoopedSound (AActor *ent, int channel, const char *name, float volume, int attenuation)
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- {
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- }
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-
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- void S_LoopedSound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
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- {
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- }
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-
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- void S_Sound (fixed_t x, fixed_t y, int channel, const char *name, float volume, int attenuation)
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- {
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- }
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-
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- void S_StopSound (fixed_t *pt)
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- {
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- }
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-
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- void S_StopSound (fixed_t *pt, int channel)
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- {
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- }
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-
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- void S_StopSound (AActor *ent, int channel)
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- {
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- }
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-
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- void S_StopAllChannels ()
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- {
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- }
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+ void S_PlatSound (fixed_t *pt, int channel, const char *name, float volume, int attenuation) {}
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+ void S_Sound (int channel, const char *name, float volume, int attenuation) {}
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+ void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation) {}
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+ void S_Sound (fixed_t *pt, int channel, const char *name, float volume, int attenuation) {}
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+ void S_LoopedSound (AActor *ent, int channel, const char *name, float volume, int attenuation) {}
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+ void S_LoopedSound (fixed_t *pt, int channel, const char *name, float volume, int attenuation) {}
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+ void S_Sound (fixed_t x, fixed_t y, int channel, const char *name, float volume, int attenuation) {}
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+ void S_StopSound (fixed_t *pt) {}
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+ void S_StopSound (fixed_t *pt, int channel) {}
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+ void S_StopSound (AActor *ent, int channel) {}
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+ void S_StopAllChannels () {}
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// Moves all the sounds from one thing to another. If the destination is
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// NULL, then the sound becomes a positioned sound.
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- void S_RelinkSound (AActor *from, AActor *to)
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- {
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- }
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+ void S_RelinkSound (AActor *from, AActor *to) {}
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bool S_GetSoundPlayingInfo (fixed_t *pt, int sound_id)
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{
@@ -250,49 +195,31 @@ bool S_GetSoundPlayingInfo(AActor *ent, int sound_id)
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//
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// Stop and resume music, during game PAUSE.
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//
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- void S_PauseSound ()
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- {
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- }
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+ void S_PauseSound () {}
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- void S_ResumeSound ()
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- {
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- }
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+ void S_ResumeSound () {}
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//
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// Updates music & sounds
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//
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- void S_UpdateSounds (void *listener_p)
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- {
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- }
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+ void S_UpdateSounds (void *listener_p) {}
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- void S_UpdateMusic ()
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- {
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- }
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+ void S_UpdateMusic () {}
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- void S_SetMusicVolume (float volume)
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- {
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- }
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+ void S_SetMusicVolume (float volume) {}
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- void S_SetSfxVolume (float volume)
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- {
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- }
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+ void S_SetSfxVolume (float volume) {}
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//
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// Starts some music with the music id found in sounds.h.
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//
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- void S_StartMusic (const char *m_id)
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- {
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- }
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+ void S_StartMusic (const char *m_id) {}
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// [RH] S_ChangeMusic() now accepts the name of the music lump.
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// It's up to the caller to figure out what that name is.
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- void S_ChangeMusic (std::string musicname, bool looping)
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- {
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- }
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+ void S_ChangeMusic (std::string musicname, bool looping) {}
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- void S_StopMusic ()
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- {
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- }
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+ void S_StopMusic () {}
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// [RH] ===============================
@@ -614,13 +541,8 @@ void S_ParseSndInfo()
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S_HashSounds ();
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}
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- void A_Ambient (AActor *actor)
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- {
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- }
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-
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- void S_ActivateAmbient (AActor *origin, int ambient)
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- {
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- }
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+ void A_Ambient (AActor *actor) {}
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+ void S_ActivateAmbient (AActor *origin, int ambient) {}
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void AM_SetBaseColorDoom () {}
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void AM_SetBaseColorRaven () {}
@@ -643,10 +565,6 @@ void UV_SoundAvoidPlayer(AActor *mo, byte channel, const char *name, byte attenu
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void OnChangedSwitchTexture (line_t *line, int useAgain) {}
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void C_MidPrint (const char *msg, player_t *p, int msgtime) {}
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- CVAR_RANGE (sv_teamsinplay, " 2" , " Teams that are enabled" , CVARTYPE_BYTE, CVAR_SERVERINFO | CVAR_LATCH | CVAR_NOENABLEDISABLE, 2 .0f , 3 .0f )
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- CVAR (sv_maxplayersperteam, " 0" , " Maximum number of players that can be on a team" , CVARTYPE_BYTE, CVAR_SERVERINFO | CVAR_LATCH | CVAR_NOENABLEDISABLE)
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- CVAR (sv_maxplayers, " 0" , " maximum players who can join the game, others are spectators" , CVARTYPE_BYTE, CVAR_SERVERINFO | CVAR_LATCH | CVAR_NOENABLEDISABLE)
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-
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#define R_P2ATHRESHOLD (INT_MAX / 4 )
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angle_t R_PointToAngle2 (fixed_t viewx, fixed_t viewy, fixed_t x, fixed_t y)
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