[iortcw] 99/497: MP: Undo last several commits...not changing gameplay aspects in this project

Simon McVittie smcv at debian.org
Fri Sep 8 10:36:32 UTC 2017


This is an automated email from the git hooks/post-receive script.

smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 52d76f7389d8b28a3a98762eba541a301de0d095
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Mon Apr 28 04:38:21 2014 +0000

    MP: Undo last several commits...not changing gameplay aspects in this project
---
 MP/code/cgame/cg_consolecmds.c    |  31 ---
 MP/code/cgame/cg_draw.c           |  78 +++----
 MP/code/cgame/cg_event.c          |  10 +-
 MP/code/cgame/cg_local.h          |  12 +-
 MP/code/cgame/cg_main.c           |  22 +-
 MP/code/cgame/cg_newdraw.c        |  32 +--
 MP/code/cgame/cg_view.c           |   5 +-
 MP/code/cgame/cg_weapons.c        |  95 ++++-----
 MP/code/ui/ui_shared.c            |  61 +++---
 MP/code/ui/ui_shared.h            |   1 -
 MP/win/VS13/cgame.vcxproj         | 354 --------------------------------
 MP/win/VS13/cgame.vcxproj.filters | 146 -------------
 MP/win/VS13/game.vcxproj          | 419 --------------------------------------
 MP/win/VS13/game.vcxproj.filters  | 270 ------------------------
 MP/win/VS13/game.vcxproj.user     |   4 -
 MP/win/VS13/ioRtcw.sln            |  54 -----
 MP/win/VS13/ui.vcxproj            | 330 ------------------------------
 MP/win/VS13/ui.vcxproj.filters    |  78 -------
 18 files changed, 116 insertions(+), 1886 deletions(-)

diff --git a/MP/code/cgame/cg_consolecmds.c b/MP/code/cgame/cg_consolecmds.c
index c6b5302..eff46ff 100644
--- a/MP/code/cgame/cg_consolecmds.c
+++ b/MP/code/cgame/cg_consolecmds.c
@@ -524,33 +524,6 @@ static void CG_DumpLocation_f( void ) {
 			   (int) cg.snap->ps.origin[0], (int) cg.snap->ps.origin[1], (int) cg.snap->ps.origin[2] );
 }
 
-/*
-===================
-L0
-
-+vstr
-===================
-*/
-void CG_vstrDown_f(void) {
-	if (trap_Argc() == 5) {
-		trap_SendConsoleCommand(va("vstr %s;", CG_Argv(1)));
-	}
-	else { CG_Printf("[cgnotify]^3Usage: ^7+vstr [down_vstr] [up_vstr]\n"); }
-}
-
-/*
-===================
-L0
-
--vstr
-===================
-*/
-void CG_vstrUp_f(void) {
-	if (trap_Argc() == 5) {
-		trap_SendConsoleCommand(va("vstr %s;", CG_Argv(2)));
-	}
-	else { CG_Printf("[cgnotify]^3Usage: ^7+vstr [down_vstr] [up_vstr]\n"); }
-}
 
 typedef struct {
 	char    *cmd;
@@ -608,10 +581,6 @@ static consoleCommand_t commands[] = {
 
 	// Arnout
 	{ "dumploc", CG_DumpLocation_f },
-
-	// L0
-	{ "+vstr", CG_vstrDown_f },
-	{ "-vstr", CG_vstrUp_f },
 };
 
 
diff --git a/MP/code/cgame/cg_draw.c b/MP/code/cgame/cg_draw.c
index ed40832..c91db76 100644
--- a/MP/code/cgame/cg_draw.c
+++ b/MP/code/cgame/cg_draw.c
@@ -1685,7 +1685,7 @@ static void CG_DrawCrosshair( void ) {
 	w = h = cg_crosshairSize.value;
 
 	// RF, crosshair size represents aim spread
-	f = (float)((cg_crosshairPulse.integer == 0) ? 0 : cg.snap->ps.aimSpreadScale / 255.0);
+	f = (float)cg.snap->ps.aimSpreadScale / 255.0;
 	w *= ( 1 + f * 2.0 );
 	h *= ( 1 + f * 2.0 );
 
@@ -2229,8 +2229,8 @@ static void CG_DrawVote( void ) {
 			s = "Server Host cannot be complained against";
 			CG_DrawStringExt( 8, 200, CG_TranslateString( s ), color, qtrue, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 80 );
 			return;
-		}							  // L0 - Complaint popup
-		if (cgs.complaintClient == -4 && cg_complaintPopUp.integer) {
+		}
+		if ( cgs.complaintClient == -4 ) {
 			s = "You were team-killed by the Server Host";
 			CG_DrawStringExt( 8, 200, CG_TranslateString( s ), color, qtrue, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 80 );
 			return;
@@ -2245,16 +2245,12 @@ static void CG_DrawVote( void ) {
 			Q_strncpyz( str2, "vote no", 32 );
 		}
 
-		// L0 - Complaint popup wrapper
-		if (cg_complaintPopUp.integer)
-		{
-			s = va(CG_TranslateString("File complaint against %s for team-killing?"), cgs.clientinfo[cgs.complaintClient].name);
-			CG_DrawStringExt(8, 200, s, color, qtrue, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 80);
+		s = va( CG_TranslateString( "File complaint against %s for team-killing?" ), cgs.clientinfo[cgs.complaintClient].name );
+		CG_DrawStringExt( 8, 200, s, color, qtrue, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 80 );
 
-			s = va(CG_TranslateString("Press '%s' for YES, or '%s' for No"), str1, str2);
-			CG_DrawStringExt(8, 214, s, color, qtrue, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 80);
-			return;
-		}
+		s = va( CG_TranslateString( "Press '%s' for YES, or '%s' for No" ), str1, str2 );
+		CG_DrawStringExt( 8, 214, s, color, qtrue, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 80 );
+		return;
 	}
 
 	if ( !cgs.voteTime ) {
@@ -2644,18 +2640,17 @@ static void CG_DrawWarmup( void ) {
 
 		cw = 10;
 
-		// L0 - Pushed all lower for 20 so it's no so stacked..
-		w = CG_DrawStrlen(s); 
-		CG_DrawStringExt(320 - w * cw / 2, 160, s, colorWhite,
-			qfalse, qtrue, cw, (int)(cw * 1.5), 0);
-
-		w = CG_DrawStrlen(s1);
-		CG_DrawStringExt(320 - w * cw / 2, 180, s1, colorWhite,
-			qfalse, qtrue, cw, (int)(cw * 1.5), 0);
-
-		w = CG_DrawStrlen(s2);
-		CG_DrawStringExt(320 - w * cw / 2, 200, s2, colorWhite,
-			qfalse, qtrue, cw, (int)(cw * 1.5), 0);
+		w = CG_DrawStrlen( s );
+		CG_DrawStringExt( 320 - w * cw / 2, 140, s, colorWhite,
+						  qfalse, qtrue, cw, (int)( cw * 1.5 ), 0 );
+
+		w = CG_DrawStrlen( s1 );
+		CG_DrawStringExt( 320 - w * cw / 2, 160, s1, colorWhite,
+						  qfalse, qtrue, cw, (int)( cw * 1.5 ), 0 );
+
+		w = CG_DrawStrlen( s2 );
+		CG_DrawStringExt( 320 - w * cw / 2, 180, s2, colorWhite,
+						  qfalse, qtrue, cw, (int)( cw * 1.5 ), 0 );
 	}
 }
 
@@ -2776,9 +2771,7 @@ static void CG_DrawFlashDamage( void ) {
 		}
 
 		VectorSet( col, 0.2, 0, 0 );
-		col[3] = 0.7 * (redFlash / 5.0) * ( (cg_bloodFlash.value > 1.0) ? 1.0 :
-											(cg_bloodFlash.value < 0.0) ? 0.0 :
-											 cg_bloodFlash.value );
+		col[3] =  0.7 * ( redFlash / 5.0 );
 
 		CG_FillRect( -10, -10, 650, 490, col );
 	}
@@ -3098,17 +3091,11 @@ void CG_DrawObjectiveIcons( void ) {
 	seconds -= mins * 60;
 	tens = seconds / 10;
 	seconds -= tens * 10;
-	
-	if (cgs.gamestate != GS_PLAYING) {
-		fade = fabs(sin(cg.time * 0.002)) * cg_hudAlpha.value;
-		s = va("^3Warmup");
-	}
-	else if (msec < 0) {
-		fade = fabs(sin(cg.time * 0.002)) * cg_hudAlpha.value;
-		s = va("0:00");
-	}
-	else {
-		s = va("%i:%i%i", mins, tens, seconds); // float cast to line up with reinforce time
+	if ( msec < 0 ) {
+		fade = fabs( sin( cg.time * 0.002 ) ) * cg_hudAlpha.value;
+		s = va( "0:00" );
+	} else {
+		s = va( "%i:%i%i", mins, tens, seconds ); // float cast to line up with reinforce time
 		fade = cg_hudAlpha.value;
 	}
 
@@ -3637,13 +3624,14 @@ void CG_ShakeCamera( void ) {
 
 	// JPW NERVE starts at 1, approaches 0 over time
 	x = ( cg.cameraShakeTime - cg.time ) / cg.cameraShakeLength;
-
-	val = sin(M_PI * 7 * x + cg.cameraShakePhase) * x * 4.0f * cg.cameraShakeScale;
-	cg.refdef.vieworg[2] += val;
-	val = sin(M_PI * 13 * x + cg.cameraShakePhase) * x * 4.0f * cg.cameraShakeScale;
-	cg.refdef.vieworg[1] += val;
-	val = cos(M_PI * 17 * x + cg.cameraShakePhase) * x * 4.0f * cg.cameraShakeScale;
-	cg.refdef.vieworg[0] += val;	
+
+	// up/down
+	val = sin( M_PI * 8 * x + cg.cameraShakePhase ) * x * 18.0f * cg.cameraShakeScale;
+	cg.refdefViewAngles[0] += val;
+
+	// left/right
+	val = sin( M_PI * 15 * x + cg.cameraShakePhase ) * x * 16.0f * cg.cameraShakeScale;
+	cg.refdefViewAngles[1] += val;
 
 	AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
 }
diff --git a/MP/code/cgame/cg_event.c b/MP/code/cgame/cg_event.c
index 3fedcbd..7560683 100644
--- a/MP/code/cgame/cg_event.c
+++ b/MP/code/cgame/cg_event.c
@@ -1924,13 +1924,9 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
 		if ( ( es->weapon != WP_GRENADE_LAUNCHER ) && ( es->weapon != WP_GRENADE_PINEAPPLE ) && ( es->weapon != WP_DYNAMITE )  && ( es->weapon != WP_DYNAMITE2 ) ) {
 			trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
 		}
-		// L0 - noAmmoAutoSwitch (patched)
-		if (es->number == cg.snap->ps.clientNum 
-			&& (cg_noAmmoAutoSwitch.integer > 0 
-			&& !CG_WeaponSelectable(cg.weaponSelect))) 
-		{
-			CG_OutOfAmmoChange(event == EV_NOAMMO ? qfalse : qtrue);
-		} // ~
+		if ( es->number == cg.snap->ps.clientNum ) {
+			CG_OutOfAmmoChange();
+		}
 		break;
 	case EV_CHANGE_WEAPON:
 	{
diff --git a/MP/code/cgame/cg_local.h b/MP/code/cgame/cg_local.h
index fc1cb87..d4fafef 100644
--- a/MP/code/cgame/cg_local.h
+++ b/MP/code/cgame/cg_local.h
@@ -1770,15 +1770,6 @@ extern vmCvar_t cg_descriptiveText;
 extern vmCvar_t cg_autoReload;
 extern vmCvar_t cg_antilag;
 
-// L0
-extern vmCvar_t cg_crosshairPulse;
-extern vmCvar_t cg_bloodDamageBlend;
-extern vmCvar_t cg_drawWeaponIconFlash;
-extern vmCvar_t cg_bloodFlash;
-extern vmCvar_t cg_muzzleFlash;
-extern vmCvar_t cg_complaintPopUp;
-extern vmCvar_t cg_noAmmoAutoSwitch;
-
 //
 // cg_main.c
 //
@@ -1992,7 +1983,6 @@ void CG_NextWeapon_f( void );
 void CG_PrevWeapon_f( void );
 void CG_Weapon_f( void );
 void CG_WeaponBank_f( void );
-qboolean CG_WeaponSelectable(int i);
 
 void CG_FinishWeaponChange( int lastweap, int newweap );
 
@@ -2033,7 +2023,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
 void CG_DrawWeaponSelect( void );
 void CG_DrawHoldableSelect( void );
 
-void CG_OutOfAmmoChange( qboolean allowForceSwitch );
+void CG_OutOfAmmoChange( void );
 void CG_HoldableUsedupChange( void ); //----(SA)	added
 
 //----(SA) added to header to access from outside cg_weapons.c
diff --git a/MP/code/cgame/cg_main.c b/MP/code/cgame/cg_main.c
index 0457ab0..6084681 100644
--- a/MP/code/cgame/cg_main.c
+++ b/MP/code/cgame/cg_main.c
@@ -279,16 +279,6 @@ vmCvar_t cg_bluelimbotime;
 vmCvar_t cg_autoReload;
 vmCvar_t cg_antilag;
 
-// L0
-vmCvar_t cg_crosshairPulse;
-vmCvar_t cg_drawWeaponIconFlash;
-vmCvar_t cg_bloodDamageBlend;
-vmCvar_t cg_bloodFlash;
-vmCvar_t cg_muzzleFlash;
-vmCvar_t cg_complaintPopUp;
-vmCvar_t cg_noAmmoAutoSwitch;
-// ~L0
-
 typedef struct {
 	vmCvar_t    *vmCvar;
 	char        *cvarName;
@@ -488,17 +478,7 @@ cvarTable_t cvarTable[] = {
 
 	{ &cg_autoReload, "cg_autoReload", "1", CVAR_ARCHIVE },
 
-	{ &cg_antilag, "g_antilag", "0", 0 },
-
-	// L0
-	{ &cg_crosshairPulse, "cg_crosshairPulse", "1", CVAR_ARCHIVE },
-	{ &cg_drawWeaponIconFlash, "cg_drawWeaponIconFlash", "0", CVAR_ARCHIVE },
-	{ &cg_bloodDamageBlend, "cg_bloodDamageBlend", "1.0", CVAR_ARCHIVE },
-	{ &cg_bloodFlash, "cg_bloodFlash", "1.0", CVAR_ARCHIVE },
-	{ &cg_muzzleFlash, "cg_muzzleFlash", "1", CVAR_ARCHIVE },
-	{ &cg_complaintPopUp, "cg_complaintPopUp", "1", CVAR_ARCHIVE },
-	{ &cg_noAmmoAutoSwitch, "cg_noAmmoAutoSwitch", "1", CVAR_ARCHIVE }
-	// ~L0
+	{ &cg_antilag, "g_antilag", "0", 0 }
 };
 
 static int  cvarTableSize = ARRAY_LEN( cvarTable );
diff --git a/MP/code/cgame/cg_newdraw.c b/MP/code/cgame/cg_newdraw.c
index 35ff752..5e40249 100644
--- a/MP/code/cgame/cg_newdraw.c
+++ b/MP/code/cgame/cg_newdraw.c
@@ -296,34 +296,14 @@ static void CG_DrawPlayerWeaponIcon( rectDef_t *rect, qboolean drawHighlighted,
 		return;
 	}
 
-	if (cg_drawWeaponIconFlash.integer) {
-		if (cg.snap->ps.weaponstate == WEAPON_RELOADING) {
-			VectorCopy(colorYellow, hcolor);
-			icon = cg_weapons[realweap].weaponIcon[1];
-		}
-		else if (cg.snap->ps.weaponstate == WEAPON_FIRING) {
-			VectorCopy(colorRed, hcolor);
-			icon = cg_weapons[realweap].weaponIcon[1];
-		}
-		else if (cg.snap->ps.weaponstate == WEAPON_READY) {
-			VectorCopy(colorYellow, hcolor);
-			icon = cg_weapons[realweap].weaponIcon[0];
-		}
-		else {
-			VectorCopy(colorWhite, hcolor);
-			icon = cg_weapons[realweap].weaponIcon[1];
-		}
-		hcolor[3] = 4.0f;
-	} // Just wrap default ..
-	else {
-		if (drawHighlighted) {
-			icon = cg_weapons[realweap].weaponIcon[1];
-		}
-		else {
-			icon = cg_weapons[realweap].weaponIcon[0];
-		}
+	if ( drawHighlighted ) {
+		icon = cg_weapons[ realweap ].weaponIcon[1];
+	} else {
+		icon = cg_weapons[ realweap ].weaponIcon[0];
 	}
 
+
+
 	// pulsing grenade icon to help the player 'count' in their head
 	if ( cg.predictedPlayerState.grenadeTimeLeft ) {   // grenades and dynamite set this
 
diff --git a/MP/code/cgame/cg_view.c b/MP/code/cgame/cg_view.c
index f57f514..d0ce6f0 100644
--- a/MP/code/cgame/cg_view.c
+++ b/MP/code/cgame/cg_view.c
@@ -1024,9 +1024,8 @@ static void CG_DamageBlendBlob( void ) {
 		ent.shaderRGBA[0] = 255;
 		ent.shaderRGBA[1] = 255;
 		ent.shaderRGBA[2] = 255;
-		ent.shaderRGBA[3] = 255 * ( (cg_bloodDamageBlend.value > 1.0f) ? 1.0f :
-									(cg_bloodDamageBlend.value < 0.0f) ? 0.0f : cg_bloodDamageBlend.value);
-		trap_R_AddRefEntityToScene(&ent);
+		ent.shaderRGBA[3] = 255;
+		trap_R_AddRefEntityToScene( &ent );
 
 		redFlash += ent.radius;
 	}
diff --git a/MP/code/cgame/cg_weapons.c b/MP/code/cgame/cg_weapons.c
index b286bed..e28b076 100644
--- a/MP/code/cgame/cg_weapons.c
+++ b/MP/code/cgame/cg_weapons.c
@@ -2657,11 +2657,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
 		flash.hModel = 0;
 	}
 
-	// L0 - Disable muzzleFlash if they have it off..	
-	if (!cg_muzzleFlash.integer) {
-		flash.hModel = 0;
-	}
-
 	// weaps with barrel smoke
 	if ( ps || cg.renderingThirdPerson || !isPlayer ) {
 		if ( weaponNum == WP_STEN || weaponNum == WP_VENOM ) {
@@ -3110,7 +3105,7 @@ static qboolean CG_WeaponHasAmmo( int i ) {
 CG_WeaponSelectable
 ===============
 */
-qboolean CG_WeaponSelectable( int i ) {
+static qboolean CG_WeaponSelectable( int i ) {
 
 	// allow the player to unselect all weapons
 //	if(i == WP_NONE)
@@ -4156,7 +4151,7 @@ CG_OutOfAmmoChange
 The current weapon has just run out of ammo
 ===================
 */
-void CG_OutOfAmmoChange( qboolean allowForceSwitch ) {
+void CG_OutOfAmmoChange( void ) {
 	int i;
 	int bank = 0, cycle = 0;
 	int equiv = WP_NONE;
@@ -4175,51 +4170,47 @@ void CG_OutOfAmmoChange( qboolean allowForceSwitch ) {
 	}
 // jpw
 
-	// L0 - wrapped for noAmmoAutoSwitch
-	if ( allowForceSwitch )
-	{
-		// JPW NERVE -- early out if we just fired Panzerfaust, go to pistola, then grenades
-		if (cg.weaponSelect == WP_PANZERFAUST) {
-			for (i = 0; i < MAX_WEAPS_IN_BANK_MP; i++)
-			if (CG_WeaponSelectable(weapBanksMultiPlayer[2][i])) { // find a pistol
-				cg.weaponSelect = weapBanksMultiPlayer[2][i];
-				CG_FinishWeaponChange(cg.predictedPlayerState.weapon, cg.weaponSelect);
-				return;
-			}
-			for (i = 0; i < MAX_WEAPS_IN_BANK_MP; i++)
-			if (CG_WeaponSelectable(weapBanksMultiPlayer[4][i])) { // find a grenade
-				cg.weaponSelect = weapBanksMultiPlayer[4][i];
-				CG_FinishWeaponChange(cg.predictedPlayerState.weapon, cg.weaponSelect);
-				return;
-			}
-		}
-		// jpw
-
-		// never switch weapon if auto-reload is disabled
-		if (!cg.pmext.bAutoReload && IS_AUTORELOAD_WEAPON(cg.weaponSelect)) {
-			return;
-		}
-
-		// if you're using an alt mode weapon, try switching back to the parent
-		// otherwise, switch to the equivalent if you've got it
-		if (cg.weaponSelect >= WP_BEGINSECONDARY && cg.weaponSelect <= WP_LASTSECONDARY) {
-			cg.weaponSelect = equiv = getAltWeapon(cg.weaponSelect);    // base any further changes on the parent
-			if (CG_WeaponSelectable(equiv)) {    // the parent was selectable, drop back to that
-				CG_FinishWeaponChange(cg.predictedPlayerState.weapon, cg.weaponSelect); //----(SA)
-				return;
-			}
-		}
-
-
-		// now try the opposite team's equivalent weap
-		equiv = getEquivWeapon(cg.weaponSelect);
-
-		if (equiv != cg.weaponSelect && CG_WeaponSelectable(equiv)) {
-			cg.weaponSelect = equiv;
-			CG_FinishWeaponChange(cg.predictedPlayerState.weapon, cg.weaponSelect); //----(SA)
-			return;
-		}
-	} // ~L0 - Wrapper ends here..
+// JPW NERVE -- early out if we just fired Panzerfaust, go to pistola, then grenades
+	if ( cg.weaponSelect == WP_PANZERFAUST ) {
+		for ( i = 0; i < MAX_WEAPS_IN_BANK_MP; i++ )
+			if ( CG_WeaponSelectable( weapBanksMultiPlayer[2][i] ) ) { // find a pistol
+				cg.weaponSelect = weapBanksMultiPlayer[2][i];
+				CG_FinishWeaponChange( cg.predictedPlayerState.weapon, cg.weaponSelect );
+				return;
+			}
+		for ( i = 0; i < MAX_WEAPS_IN_BANK_MP; i++ )
+			if ( CG_WeaponSelectable( weapBanksMultiPlayer[4][i] ) ) { // find a grenade
+				cg.weaponSelect = weapBanksMultiPlayer[4][i];
+				CG_FinishWeaponChange( cg.predictedPlayerState.weapon, cg.weaponSelect );
+				return;
+			}
+	}
+// jpw
+
+	// never switch weapon if auto-reload is disabled
+	if ( !cg.pmext.bAutoReload && IS_AUTORELOAD_WEAPON( cg.weaponSelect ) ) {
+		return;
+	}
+
+	// if you're using an alt mode weapon, try switching back to the parent
+	// otherwise, switch to the equivalent if you've got it
+	if ( cg.weaponSelect >= WP_BEGINSECONDARY && cg.weaponSelect <= WP_LASTSECONDARY ) {
+		cg.weaponSelect = equiv = getAltWeapon( cg.weaponSelect );    // base any further changes on the parent
+		if ( CG_WeaponSelectable( equiv ) ) {    // the parent was selectable, drop back to that
+			CG_FinishWeaponChange( cg.predictedPlayerState.weapon, cg.weaponSelect ); //----(SA)
+			return;
+		}
+	}
+
+
+	// now try the opposite team's equivalent weap
+	equiv = getEquivWeapon( cg.weaponSelect );
+
+	if ( equiv != cg.weaponSelect && CG_WeaponSelectable( equiv ) ) {
+		cg.weaponSelect = equiv;
+		CG_FinishWeaponChange( cg.predictedPlayerState.weapon, cg.weaponSelect ); //----(SA)
+		return;
+	}
 
 	//
 	// more complicated selection
diff --git a/MP/code/ui/ui_shared.c b/MP/code/ui/ui_shared.c
index e0c0479..5beca18 100644
--- a/MP/code/ui/ui_shared.c
+++ b/MP/code/ui/ui_shared.c
@@ -2033,7 +2033,7 @@ qboolean Item_ListBox_HandleKey( itemDef_t *item, int key, qboolean down, qboole
 			}
 		} else {
 			viewmax = ( item->window.rect.h / listPtr->elementHeight );
-			if ( key == K_UPARROW || key == K_KP_UPARROW || key == K_MWHEELUP ) {
+			if ( key == K_UPARROW || key == K_KP_UPARROW ) {
 				if ( !listPtr->notselectable ) {
 					listPtr->cursorPos--;
 					if ( listPtr->cursorPos < 0 ) {
@@ -2055,7 +2055,7 @@ qboolean Item_ListBox_HandleKey( itemDef_t *item, int key, qboolean down, qboole
 				}
 				return qtrue;
 			}
-			if ( key == K_DOWNARROW || key == K_KP_DOWNARROW || key == K_MWHEELDOWN ) {
+			if ( key == K_DOWNARROW || key == K_KP_DOWNARROW ) {
 				if ( !listPtr->notselectable ) {
 					listPtr->cursorPos++;
 					if ( listPtr->cursorPos < listPtr->startPos ) {
@@ -2080,8 +2080,6 @@ qboolean Item_ListBox_HandleKey( itemDef_t *item, int key, qboolean down, qboole
 		}
 		// mouse hit
 		if ( key == K_MOUSE1 || key == K_MOUSE2 ) {
-			Item_ListBox_MouseEnter(item, DC->cursorx, DC->cursory);
-
 			if ( item->window.flags & WINDOW_LB_LEFTARROW ) {
 				listPtr->startPos--;
 				if ( listPtr->startPos < 0 ) {
@@ -2618,7 +2616,8 @@ qboolean Item_Slider_HandleKey( itemDef_t *item, int key, qboolean down ) {
 				}
 			}
 		}
-	}	
+	}
+	DC->Print( "slider handle key exit\n" );
 	return qfalse;
 }
 
@@ -2951,22 +2950,13 @@ void Menu_HandleKey( menuDef_t *menu, int key, qboolean down ) {
 			Item_RunScript( &it, menu->onESC );
 		}
 		break;
+
+	case K_TAB:
 	case K_KP_DOWNARROW:
 	case K_DOWNARROW:
 		Menu_SetNextCursorItem( menu );
 		break;
 
-	case K_KP_ENTER:
-	case K_ENTER:
-	case K_TAB:
-	if (trap_Key_IsDown(K_SHIFT)) {
-		Menu_SetPrevCursorItem(menu);
-	}
-	else {
-		Menu_SetNextCursorItem(menu);
-	}
-	break;
-
 	case K_MOUSE1:
 	case K_MOUSE2:
 		if ( item ) {
@@ -2996,19 +2986,6 @@ void Menu_HandleKey( menuDef_t *menu, int key, qboolean down ) {
 		}
 		break;
 
-	case K_MOUSE3:
-		if (item) {
-			if (item->type == ITEM_TYPE_EDITFIELD || item->type == ITEM_TYPE_NUMERICFIELD) {
-				item->cursorPos = 0;
-				g_editingField = qtrue;
-				g_editItem = item;
-			}
-			else {
-				Item_Action(item);
-			}
-		}
-		break;
-
 	case K_JOY1:
 	case K_JOY2:
 	case K_JOY3:
@@ -3029,7 +3006,20 @@ void Menu_HandleKey( menuDef_t *menu, int key, qboolean down ) {
 	case K_AUX14:
 	case K_AUX15:
 	case K_AUX16:
-		break;	
+		break;
+	case K_KP_ENTER:
+	case K_ENTER:
+	case K_MOUSE3:
+		if ( item ) {
+			if ( item->type == ITEM_TYPE_EDITFIELD || item->type == ITEM_TYPE_NUMERICFIELD ) {
+				item->cursorPos = 0;
+				g_editingField = qtrue;
+				g_editItem = item;
+			} else {
+				Item_Action( item );
+			}
+		}
+		break;
 	}
 }
 
@@ -3766,10 +3756,10 @@ void Item_Slider_Paint( itemDef_t *item ) {
 		x = item->window.rect.x;
 	}
 	DC->setColor( newColor );
-	DC->drawHandlePic(x, y, SLIDER_WIDTH, SLIDER_HEIGHT, DC->Assets.sliderBar);
-
-	x = Item_Slider_ThumbPosition(item);
-	DC->drawHandlePic(x - (SLIDER_THUMB_WIDTH / 2), y - 2, SLIDER_THUMB_WIDTH, SLIDER_THUMB_HEIGHT, DC->Assets.sliderThumb);
+	DC->drawHandlePic( x, y, SLIDER_WIDTH, SLIDER_HEIGHT, DC->Assets.sliderBar );
+
+	x = Item_Slider_ThumbPosition( item );
+	DC->drawHandlePic( x - ( SLIDER_THUMB_WIDTH / 2 ), y - 2, SLIDER_THUMB_WIDTH, SLIDER_THUMB_HEIGHT, DC->Assets.sliderThumb );
 }
 
 void Item_Bind_Paint( itemDef_t *item ) {
@@ -4432,6 +4422,9 @@ void Item_Paint( itemDef_t *item ) {
 	case ITEM_TYPE_LISTBOX:
 		Item_ListBox_Paint( item );
 		break;
+//		case ITEM_TYPE_IMAGE:
+//			Item_Image_Paint(item);
+//			break;
 	case ITEM_TYPE_MENUMODEL:
 		Item_Model_Paint( item );
 		break;
diff --git a/MP/code/ui/ui_shared.h b/MP/code/ui/ui_shared.h
index a1ebb93..5b4ac43 100644
--- a/MP/code/ui/ui_shared.h
+++ b/MP/code/ui/ui_shared.h
@@ -456,7 +456,6 @@ void Menu_PaintAll( void );
 menuDef_t *Menus_ActivateByName( const char *p, qboolean modalStack );
 void Menu_Reset( void );
 qboolean Menus_AnyFullScreenVisible( void );
-qboolean trap_Key_IsDown(int keynum);
 void  Menus_Activate( menuDef_t *menu );
 
 displayContextDef_t *Display_GetContext( void );
diff --git a/MP/win/VS13/cgame.vcxproj b/MP/win/VS13/cgame.vcxproj
deleted file mode 100644
index cb45edf..0000000
--- a/MP/win/VS13/cgame.vcxproj
+++ /dev/null
@@ -1,354 +0,0 @@
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-      <Configuration>Release</Configuration>
-      <Platform>Win32</Platform>
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-      <Configuration>Release</Configuration>
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-  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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diff --git a/MP/win/VS13/cgame.vcxproj.filters b/MP/win/VS13/cgame.vcxproj.filters
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