/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Lazarus Quake 2 Mod source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // g_utils.c -- misc utility functions for game module #include "g_local.h" void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) { result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1]; result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1]; result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2]; } void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result) { result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1] + up[0] * distance[2]; result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1] + up[1] * distance[2]; result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + up[2] * distance[2]; } /* ============= G_Find Searches all active entities for the next one that holds the matching string at fieldofs (use the FOFS() macro) in the structure. Searches beginning at the edict after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ edict_t *G_Find (edict_t *from, size_t fieldofs, char *match) // Knightmare- changed fieldofs from int { char *s; if (!from) from = g_edicts; else from++; for ( ; from < &g_edicts[globals.num_edicts] ; from++) { if (!from->inuse) continue; s = *(char **) ((byte *)from + fieldofs); if (!s) continue; if (!Q_stricmp (s, match)) return from; } return NULL; } /* ================= findradius Returns entities that have origins within a spherical area findradius (origin, radius) ================= */ edict_t *findradius (edict_t *from, vec3_t org, float rad) { vec3_t eorg; int j; if (!from) from = g_edicts; else from++; for ( ; from < &g_edicts[globals.num_edicts]; from++) { if (!from->inuse) continue; if (from->solid == SOLID_NOT) continue; for (j=0 ; j<3 ; j++) eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5); if (VectorLength(eorg) > rad) continue; return from; } return NULL; } /* ============= G_PickTarget Searches all active entities for the next one that holds the matching string at fieldofs (use the FOFS() macro) in the structure. Searches beginning at the edict after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ #define MAXCHOICES 8 edict_t *G_PickTarget (char *targetname) { edict_t *ent = NULL; int num_choices = 0; edict_t *choice[MAXCHOICES]; if (!targetname) { gi.dprintf("G_PickTarget called with NULL targetname\n"); return NULL; } while (1) { ent = G_Find (ent, FOFS(targetname), targetname); if (!ent) break; choice[num_choices++] = ent; if (num_choices == MAXCHOICES) break; } if (!num_choices) { gi.dprintf("G_PickTarget: target %s not found\n", targetname); return NULL; } return choice[rand() % num_choices]; } void Think_Delay (edict_t *ent) { G_UseTargets (ent, ent->activator); G_FreeEdict (ent); } /* ============================== G_UseTargets the global "activator" should be set to the entity that initiated the firing. If self.delay is set, a DelayedUse entity will be created that will actually do the SUB_UseTargets after that many seconds have passed. Centerprints any self.message to the activator. Search for (string)targetname in all entities that match (string)self.target and call their .use function ============================== */ void G_UseTargets (edict_t *ent, edict_t *activator) { edict_t *t; if (!ent) // sanity check return; // // check for a delay // if (ent->delay) { // create a temp object to fire at a later time t = G_Spawn(); t->classname = "DelayedUse"; t->nextthink = level.time + ent->delay; t->think = Think_Delay; t->activator = activator; if (!activator) gi.dprintf ("Think_Delay with no activator\n"); t->message = ent->message; t->target = ent->target; t->killtarget = ent->killtarget; t->noise_index = ent->noise_index; return; } // // print the message // if ( (ent->message) && (activator) && !(activator->svflags & SVF_MONSTER) ) { // Lazarus - change so that noise_index < 0 means no sound safe_centerprintf (activator, "%s", ent->message); if (ent->noise_index > 0) gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0); else if (ent->noise_index == 0) gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); } // // kill killtargets // if (ent->killtarget) { t = NULL; while ((t = G_Find (t, FOFS(targetname), ent->killtarget))) { // Lazarus: remove LIVE killtargeted monsters from total_monsters if ((t->svflags & SVF_MONSTER) && (t->deadflag == DEAD_NO)) { if (!t->dmgteam || strcmp(t->dmgteam,"player")) if (!(t->monsterinfo.aiflags & AI_GOOD_GUY)) level.total_monsters--; } // and decrement secret count if target_secret is removed else if (!Q_stricmp(t->classname,"target_secret")) level.total_secrets--; // same deal with target_goal, but also turn off CD music if applicable else if (!Q_stricmp(t->classname,"target_goal")) { level.total_goals--; if (level.found_goals >= level.total_goals) gi.configstring (CS_CDTRACK, "0"); } G_FreeEdict (t); if (!ent->inuse) { gi.dprintf("entity was removed while using killtargets\n"); return; } } } // // fire targets // if (ent->target) { t = NULL; while ((t = G_Find (t, FOFS(targetname), ent->target))) { // doors fire area portals in a specific way if (!Q_stricmp(t->classname, "func_areaportal") && (!Q_stricmp(ent->classname, "func_door") || !Q_stricmp(ent->classname, "func_door_rotating") /*DWH*/ || !Q_stricmp(ent->classname,"func_door_rot_dh"))) continue; if (t == ent) { gi.dprintf ("WARNING: Entity used itself.\n"); } else { if (t->use) t->use (t, ent, activator); } if (!ent->inuse) { gi.dprintf("entity was removed while using targets\n"); return; } } } } /* ============= TempVector This is just a convenience function for making temporary vectors for function calls ============= */ float *tv (float x, float y, float z) { static int index; static vec3_t vecs[8]; float *v; // use an array so that multiple tempvectors won't collide // for a while v = vecs[index]; index = (index + 1)&7; v[0] = x; v[1] = y; v[2] = z; return v; } /* ============= VectorToString This is just a convenience function for printing vectors ============= */ char *vtos (vec3_t v) { static int index; static char str[8][32]; char *s; // use an array so that multiple vtos won't collide s = str[index]; index = (index + 1)&7; Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]); return s; } vec3_t VEC_UP = {0, -1, 0}; vec3_t MOVEDIR_UP = {0, 0, 1}; vec3_t VEC_DOWN = {0, -2, 0}; vec3_t MOVEDIR_DOWN = {0, 0, -1}; void G_SetMovedir (vec3_t angles, vec3_t movedir) { if (VectorCompare (angles, VEC_UP)) { VectorCopy (MOVEDIR_UP, movedir); } else if (VectorCompare (angles, VEC_DOWN)) { VectorCopy (MOVEDIR_DOWN, movedir); } else { AngleVectors (angles, movedir, NULL, NULL); } VectorClear (angles); } float vectoyaw (vec3_t vec) { float yaw; if (vec[PITCH] == 0) { if (vec[YAW] == 0) yaw = 0; else if (vec[YAW] > 0) yaw = 90; else yaw = 270; } else { yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI); if (yaw < 0) yaw += 360; } return yaw; } float vectoyaw2 (vec3_t vec) { float yaw; if (vec[PITCH] == 0) { if (vec[YAW] == 0) yaw = 0; else if (vec[YAW] > 0) yaw = 90; else yaw = 270; } else { yaw = (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI); if (yaw < 0) yaw += 360; } return yaw; } void vectoangles (vec3_t value1, vec3_t angles) { float forward; float yaw, pitch; if (value1[1] == 0 && value1[0] == 0) { yaw = 0; if (value1[2] > 0) pitch = 90; else pitch = 270; } else { if (value1[0]) yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); else if (value1[1] > 0) yaw = 90; else yaw = 270; if (yaw < 0) yaw += 360; forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]); pitch = (int) (atan2(value1[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = 0; } void vectoangles2 (vec3_t value1, vec3_t angles) { float forward; float yaw, pitch; if (value1[1] == 0 && value1[0] == 0) { yaw = 0; if (value1[2] > 0) pitch = 90; else pitch = 270; } else { if (value1[0]) yaw = (atan2(value1[1], value1[0]) * 180 / M_PI); else if (value1[1] > 0) yaw = 90; else yaw = 270; if (yaw < 0) yaw += 360; forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]); pitch = (atan2(value1[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = 0; } char *G_CopyString (char *in) { char *out; size_t outSize; outSize = strlen(in)+1; out = gi.TagMalloc (outSize, TAG_LEVEL); // strncpy (out, outSize, in); Q_strncpyz (out, outSize, in); return out; } void G_InitEdict (edict_t *e) { e->inuse = true; e->classname = "noclass"; e->gravity = 1.0; e->s.number = e - g_edicts; e->org_movetype = -1; } /* ================= G_Spawn Either finds a free edict, or allocates a new one. Try to avoid reusing an entity that was recently freed, because it can cause the client to think the entity morphed into something else instead of being removed and recreated, which can cause interpolated angles and bad trails. ================= */ edict_t *G_Spawn (void) { int i; edict_t *e; e = &g_edicts[(int)maxclients->value+1]; for ( i=maxclients->value+1 ; iinuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) ) { G_InitEdict (e); return e; } } if (i == game.maxentities) gi.error ("ED_Alloc: no free edicts"); globals.num_edicts++; if (developer->value && readout->value) gi.dprintf("num_edicts = %d\n",globals.num_edicts); G_InitEdict (e); return e; } /* ================= G_FreeEdict Marks the edict as free ================= */ void G_FreeEdict (edict_t *ed) { // Lazarus - if part of a movewith chain, remove from // the chain and repair broken links if (ed->movewith) { edict_t *e; edict_t *parent = NULL; int i; for (i=1; imovewith_next == ed) parent = e; } if (parent) parent->movewith_next = ed->movewith_next; } gi.unlinkentity (ed); // unlink from world // Lazarus: In SP we no longer reserve slots for bodyque's if (deathmatch->value || coop->value) { if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE)) { // gi.dprintf("tried to free special edict\n"); return; } } else { if ((ed - g_edicts) <= maxclients->value) { return; } } // Lazarus: actor muzzle flash if (ed->flash) { memset (ed->flash, 0, sizeof(*ed)); ed->flash->classname = "freed"; ed->flash->freetime = level.time; ed->flash->inuse = false; } // Lazarus: reflections if (!(ed->flags & FL_REFLECT)) DeleteReflection(ed,-1); memset (ed, 0, sizeof(*ed)); ed->classname = "freed"; ed->freetime = level.time; ed->inuse = false; } /* ============ G_TouchTriggers ============ */ void G_TouchTriggers (edict_t *ent) { int i, num; edict_t *touch[MAX_EDICTS], *hit; // Lazarus: nothing touches anything if game is frozen if (level.freeze) return; // dead things don't activate triggers! if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0)) return; num = gi.BoxEdicts (ent->absmin, ent->absmax, touch , MAX_EDICTS, AREA_TRIGGERS); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; iinuse) continue; if (!hit->touch) continue; if (ent->client && ent->client->spycam && !(hit->svflags & SVF_TRIGGER_CAMOWNER)) continue; hit->touch (hit, ent, NULL, NULL); } } /* ============ G_TouchSolids Call after linking a new trigger in during gameplay to force all entities it covers to immediately touch it ============ */ void G_TouchSolids (edict_t *ent) { int i, num; edict_t *touch[MAX_EDICTS], *hit; num = gi.BoxEdicts (ent->absmin, ent->absmax, touch , MAX_EDICTS, AREA_SOLID); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; iinuse) continue; if (ent->touch) ent->touch (hit, ent, NULL, NULL); if (!ent->inuse) break; } } /* ============================================================================== Kill box ============================================================================== */ /* ================= KillBox Kills all entities that would touch the proposed new positioning of ent. Ent should be unlinked before calling this! ================= */ qboolean KillBox (edict_t *ent) { trace_t tr; while (1) { tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID); if (!tr.ent) break; // nail it T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); // if we didn't kill it, fail if (tr.ent->solid) return false; } return true; // all clear } void AnglesNormalize(vec3_t vec) { while (vec[0] > 180) vec[0] -= 360; while (vec[0] < -180) vec[0] += 360; while (vec[1] > 360) vec[1] -= 360; while (vec[1] < 0) vec[1] += 360; } float SnapToEights(float x) { x *= 8.0; if (x > 0.0) x += 0.5; else x -= 0.5; return 0.125 * (int)x; } /* Lazarus - added functions */ void stuffcmd(edict_t *pent, char *pszCommand) { gi.WriteByte(svc_stufftext); gi.WriteString(pszCommand); gi.unicast(pent, true); } qboolean point_infront (edict_t *self, vec3_t point) { vec3_t vec; float dot; vec3_t forward; AngleVectors (self->s.angles, forward, NULL, NULL); VectorSubtract (point, self->s.origin, vec); VectorNormalize (vec); dot = DotProduct (vec, forward); if (dot > 0.3) return true; return false; } float AtLeast(float x, float dx) { float xx; xx = (float)(floor(x/dx - 0.5)+1.)*dx; if (xx < x) xx += dx; return xx; } edict_t *LookingAt (edict_t *ent, int filter, vec3_t endpos, float *range) { edict_t *who; edict_t *trigger[MAX_EDICTS]; edict_t *ignore; trace_t tr; vec_t r; vec3_t end, forward, start; vec3_t dir, entp, mins, maxs; int i, num; if (!ent->client) { if (endpos) VectorClear(endpos); if (range) *range = 0; return NULL; } VectorClear(end); if (ent->client->chasetoggle) { AngleVectors(ent->client->v_angle, forward, NULL, NULL); VectorCopy(ent->client->chasecam->s.origin,start); ignore = ent->client->chasecam; } else if (ent->client->spycam) { AngleVectors(ent->client->ps.viewangles, forward, NULL, NULL); VectorCopy(ent->s.origin,start); ignore = ent->client->spycam; } else { AngleVectors(ent->client->v_angle, forward, NULL, NULL); VectorCopy(ent->s.origin, start); start[2] += ent->viewheight; ignore = ent; } VectorMA(start, WORLD_SIZE, forward, end); // was 8192 /* First check for looking directly at a pickup item */ VectorSet(mins, MIN_WORLD_COORD, MIN_WORLD_COORD, MIN_WORLD_COORD); // was -4096, -4096, -4096 VectorSet(maxs, MAX_WORLD_COORD, MAX_WORLD_COORD, MAX_WORLD_COORD); // was 4096, 4096, 4096 num = gi.BoxEdicts (mins, maxs, trigger, MAX_EDICTS, AREA_TRIGGERS); for (i=0 ; iinuse) continue; if (!who->item) continue; if (!visible(ent,who)) continue; if (!infront(ent,who)) continue; VectorSubtract(who->s.origin,start,dir); r = VectorLength(dir); VectorMA(start, r, forward, entp); if (entp[0] < who->s.origin[0] - 17) continue; if (entp[1] < who->s.origin[1] - 17) continue; if (entp[2] < who->s.origin[2] - 17) continue; if (entp[0] > who->s.origin[0] + 17) continue; if (entp[1] > who->s.origin[1] + 17) continue; if (entp[2] > who->s.origin[2] + 17) continue; if (endpos) VectorCopy(who->s.origin,endpos); if (range) *range = r; return who; } tr = gi.trace (start, NULL, NULL, end, ignore, MASK_SHOT); if (tr.fraction == 1.0) { // too far away gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if (!tr.ent) { // no hit gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if (!tr.ent->classname) { // should never happen gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if ((strstr(tr.ent->classname,"func_") != NULL) && (filter & LOOKAT_NOBRUSHMODELS)) { // don't hit on brush models gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if ((Q_stricmp(tr.ent->classname,"worldspawn") == 0) && (filter & LOOKAT_NOWORLD)) { // world brush gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if (endpos) { endpos[0] = tr.endpos[0]; endpos[1] = tr.endpos[1]; endpos[2] = tr.endpos[2]; } if (range) { VectorSubtract(tr.endpos,start,start); *range = VectorLength(start); } return tr.ent; } void GameDirRelativePath (const char *filename, char *output, size_t outputSize) { #ifdef KMQUAKE2_ENGINE_MOD Com_sprintf(output, outputSize, "%s/%s", gi.GameDir(), filename); #else // KMQUAKE2_ENGINE_MOD cvar_t *basedir, *gamedir; basedir = gi.cvar("basedir", "", 0); gamedir = gi.cvar("gamedir", "", 0); if (strlen(gamedir->string)) Com_sprintf(output, outputSize, "%s/%s/%s", basedir->string, gamedir->string, filename); else Com_sprintf(output, outputSize, "%s/baseq2/%s", basedir->string, filename); #endif // KMQUAKE2_ENGINE_MOD } void SavegameDirRelativePath (const char *filename, char *output, size_t outputSize) { #ifdef KMQUAKE2_ENGINE_MOD Com_sprintf(output, outputSize, "%s/%s", gi.SaveGameDir(), filename); #else // KMQUAKE2_ENGINE_MOD cvar_t *basedir, *gamedir; basedir = gi.cvar("basedir", "", 0); gamedir = gi.cvar("gamedir", "", 0); if (strlen(gamedir->string)) Com_sprintf(output, outputSize, "%s/%s/%s", basedir->string, gamedir->string, filename); else Com_sprintf(output, outputSize, "%s/baseq2/%s", basedir->string, filename); #endif // KMQUAKE2_ENGINE_MOD } void CreatePath (const char *path) { #ifdef KMQUAKE2_ENGINE_MOD gi.CreatePath (path); #else // KMQUAKE2_ENGINE_MOD char tmpBuf[MAX_OSPATH]; char *ofs; if (strstr(path, "..") || strstr(path, "::") || strstr(path, "\\\\") || strstr(path, "//")) { gi.dprintf("WARNING: refusing to create relative path '%s'\n", path); return; } Q_strncpyz (tmpBuf, sizeof(tmpBuf), path); for (ofs = tmpBuf+1 ; *ofs ; ofs++) { if (*ofs == '/' || *ofs == '\\') { // create the directory *ofs = 0; _mkdir (tmpBuf); *ofs = '/'; } } #endif // KMQUAKE2_ENGINE_MOD } /* Lazarus: G_UseTarget is similar to G_UseTargets, but only triggers a single target rather than all entities matching target criteria. It *does*, however, kill all killtargets */ void Think_Delay_Single (edict_t *ent) { G_UseTarget (ent, ent->activator, ent->target_ent); G_FreeEdict (ent); } void G_UseTarget (edict_t *ent, edict_t *activator, edict_t *target) { edict_t *t; // // check for a delay // if (ent->delay) { // create a temp object to fire at a later time t = G_Spawn(); t->classname = "DelayedUse"; t->nextthink = level.time + ent->delay; t->think = Think_Delay_Single; t->activator = activator; t->target_ent = target; if (!activator) gi.dprintf ("Think_Delay_Single with no activator\n"); t->message = ent->message; t->target = ent->target; t->killtarget = ent->killtarget; t->noise_index = ent->noise_index; return; } // // print the message // if ((ent->message) && !(activator->svflags & SVF_MONSTER)) { safe_centerprintf (activator, "%s", ent->message); if (ent->noise_index > 0) gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0); else if (ent->noise_index == 0) gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); } // // kill killtargets // if (ent->killtarget) { t = NULL; while ((t = G_Find (t, FOFS(targetname), ent->killtarget))) { // Lazarus: remove killtargeted monsters from total_monsters if (t->svflags & SVF_MONSTER) { if (!t->dmgteam || strcmp(t->dmgteam,"player")) if (!(t->monsterinfo.aiflags & AI_GOOD_GUY)) level.total_monsters--; } G_FreeEdict (t); if (!ent->inuse) { gi.dprintf("entity was removed while using killtargets\n"); return; } } } // // fire target // if (target) { // doors fire area portals in a specific way if (!Q_stricmp(target->classname, "func_areaportal") && (!Q_stricmp(ent->classname, "func_door") || !Q_stricmp(ent->classname, "func_door_rotating") || !Q_stricmp(ent->classname,"func_door_rot_dh"))) return; if (target == ent) { gi.dprintf ("WARNING: Entity used itself.\n"); } else { if (target->use) target->use (target, ent, activator); } if (!ent->inuse) { gi.dprintf("entity was removed while using target\n"); return; } } } // Knightmare added /* ==================== IsIdMap Checks if the current map is a stock id map, this is used for certain hacks. ==================== */ qboolean IsIdMap (void) { if (Q_stricmp(level.mapname, "base1") == 0) return true; if (Q_stricmp(level.mapname, "base2") == 0) return true; if (Q_stricmp(level.mapname, "base3") == 0) return true; if (Q_stricmp(level.mapname, "biggun") == 0) return true; if (Q_stricmp(level.mapname, "boss1") == 0) return true; if (Q_stricmp(level.mapname, "boss2") == 0) return true; if (Q_stricmp(level.mapname, "bunk1") == 0) return true; if (Q_stricmp(level.mapname, "city1") == 0) return true; if (Q_stricmp(level.mapname, "city2") == 0) return true; if (Q_stricmp(level.mapname, "city3") == 0) return true; if (Q_stricmp(level.mapname, "command") == 0) return true; if (Q_stricmp(level.mapname, "cool1") == 0) return true; if (Q_stricmp(level.mapname, "fact1") == 0) return true; if (Q_stricmp(level.mapname, "fact2") == 0) return true; if (Q_stricmp(level.mapname, "fact3") == 0) return true; if (Q_stricmp(level.mapname, "hangar1") == 0) return true; if (Q_stricmp(level.mapname, "hangar2") == 0) return true; if (Q_stricmp(level.mapname, "jail1") == 0) return true; if (Q_stricmp(level.mapname, "jail2") == 0) return true; if (Q_stricmp(level.mapname, "jail3") == 0) return true; if (Q_stricmp(level.mapname, "jail4") == 0) return true; if (Q_stricmp(level.mapname, "jail5") == 0) return true; if (Q_stricmp(level.mapname, "lab") == 0) return true; if (Q_stricmp(level.mapname, "mine1") == 0) return true; if (Q_stricmp(level.mapname, "mine2") == 0) return true; if (Q_stricmp(level.mapname, "mine3") == 0) return true; if (Q_stricmp(level.mapname, "mine4") == 0) return true; if (Q_stricmp(level.mapname, "mintro") == 0) return true; if (Q_stricmp(level.mapname, "power1") == 0) return true; if (Q_stricmp(level.mapname, "power2") == 0) return true; if (Q_stricmp(level.mapname, "security") == 0) return true; if (Q_stricmp(level.mapname, "space") == 0) return true; if (Q_stricmp(level.mapname, "strike") == 0) return true; if (Q_stricmp(level.mapname, "train") == 0) return true; if (Q_stricmp(level.mapname, "ware1") == 0) return true; if (Q_stricmp(level.mapname, "ware2") == 0) return true; if (Q_stricmp(level.mapname, "waste1") == 0) return true; if (Q_stricmp(level.mapname, "waste2") == 0) return true; if (Q_stricmp(level.mapname, "waste3") == 0) return true; if (Q_stricmp(level.mapname, "q2dm1") == 0) return true; if (Q_stricmp(level.mapname, "q2dm2") == 0) return true; if (Q_stricmp(level.mapname, "q2dm3") == 0) return true; if (Q_stricmp(level.mapname, "q2dm4") == 0) return true; if (Q_stricmp(level.mapname, "q2dm5") == 0) return true; if (Q_stricmp(level.mapname, "q2dm6") == 0) return true; if (Q_stricmp(level.mapname, "q2dm7") == 0) return true; if (Q_stricmp(level.mapname, "q2dm8") == 0) return true; if (Q_stricmp(level.mapname, "base64") == 0) return true; if (Q_stricmp(level.mapname, "city64") == 0) return true; if (Q_stricmp(level.mapname, "sewer64") == 0) return true; return false; } // Knightmare added /* ==================== IsXatrixMap Checks if the current map is from the Xatrix mission pack. This is used for certain hacks. ==================== */ qboolean IsXatrixMap (void) { if (Q_stricmp(level.mapname, "badlands") == 0) return true; if (Q_stricmp(level.mapname, "industry") == 0) return true; if (Q_stricmp(level.mapname, "outbase") == 0) return true; if (Q_stricmp(level.mapname, "refinery") == 0) return true; if (Q_stricmp(level.mapname, "w_treat") == 0) return true; if (Q_stricmp(level.mapname, "xcompnd1") == 0) return true; if (Q_stricmp(level.mapname, "xcompnd2") == 0) return true; if (Q_stricmp(level.mapname, "xhangar1") == 0) return true; if (Q_stricmp(level.mapname, "xhangar2") == 0) return true; if (Q_stricmp(level.mapname, "xintell") == 0) return true; if (Q_stricmp(level.mapname, "xmoon1") == 0) return true; if (Q_stricmp(level.mapname, "xmoon2") == 0) return true; if (Q_stricmp(level.mapname, "xreactor") == 0) return true; if (Q_stricmp(level.mapname, "xsewer1") == 0) return true; if (Q_stricmp(level.mapname, "xsewer2") == 0) return true; if (Q_stricmp(level.mapname, "xship") == 0) return true; if (Q_stricmp(level.mapname, "xswamp") == 0) return true; if (Q_stricmp(level.mapname, "xware") == 0) return true; if (Q_stricmp(level.mapname, "xdm1") == 0) return true; if (Q_stricmp(level.mapname, "xdm2") == 0) return true; if (Q_stricmp(level.mapname, "xdm3") == 0) return true; if (Q_stricmp(level.mapname, "xdm4") == 0) return true; if (Q_stricmp(level.mapname, "xdm5") == 0) return true; if (Q_stricmp(level.mapname, "xdm6") == 0) return true; if (Q_stricmp(level.mapname, "xdm7") == 0) return true; return false; } // Knightmare added /* ==================== IsRogueMap Checks if the current map is from the Rogue mission pack. This is used for certain hacks. ==================== */ qboolean IsRogueMap (void) { if (Q_stricmp(level.mapname, "rammo1") == 0) return true; if (Q_stricmp(level.mapname, "rammo2") == 0) return true; if (Q_stricmp(level.mapname, "rbase1") == 0) return true; if (Q_stricmp(level.mapname, "rbase2") == 0) return true; if (Q_stricmp(level.mapname, "rboss") == 0) return true; if (Q_stricmp(level.mapname, "rhangar1") == 0) return true; if (Q_stricmp(level.mapname, "rhangar2") == 0) return true; if (Q_stricmp(level.mapname, "rlava1") == 0) return true; if (Q_stricmp(level.mapname, "rlava2") == 0) return true; if (Q_stricmp(level.mapname, "rmine1") == 0) return true; if (Q_stricmp(level.mapname, "rmine2") == 0) return true; if (Q_stricmp(level.mapname, "rsewer1") == 0) return true; if (Q_stricmp(level.mapname, "rsewer2") == 0) return true; if (Q_stricmp(level.mapname, "rware1") == 0) return true; if (Q_stricmp(level.mapname, "rware2") == 0) return true; if (Q_stricmp(level.mapname, "rdm1") == 0) return true; if (Q_stricmp(level.mapname, "rdm2") == 0) return true; if (Q_stricmp(level.mapname, "rdm3") == 0) return true; if (Q_stricmp(level.mapname, "rdm4") == 0) return true; if (Q_stricmp(level.mapname, "rdm5") == 0) return true; if (Q_stricmp(level.mapname, "rdm6") == 0) return true; if (Q_stricmp(level.mapname, "rdm7") == 0) return true; if (Q_stricmp(level.mapname, "rdm8") == 0) return true; if (Q_stricmp(level.mapname, "rdm9") == 0) return true; if (Q_stricmp(level.mapname, "rdm10") == 0) return true; if (Q_stricmp(level.mapname, "rdm11") == 0) return true; if (Q_stricmp(level.mapname, "rdm12") == 0) return true; if (Q_stricmp(level.mapname, "rdm13") == 0) return true; if (Q_stricmp(level.mapname, "rdm14") == 0) return true; return false; } // Knightmare added /* ==================== IsZaeroMap Checks if the current map is from the Zaero mission pack. This is used for certain hacks. ==================== */ qboolean IsZaeroMap (void) { if (Q_stricmp(level.mapname, "zbase1") == 0) return true; if (Q_stricmp(level.mapname, "zbase2") == 0) return true; if (Q_stricmp(level.mapname, "zboss") == 0) return true; if (Q_stricmp(level.mapname, "zdef1") == 0) return true; if (Q_stricmp(level.mapname, "zdef2") == 0) return true; if (Q_stricmp(level.mapname, "zdef3") == 0) return true; if (Q_stricmp(level.mapname, "zdef4") == 0) return true; if (Q_stricmp(level.mapname, "ztomb1") == 0) return true; if (Q_stricmp(level.mapname, "ztomb2") == 0) return true; if (Q_stricmp(level.mapname, "ztomb3") == 0) return true; if (Q_stricmp(level.mapname, "ztomb4") == 0) return true; if (Q_stricmp(level.mapname, "zwaste1") == 0) return true; if (Q_stricmp(level.mapname, "zwaste2") == 0) return true; if (Q_stricmp(level.mapname, "zwaste3") == 0) return true; return false; } void my_bprintf (int printlevel, char *fmt, ...) { int i; char bigbuffer[0x10000]; int len; va_list argptr; edict_t *cl_ent; va_start (argptr, fmt); len = Q_vsnprintf (bigbuffer, sizeof(bigbuffer), fmt, argptr); va_end (argptr); if (dedicated->value) safe_cprintf(NULL, printlevel, bigbuffer); for (i=0 ; ivalue ; i++) { cl_ent = g_edicts + 1 + i; if (!cl_ent->inuse) continue; safe_cprintf(cl_ent, printlevel, bigbuffer); } } // Knightmare added /* ==================== UseRegularGoodGuyFlag Checks the classname to see if a monster should use the standard goodguy flag (e.g. not a gekk, stalker, turret, or fixbot). ==================== */ qboolean UseRegularGoodGuyFlag (edict_t *monster) { // check for bad entity reference if (!monster || !monster->inuse || !monster->classname) return false; if ( /*strcmp(monster->classname, "monster_gekk") && strcmp(monster->classname, "monster_stalker") && strcmp(monster->classname, "monster_turret") && strcmp(monster->classname, "monster_fixbot") && strcmp(monster->classname, "monster_handler") &&*/ strcmp(monster->classname, "misc_insane") ) return true; return false; }