1604 lines
37 KiB
C
Executable file
1604 lines
37 KiB
C
Executable file
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// bg_misc.c -- both games misc functions, all completely stateless
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#include "q_shared.h"
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#include "bg_public.h"
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/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
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DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
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The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
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If an item is the target of another entity, it will not spawn in until fired.
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An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
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"notfree" if set to 1, don't spawn in free for all games
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"notteam" if set to 1, don't spawn in team games
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"notsingle" if set to 1, don't spawn in single player games
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"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
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"random" random number of plus or minus seconds varied from the respawn time
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"count" override quantity or duration on most items.
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*/
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gitem_t bg_itemlist[] =
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{
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{
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NULL,
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NULL,
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{ NULL,
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NULL,
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0, 0} ,
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/* icon */ NULL,
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/* pickup */ NULL,
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0,
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0,
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0,
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/* precache */ "",
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/* sounds */ ""
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}, // leave index 0 alone
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//
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// ARMOR
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//
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/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"item_armor_shard",
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"sound/misc/ar1_pkup.wav",
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{ "models/powerups/armor/shard.md3",
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"models/powerups/armor/shard_sphere.md3",
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0, 0} ,
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/* icon */ "icons/iconr_shard",
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/* pickup */ "Armor Shard",
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5,
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IT_ARMOR,
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0,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"item_armor_combat",
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"sound/misc/ar2_pkup.wav",
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{ "models/powerups/armor/armor_yel.md3",
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0, 0, 0},
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/* icon */ "icons/iconr_yellow",
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/* pickup */ "Armor",
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50,
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IT_ARMOR,
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0,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"item_armor_body",
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"sound/misc/ar2_pkup.wav",
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{ "models/powerups/armor/armor_red.md3",
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0, 0, 0},
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/* icon */ "icons/iconr_red",
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/* pickup */ "Heavy Armor",
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100,
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IT_ARMOR,
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0,
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/* precache */ "",
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/* sounds */ ""
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},
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//
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// health
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//
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/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"item_health_small",
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"sound/items/s_health.wav",
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{ "models/powerups/health/small_cross.md3",
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"models/powerups/health/small_sphere.md3",
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0, 0 },
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/* icon */ "icons/iconh_green",
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/* pickup */ "5 Health",
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5,
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IT_HEALTH,
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0,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"item_health",
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"sound/items/n_health.wav",
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{ "models/powerups/health/medium_cross.md3",
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"models/powerups/health/medium_sphere.md3",
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0, 0 },
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/* icon */ "icons/iconh_yellow",
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/* pickup */ "25 Health",
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25,
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IT_HEALTH,
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0,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"item_health_large",
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"sound/items/l_health.wav",
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{ "models/powerups/health/large_cross.md3",
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"models/powerups/health/large_sphere.md3",
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0, 0 },
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/* icon */ "icons/iconh_red",
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/* pickup */ "50 Health",
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50,
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IT_HEALTH,
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0,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"item_health_mega",
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"sound/items/m_health.wav",
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{ "models/powerups/health/mega_cross.md3",
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"models/powerups/health/mega_sphere.md3",
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0, 0 },
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/* icon */ "icons/iconh_mega",
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/* pickup */ "Mega Health",
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100,
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IT_HEALTH,
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0,
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/* precache */ "",
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/* sounds */ ""
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},
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//
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// WEAPONS
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//
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/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_gauntlet",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/gauntlet/gauntlet.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_gauntlet",
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/* pickup */ "Gauntlet",
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0,
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IT_WEAPON,
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WP_GAUNTLET,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_shotgun",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/shotgun/shotgun.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_shotgun",
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/* pickup */ "Shotgun",
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10,
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IT_WEAPON,
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WP_SHOTGUN,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_machinegun",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/machinegun/machinegun.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_machinegun",
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/* pickup */ "Machinegun",
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40,
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IT_WEAPON,
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WP_MACHINEGUN,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_grenadelauncher",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/grenadel/grenadel.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_grenade",
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/* pickup */ "Grenade Launcher",
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10,
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IT_WEAPON,
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WP_GRENADE_LAUNCHER,
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/* precache */ "",
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/* sounds */ "sound/weapons/grenade/hgrenb1a.wav sound/weapons/grenade/hgrenb2a.wav"
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},
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/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_rocketlauncher",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/rocketl/rocketl.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_rocket",
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/* pickup */ "Rocket Launcher",
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10,
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IT_WEAPON,
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WP_ROCKET_LAUNCHER,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED weapon_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_lightning",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/lightning/lightning.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_lightning",
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/* pickup */ "Lightning Gun",
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100,
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IT_WEAPON,
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WP_LIGHTNING,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_railgun",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/railgun/railgun.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_railgun",
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/* pickup */ "Railgun",
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10,
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IT_WEAPON,
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WP_RAILGUN,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_plasmagun",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/plasma/plasma.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_plasma",
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/* pickup */ "Plasma Gun",
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50,
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IT_WEAPON,
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WP_PLASMAGUN,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_bfg",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/bfg/bfg.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_bfg",
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/* pickup */ "BFG10K",
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20,
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IT_WEAPON,
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WP_BFG,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"weapon_grapplinghook",
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"sound/misc/w_pkup.wav",
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{ "models/weapons2/grapple/grapple.md3",
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0, 0, 0},
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/* icon */ "icons/iconw_grapple",
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/* pickup */ "Grappling Hook",
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0,
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IT_WEAPON,
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WP_GRAPPLING_HOOK,
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/* precache */ "",
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/* sounds */ ""
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},
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//
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// AMMO ITEMS
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//
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/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"ammo_shells",
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"sound/misc/am_pkup.wav",
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{ "models/powerups/ammo/shotgunam.md3",
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0, 0, 0},
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/* icon */ "icons/icona_shotgun",
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/* pickup */ "Shells",
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10,
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IT_AMMO,
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WP_SHOTGUN,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"ammo_bullets",
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"sound/misc/am_pkup.wav",
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{ "models/powerups/ammo/machinegunam.md3",
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0, 0, 0},
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/* icon */ "icons/icona_machinegun",
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/* pickup */ "Bullets",
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50,
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IT_AMMO,
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WP_MACHINEGUN,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"ammo_grenades",
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"sound/misc/am_pkup.wav",
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{ "models/powerups/ammo/grenadeam.md3",
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0, 0, 0},
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/* icon */ "icons/icona_grenade",
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/* pickup */ "Grenades",
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5,
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IT_AMMO,
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WP_GRENADE_LAUNCHER,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"ammo_cells",
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"sound/misc/am_pkup.wav",
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{ "models/powerups/ammo/plasmaam.md3",
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0, 0, 0},
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/* icon */ "icons/icona_plasma",
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/* pickup */ "Cells",
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30,
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IT_AMMO,
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WP_PLASMAGUN,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"ammo_lightning",
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"sound/misc/am_pkup.wav",
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{ "models/powerups/ammo/lightningam.md3",
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0, 0, 0},
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/* icon */ "icons/icona_lightning",
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/* pickup */ "Lightning",
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60,
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IT_AMMO,
|
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WP_LIGHTNING,
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/* precache */ "",
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/* sounds */ ""
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},
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/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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*/
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{
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"ammo_rockets",
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"sound/misc/am_pkup.wav",
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{ "models/powerups/ammo/rocketam.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/icona_rocket",
|
|
/* pickup */ "Rockets",
|
|
5,
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|
IT_AMMO,
|
|
WP_ROCKET_LAUNCHER,
|
|
/* precache */ "",
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|
/* sounds */ ""
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|
},
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|
|
|
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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|
*/
|
|
{
|
|
"ammo_slugs",
|
|
"sound/misc/am_pkup.wav",
|
|
{ "models/powerups/ammo/railgunam.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/icona_railgun",
|
|
/* pickup */ "Slugs",
|
|
10,
|
|
IT_AMMO,
|
|
WP_RAILGUN,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"ammo_bfg",
|
|
"sound/misc/am_pkup.wav",
|
|
{ "models/powerups/ammo/bfgam.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/icona_bfg",
|
|
/* pickup */ "Bfg Ammo",
|
|
15,
|
|
IT_AMMO,
|
|
WP_BFG,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
//
|
|
// HOLDABLE ITEMS
|
|
//
|
|
/*QUAKED holdable_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"holdable_teleporter",
|
|
"sound/items/holdable.wav",
|
|
{ "models/powerups/holdable/teleporter.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/teleporter",
|
|
/* pickup */ "Personal Teleporter",
|
|
60,
|
|
IT_HOLDABLE,
|
|
HI_TELEPORTER,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"holdable_medkit",
|
|
"sound/items/holdable.wav",
|
|
{
|
|
"models/powerups/holdable/medkit.md3",
|
|
"models/powerups/holdable/medkit_sphere.md3",
|
|
0, 0},
|
|
/* icon */ "icons/medkit",
|
|
/* pickup */ "Medkit",
|
|
60,
|
|
IT_HOLDABLE,
|
|
HI_MEDKIT,
|
|
/* precache */ "",
|
|
/* sounds */ "sound/items/use_medkit.wav"
|
|
},
|
|
|
|
//
|
|
// POWERUP ITEMS
|
|
//
|
|
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"item_quad",
|
|
"sound/items/quaddamage.wav",
|
|
{ "models/powerups/instant/quad.md3",
|
|
"models/powerups/instant/quad_ring.md3",
|
|
0, 0 },
|
|
/* icon */ "icons/quad",
|
|
/* pickup */ "Quad Damage",
|
|
30,
|
|
IT_POWERUP,
|
|
PW_QUAD,
|
|
/* precache */ "",
|
|
/* sounds */ "sound/items/damage2.wav sound/items/damage3.wav"
|
|
},
|
|
|
|
/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"item_enviro",
|
|
"sound/items/protect.wav",
|
|
{ "models/powerups/instant/enviro.md3",
|
|
"models/powerups/instant/enviro_ring.md3",
|
|
0, 0 },
|
|
/* icon */ "icons/envirosuit",
|
|
/* pickup */ "Battle Suit",
|
|
30,
|
|
IT_POWERUP,
|
|
PW_BATTLESUIT,
|
|
/* precache */ "",
|
|
/* sounds */ "sound/items/airout.wav sound/items/protect3.wav"
|
|
},
|
|
|
|
/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"item_haste",
|
|
"sound/items/haste.wav",
|
|
{ "models/powerups/instant/haste.md3",
|
|
"models/powerups/instant/haste_ring.md3",
|
|
0, 0 },
|
|
/* icon */ "icons/haste",
|
|
/* pickup */ "Speed",
|
|
30,
|
|
IT_POWERUP,
|
|
PW_HASTE,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"item_invis",
|
|
"sound/items/invisibility.wav",
|
|
{ "models/powerups/instant/invis.md3",
|
|
"models/powerups/instant/invis_ring.md3",
|
|
0, 0 },
|
|
/* icon */ "icons/invis",
|
|
/* pickup */ "Invisibility",
|
|
30,
|
|
IT_POWERUP,
|
|
PW_INVIS,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"item_regen",
|
|
"sound/items/regeneration.wav",
|
|
{ "models/powerups/instant/regen.md3",
|
|
"models/powerups/instant/regen_ring.md3",
|
|
0, 0 },
|
|
/* icon */ "icons/regen",
|
|
/* pickup */ "Regeneration",
|
|
30,
|
|
IT_POWERUP,
|
|
PW_REGEN,
|
|
/* precache */ "",
|
|
/* sounds */ "sound/items/regen.wav"
|
|
},
|
|
|
|
/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"item_flight",
|
|
"sound/items/flight.wav",
|
|
{ "models/powerups/instant/flight.md3",
|
|
"models/powerups/instant/flight_ring.md3",
|
|
0, 0 },
|
|
/* icon */ "icons/flight",
|
|
/* pickup */ "Flight",
|
|
60,
|
|
IT_POWERUP,
|
|
PW_FLIGHT,
|
|
/* precache */ "",
|
|
/* sounds */ "sound/items/flight.wav"
|
|
},
|
|
|
|
/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Only in CTF games
|
|
*/
|
|
{
|
|
"team_CTF_redflag",
|
|
NULL,
|
|
{ "models/flags/r_flag.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/iconf_red1",
|
|
/* pickup */ "Red Flag",
|
|
0,
|
|
IT_TEAM,
|
|
PW_REDFLAG,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
|
|
Only in CTF games
|
|
*/
|
|
{
|
|
"team_CTF_blueflag",
|
|
NULL,
|
|
{ "models/flags/b_flag.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/iconf_blu1",
|
|
/* pickup */ "Blue Flag",
|
|
0,
|
|
IT_TEAM,
|
|
PW_BLUEFLAG,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
#ifdef MISSIONPACK
|
|
/*QUAKED holdable_kamikaze (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"holdable_kamikaze",
|
|
"sound/items/holdable.wav",
|
|
{ "models/powerups/kamikazi.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/kamikaze",
|
|
/* pickup */ "Kamikaze",
|
|
60,
|
|
IT_HOLDABLE,
|
|
HI_KAMIKAZE,
|
|
/* precache */ "",
|
|
/* sounds */ "sound/items/kamikazerespawn.wav"
|
|
},
|
|
|
|
/*QUAKED holdable_portal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"holdable_portal",
|
|
"sound/items/holdable.wav",
|
|
{ "models/powerups/holdable/porter.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/portal",
|
|
/* pickup */ "Portal",
|
|
60,
|
|
IT_HOLDABLE,
|
|
HI_PORTAL,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED holdable_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"holdable_invulnerability",
|
|
"sound/items/holdable.wav",
|
|
{ "models/powerups/holdable/invulnerability.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/invulnerability",
|
|
/* pickup */ "Invulnerability",
|
|
60,
|
|
IT_HOLDABLE,
|
|
HI_INVULNERABILITY,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED ammo_nails (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"ammo_nails",
|
|
"sound/misc/am_pkup.wav",
|
|
{ "models/powerups/ammo/nailgunam.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/icona_nailgun",
|
|
/* pickup */ "Nails",
|
|
20,
|
|
IT_AMMO,
|
|
WP_NAILGUN,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"ammo_mines",
|
|
"sound/misc/am_pkup.wav",
|
|
{ "models/powerups/ammo/proxmineam.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/icona_proxlauncher",
|
|
/* pickup */ "Proximity Mines",
|
|
10,
|
|
IT_AMMO,
|
|
WP_PROX_LAUNCHER,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED ammo_belt (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"ammo_belt",
|
|
"sound/misc/am_pkup.wav",
|
|
{ "models/powerups/ammo/chaingunam.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/icona_chaingun",
|
|
/* pickup */ "Chaingun Belt",
|
|
100,
|
|
IT_AMMO,
|
|
WP_CHAINGUN,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
//
|
|
// PERSISTANT POWERUP ITEMS
|
|
//
|
|
/*QUAKED item_scout (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
|
|
*/
|
|
{
|
|
"item_scout",
|
|
"sound/items/scout.wav",
|
|
{ "models/powerups/scout.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/scout",
|
|
/* pickup */ "Scout",
|
|
30,
|
|
IT_PERSISTANT_POWERUP,
|
|
PW_SCOUT,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED item_guard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
|
|
*/
|
|
{
|
|
"item_guard",
|
|
"sound/items/guard.wav",
|
|
{ "models/powerups/guard.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/guard",
|
|
/* pickup */ "Guard",
|
|
30,
|
|
IT_PERSISTANT_POWERUP,
|
|
PW_GUARD,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
|
|
*/
|
|
{
|
|
"item_doubler",
|
|
"sound/items/doubler.wav",
|
|
{ "models/powerups/doubler.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/doubler",
|
|
/* pickup */ "Doubler",
|
|
30,
|
|
IT_PERSISTANT_POWERUP,
|
|
PW_DOUBLER,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
|
|
*/
|
|
{
|
|
"item_ammoregen",
|
|
"sound/items/ammoregen.wav",
|
|
{ "models/powerups/ammo.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/ammo_regen",
|
|
/* pickup */ "Ammo Regen",
|
|
30,
|
|
IT_PERSISTANT_POWERUP,
|
|
PW_AMMOREGEN,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED team_CTF_neutralflag (0 0 1) (-16 -16 -16) (16 16 16)
|
|
Only in One Flag CTF games
|
|
*/
|
|
{
|
|
"team_CTF_neutralflag",
|
|
NULL,
|
|
{ "models/flags/n_flag.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/iconf_neutral1",
|
|
/* pickup */ "Neutral Flag",
|
|
0,
|
|
IT_TEAM,
|
|
PW_NEUTRALFLAG,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
{
|
|
"item_redcube",
|
|
"sound/misc/am_pkup.wav",
|
|
{ "models/powerups/orb/r_orb.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/iconh_rorb",
|
|
/* pickup */ "Red Cube",
|
|
0,
|
|
IT_TEAM,
|
|
0,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
{
|
|
"item_bluecube",
|
|
"sound/misc/am_pkup.wav",
|
|
{ "models/powerups/orb/b_orb.md3",
|
|
0, 0, 0 },
|
|
/* icon */ "icons/iconh_borb",
|
|
/* pickup */ "Blue Cube",
|
|
0,
|
|
IT_TEAM,
|
|
0,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
/*QUAKED weapon_nailgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"weapon_nailgun",
|
|
"sound/misc/w_pkup.wav",
|
|
{ "models/weapons/nailgun/nailgun.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/iconw_nailgun",
|
|
/* pickup */ "Nailgun",
|
|
10,
|
|
IT_WEAPON,
|
|
WP_NAILGUN,
|
|
/* precache */ "",
|
|
/* sounds */ ""
|
|
},
|
|
|
|
/*QUAKED weapon_prox_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"weapon_prox_launcher",
|
|
"sound/misc/w_pkup.wav",
|
|
{ "models/weapons/proxmine/proxmine.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/iconw_proxlauncher",
|
|
/* pickup */ "Prox Launcher",
|
|
5,
|
|
IT_WEAPON,
|
|
WP_PROX_LAUNCHER,
|
|
/* precache */ "",
|
|
/* sounds */ "sound/weapons/proxmine/wstbtick.wav "
|
|
"sound/weapons/proxmine/wstbactv.wav "
|
|
"sound/weapons/proxmine/wstbimpl.wav "
|
|
"sound/weapons/proxmine/wstbimpm.wav "
|
|
"sound/weapons/proxmine/wstbimpd.wav "
|
|
"sound/weapons/proxmine/wstbactv.wav"
|
|
},
|
|
|
|
/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
|
*/
|
|
{
|
|
"weapon_chaingun",
|
|
"sound/misc/w_pkup.wav",
|
|
{ "models/weapons/vulcan/vulcan.md3",
|
|
0, 0, 0},
|
|
/* icon */ "icons/iconw_chaingun",
|
|
/* pickup */ "Chaingun",
|
|
80,
|
|
IT_WEAPON,
|
|
WP_CHAINGUN,
|
|
/* precache */ "",
|
|
/* sounds */ "sound/weapons/vulcan/wvulwind.wav"
|
|
},
|
|
#endif
|
|
|
|
// end of list marker
|
|
{NULL}
|
|
};
|
|
|
|
int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1;
|
|
|
|
|
|
/*
|
|
==============
|
|
BG_FindItemForPowerup
|
|
==============
|
|
*/
|
|
gitem_t *BG_FindItemForPowerup( powerup_t pw ) {
|
|
int i;
|
|
|
|
for ( i = 0 ; i < bg_numItems ; i++ ) {
|
|
if ( (bg_itemlist[i].giType == IT_POWERUP ||
|
|
bg_itemlist[i].giType == IT_TEAM ||
|
|
bg_itemlist[i].giType == IT_PERSISTANT_POWERUP) &&
|
|
bg_itemlist[i].giTag == pw ) {
|
|
return &bg_itemlist[i];
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
BG_FindItemForHoldable
|
|
==============
|
|
*/
|
|
gitem_t *BG_FindItemForHoldable( holdable_t pw ) {
|
|
int i;
|
|
|
|
for ( i = 0 ; i < bg_numItems ; i++ ) {
|
|
if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) {
|
|
return &bg_itemlist[i];
|
|
}
|
|
}
|
|
|
|
Com_Error( ERR_DROP, "HoldableItem not found" );
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
BG_FindItemForWeapon
|
|
|
|
===============
|
|
*/
|
|
gitem_t *BG_FindItemForWeapon( weapon_t weapon ) {
|
|
gitem_t *it;
|
|
|
|
for ( it = bg_itemlist + 1 ; it->classname ; it++) {
|
|
if ( it->giType == IT_WEAPON && it->giTag == weapon ) {
|
|
return it;
|
|
}
|
|
}
|
|
|
|
Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
BG_FindItem
|
|
|
|
===============
|
|
*/
|
|
gitem_t *BG_FindItem( const char *pickupName ) {
|
|
gitem_t *it;
|
|
|
|
for ( it = bg_itemlist + 1 ; it->classname ; it++ ) {
|
|
if ( !Q_stricmp( it->pickup_name, pickupName ) )
|
|
return it;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
============
|
|
BG_PlayerTouchesItem
|
|
|
|
Items can be picked up without actually touching their physical bounds to make
|
|
grabbing them easier
|
|
============
|
|
*/
|
|
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
|
|
vec3_t origin;
|
|
|
|
BG_EvaluateTrajectory( &item->pos, atTime, origin );
|
|
|
|
// we are ignoring ducked differences here
|
|
if ( ps->origin[0] - origin[0] > 44
|
|
|| ps->origin[0] - origin[0] < -50
|
|
|| ps->origin[1] - origin[1] > 36
|
|
|| ps->origin[1] - origin[1] < -36
|
|
|| ps->origin[2] - origin[2] > 36
|
|
|| ps->origin[2] - origin[2] < -36 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
BG_CanItemBeGrabbed
|
|
|
|
Returns false if the item should not be picked up.
|
|
This needs to be the same for client side prediction and server use.
|
|
================
|
|
*/
|
|
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) {
|
|
gitem_t *item;
|
|
#ifdef MISSIONPACK
|
|
int upperBound;
|
|
#endif
|
|
|
|
if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
|
|
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
|
|
}
|
|
|
|
item = &bg_itemlist[ent->modelindex];
|
|
|
|
switch( item->giType ) {
|
|
case IT_WEAPON:
|
|
return qtrue; // weapons are always picked up
|
|
|
|
case IT_AMMO:
|
|
if ( ps->ammo[ item->giTag ] >= 200 ) {
|
|
return qfalse; // can't hold any more
|
|
}
|
|
return qtrue;
|
|
|
|
case IT_ARMOR:
|
|
#ifdef MISSIONPACK
|
|
if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// we also clamp armor to the maxhealth for handicapping
|
|
if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
|
|
upperBound = ps->stats[STAT_MAX_HEALTH];
|
|
}
|
|
else {
|
|
upperBound = ps->stats[STAT_MAX_HEALTH] * 2;
|
|
}
|
|
|
|
if ( ps->stats[STAT_ARMOR] >= upperBound ) {
|
|
return qfalse;
|
|
}
|
|
#else
|
|
if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
|
|
return qfalse;
|
|
}
|
|
#endif
|
|
return qtrue;
|
|
|
|
case IT_HEALTH:
|
|
// small and mega healths will go over the max, otherwise
|
|
// don't pick up if already at max
|
|
#ifdef MISSIONPACK
|
|
if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
|
|
upperBound = ps->stats[STAT_MAX_HEALTH];
|
|
}
|
|
else
|
|
#endif
|
|
if ( item->quantity == 5 || item->quantity == 100 ) {
|
|
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
|
|
case IT_POWERUP:
|
|
return qtrue; // powerups are always picked up
|
|
|
|
#ifdef MISSIONPACK
|
|
case IT_PERSISTANT_POWERUP:
|
|
// can only hold one item at a time
|
|
if ( ps->stats[STAT_PERSISTANT_POWERUP] ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// check team only
|
|
if( ( ent->generic1 & 2 ) && ( ps->persistant[PERS_TEAM] != TEAM_RED ) ) {
|
|
return qfalse;
|
|
}
|
|
if( ( ent->generic1 & 4 ) && ( ps->persistant[PERS_TEAM] != TEAM_BLUE ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
#endif
|
|
|
|
case IT_TEAM: // team items, such as flags
|
|
#ifdef MISSIONPACK
|
|
if( gametype == GT_1FCTF ) {
|
|
// neutral flag can always be picked up
|
|
if( item->giTag == PW_NEUTRALFLAG ) {
|
|
return qtrue;
|
|
}
|
|
if (ps->persistant[PERS_TEAM] == TEAM_RED) {
|
|
if (item->giTag == PW_BLUEFLAG && ps->powerups[PW_NEUTRALFLAG] ) {
|
|
return qtrue;
|
|
}
|
|
} else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
|
|
if (item->giTag == PW_REDFLAG && ps->powerups[PW_NEUTRALFLAG] ) {
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if( gametype == GT_CTF ) {
|
|
// ent->modelindex2 is non-zero on items if they are dropped
|
|
// we need to know this because we can pick up our dropped flag (and return it)
|
|
// but we can't pick up our flag at base
|
|
if (ps->persistant[PERS_TEAM] == TEAM_RED) {
|
|
if (item->giTag == PW_BLUEFLAG ||
|
|
(item->giTag == PW_REDFLAG && ent->modelindex2) ||
|
|
(item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG]) )
|
|
return qtrue;
|
|
} else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
|
|
if (item->giTag == PW_REDFLAG ||
|
|
(item->giTag == PW_BLUEFLAG && ent->modelindex2) ||
|
|
(item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]) )
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
if( gametype == GT_HARVESTER ) {
|
|
return qtrue;
|
|
}
|
|
#endif
|
|
return qfalse;
|
|
|
|
case IT_HOLDABLE:
|
|
// can only hold one item at a time
|
|
if ( ps->stats[STAT_HOLDABLE_ITEM] ) {
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
|
|
case IT_BAD:
|
|
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
|
|
default:
|
|
#ifndef Q3_VM
|
|
#ifndef NDEBUG // bk0001204
|
|
Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType );
|
|
#endif
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
/*
|
|
================
|
|
BG_EvaluateTrajectory
|
|
|
|
================
|
|
*/
|
|
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
|
|
float deltaTime;
|
|
float phase;
|
|
|
|
switch( tr->trType ) {
|
|
case TR_STATIONARY:
|
|
case TR_INTERPOLATE:
|
|
VectorCopy( tr->trBase, result );
|
|
break;
|
|
case TR_LINEAR:
|
|
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
|
|
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
|
|
break;
|
|
case TR_SINE:
|
|
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
|
|
phase = sin( deltaTime * M_PI * 2 );
|
|
VectorMA( tr->trBase, phase, tr->trDelta, result );
|
|
break;
|
|
case TR_LINEAR_STOP:
|
|
if ( atTime > tr->trTime + tr->trDuration ) {
|
|
atTime = tr->trTime + tr->trDuration;
|
|
}
|
|
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
|
|
if ( deltaTime < 0 ) {
|
|
deltaTime = 0;
|
|
}
|
|
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
|
|
break;
|
|
case TR_GRAVITY:
|
|
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
|
|
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
|
|
result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
|
|
break;
|
|
default:
|
|
Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
BG_EvaluateTrajectoryDelta
|
|
|
|
For determining velocity at a given time
|
|
================
|
|
*/
|
|
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
|
|
float deltaTime;
|
|
float phase;
|
|
|
|
switch( tr->trType ) {
|
|
case TR_STATIONARY:
|
|
case TR_INTERPOLATE:
|
|
VectorClear( result );
|
|
break;
|
|
case TR_LINEAR:
|
|
VectorCopy( tr->trDelta, result );
|
|
break;
|
|
case TR_SINE:
|
|
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
|
|
phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
|
|
phase *= 0.5;
|
|
VectorScale( tr->trDelta, phase, result );
|
|
break;
|
|
case TR_LINEAR_STOP:
|
|
if ( atTime > tr->trTime + tr->trDuration ) {
|
|
VectorClear( result );
|
|
return;
|
|
}
|
|
VectorCopy( tr->trDelta, result );
|
|
break;
|
|
case TR_GRAVITY:
|
|
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
|
|
VectorCopy( tr->trDelta, result );
|
|
result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
|
|
break;
|
|
default:
|
|
Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
|
|
break;
|
|
}
|
|
}
|
|
|
|
char *eventnames[] = {
|
|
"EV_NONE",
|
|
|
|
"EV_FOOTSTEP",
|
|
"EV_FOOTSTEP_METAL",
|
|
"EV_FOOTSPLASH",
|
|
"EV_FOOTWADE",
|
|
"EV_SWIM",
|
|
|
|
"EV_STEP_4",
|
|
"EV_STEP_8",
|
|
"EV_STEP_12",
|
|
"EV_STEP_16",
|
|
|
|
"EV_FALL_SHORT",
|
|
"EV_FALL_MEDIUM",
|
|
"EV_FALL_FAR",
|
|
|
|
"EV_JUMP_PAD", // boing sound at origin", jump sound on player
|
|
|
|
"EV_JUMP",
|
|
"EV_WATER_TOUCH", // foot touches
|
|
"EV_WATER_LEAVE", // foot leaves
|
|
"EV_WATER_UNDER", // head touches
|
|
"EV_WATER_CLEAR", // head leaves
|
|
|
|
"EV_ITEM_PICKUP", // normal item pickups are predictable
|
|
"EV_GLOBAL_ITEM_PICKUP", // powerup / team sounds are broadcast to everyone
|
|
|
|
"EV_NOAMMO",
|
|
"EV_CHANGE_WEAPON",
|
|
"EV_FIRE_WEAPON",
|
|
|
|
"EV_USE_ITEM0",
|
|
"EV_USE_ITEM1",
|
|
"EV_USE_ITEM2",
|
|
"EV_USE_ITEM3",
|
|
"EV_USE_ITEM4",
|
|
"EV_USE_ITEM5",
|
|
"EV_USE_ITEM6",
|
|
"EV_USE_ITEM7",
|
|
"EV_USE_ITEM8",
|
|
"EV_USE_ITEM9",
|
|
"EV_USE_ITEM10",
|
|
"EV_USE_ITEM11",
|
|
"EV_USE_ITEM12",
|
|
"EV_USE_ITEM13",
|
|
"EV_USE_ITEM14",
|
|
"EV_USE_ITEM15",
|
|
|
|
"EV_ITEM_RESPAWN",
|
|
"EV_ITEM_POP",
|
|
"EV_PLAYER_TELEPORT_IN",
|
|
"EV_PLAYER_TELEPORT_OUT",
|
|
|
|
"EV_GRENADE_BOUNCE", // eventParm will be the soundindex
|
|
|
|
"EV_GENERAL_SOUND",
|
|
"EV_GLOBAL_SOUND", // no attenuation
|
|
"EV_GLOBAL_TEAM_SOUND",
|
|
|
|
"EV_BULLET_HIT_FLESH",
|
|
"EV_BULLET_HIT_WALL",
|
|
|
|
"EV_MISSILE_HIT",
|
|
"EV_MISSILE_MISS",
|
|
"EV_MISSILE_MISS_METAL",
|
|
"EV_RAILTRAIL",
|
|
"EV_SHOTGUN",
|
|
"EV_BULLET", // otherEntity is the shooter
|
|
|
|
"EV_PAIN",
|
|
"EV_DEATH1",
|
|
"EV_DEATH2",
|
|
"EV_DEATH3",
|
|
"EV_OBITUARY",
|
|
|
|
"EV_POWERUP_QUAD",
|
|
"EV_POWERUP_BATTLESUIT",
|
|
"EV_POWERUP_REGEN",
|
|
|
|
"EV_GIB_PLAYER", // gib a previously living player
|
|
"EV_SCOREPLUM", // score plum
|
|
|
|
//#ifdef MISSIONPACK
|
|
"EV_PROXIMITY_MINE_STICK",
|
|
"EV_PROXIMITY_MINE_TRIGGER",
|
|
"EV_KAMIKAZE", // kamikaze explodes
|
|
"EV_OBELISKEXPLODE", // obelisk explodes
|
|
"EV_INVUL_IMPACT", // invulnerability sphere impact
|
|
"EV_JUICED", // invulnerability juiced effect
|
|
"EV_LIGHTNINGBOLT", // lightning bolt bounced of invulnerability sphere
|
|
//#endif
|
|
|
|
"EV_DEBUG_LINE",
|
|
"EV_STOPLOOPINGSOUND",
|
|
"EV_TAUNT"
|
|
|
|
};
|
|
|
|
/*
|
|
===============
|
|
BG_AddPredictableEventToPlayerstate
|
|
|
|
Handles the sequence numbers
|
|
===============
|
|
*/
|
|
|
|
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
|
|
|
|
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
|
|
|
|
#ifdef _DEBUG
|
|
{
|
|
char buf[256];
|
|
trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf));
|
|
if ( atof(buf) != 0 ) {
|
|
#ifdef QAGAME
|
|
Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
|
|
#else
|
|
Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
|
|
#endif
|
|
}
|
|
}
|
|
#endif
|
|
ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
|
|
ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
|
|
ps->eventSequence++;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
BG_TouchJumpPad
|
|
========================
|
|
*/
|
|
void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
|
|
vec3_t angles;
|
|
float p;
|
|
int effectNum;
|
|
|
|
// spectators don't use jump pads
|
|
if ( ps->pm_type != PM_NORMAL ) {
|
|
return;
|
|
}
|
|
|
|
// flying characters don't hit bounce pads
|
|
if ( ps->powerups[PW_FLIGHT] ) {
|
|
return;
|
|
}
|
|
|
|
// if we didn't hit this same jumppad the previous frame
|
|
// then don't play the event sound again if we are in a fat trigger
|
|
if ( ps->jumppad_ent != jumppad->number ) {
|
|
|
|
vectoangles( jumppad->origin2, angles);
|
|
p = fabs( AngleNormalize180( angles[PITCH] ) );
|
|
if( p < 45 ) {
|
|
effectNum = 0;
|
|
} else {
|
|
effectNum = 1;
|
|
}
|
|
BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
|
|
}
|
|
// remember hitting this jumppad this frame
|
|
ps->jumppad_ent = jumppad->number;
|
|
ps->jumppad_frame = ps->pmove_framecount;
|
|
// give the player the velocity from the jumppad
|
|
VectorCopy( jumppad->origin2, ps->velocity );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
BG_PlayerStateToEntityState
|
|
|
|
This is done after each set of usercmd_t on the server,
|
|
and after local prediction on the client
|
|
========================
|
|
*/
|
|
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) {
|
|
int i;
|
|
|
|
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
|
|
s->eType = ET_INVISIBLE;
|
|
} else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
|
|
s->eType = ET_INVISIBLE;
|
|
} else {
|
|
s->eType = ET_PLAYER;
|
|
}
|
|
|
|
s->number = ps->clientNum;
|
|
|
|
s->pos.trType = TR_INTERPOLATE;
|
|
VectorCopy( ps->origin, s->pos.trBase );
|
|
if ( snap ) {
|
|
SnapVector( s->pos.trBase );
|
|
}
|
|
// set the trDelta for flag direction
|
|
VectorCopy( ps->velocity, s->pos.trDelta );
|
|
|
|
s->apos.trType = TR_INTERPOLATE;
|
|
VectorCopy( ps->viewangles, s->apos.trBase );
|
|
if ( snap ) {
|
|
SnapVector( s->apos.trBase );
|
|
}
|
|
|
|
s->angles2[YAW] = ps->movementDir;
|
|
s->legsAnim = ps->legsAnim;
|
|
s->torsoAnim = ps->torsoAnim;
|
|
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
|
|
// so corpses can also reference the proper config
|
|
s->eFlags = ps->eFlags;
|
|
if ( ps->stats[STAT_HEALTH] <= 0 ) {
|
|
s->eFlags |= EF_DEAD;
|
|
} else {
|
|
s->eFlags &= ~EF_DEAD;
|
|
}
|
|
|
|
if ( ps->externalEvent ) {
|
|
s->event = ps->externalEvent;
|
|
s->eventParm = ps->externalEventParm;
|
|
} else if ( ps->entityEventSequence < ps->eventSequence ) {
|
|
int seq;
|
|
|
|
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
|
|
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
|
|
}
|
|
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
|
|
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
|
|
s->eventParm = ps->eventParms[ seq ];
|
|
ps->entityEventSequence++;
|
|
}
|
|
|
|
s->weapon = ps->weapon;
|
|
s->groundEntityNum = ps->groundEntityNum;
|
|
|
|
s->powerups = 0;
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
if ( ps->powerups[ i ] ) {
|
|
s->powerups |= 1 << i;
|
|
}
|
|
}
|
|
|
|
s->loopSound = ps->loopSound;
|
|
s->generic1 = ps->generic1;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
BG_PlayerStateToEntityStateExtraPolate
|
|
|
|
This is done after each set of usercmd_t on the server,
|
|
and after local prediction on the client
|
|
========================
|
|
*/
|
|
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) {
|
|
int i;
|
|
|
|
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
|
|
s->eType = ET_INVISIBLE;
|
|
} else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
|
|
s->eType = ET_INVISIBLE;
|
|
} else {
|
|
s->eType = ET_PLAYER;
|
|
}
|
|
|
|
s->number = ps->clientNum;
|
|
|
|
s->pos.trType = TR_LINEAR_STOP;
|
|
VectorCopy( ps->origin, s->pos.trBase );
|
|
if ( snap ) {
|
|
SnapVector( s->pos.trBase );
|
|
}
|
|
// set the trDelta for flag direction and linear prediction
|
|
VectorCopy( ps->velocity, s->pos.trDelta );
|
|
// set the time for linear prediction
|
|
s->pos.trTime = time;
|
|
// set maximum extra polation time
|
|
s->pos.trDuration = 50; // 1000 / sv_fps (default = 20)
|
|
|
|
s->apos.trType = TR_INTERPOLATE;
|
|
VectorCopy( ps->viewangles, s->apos.trBase );
|
|
if ( snap ) {
|
|
SnapVector( s->apos.trBase );
|
|
}
|
|
|
|
s->angles2[YAW] = ps->movementDir;
|
|
s->legsAnim = ps->legsAnim;
|
|
s->torsoAnim = ps->torsoAnim;
|
|
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
|
|
// so corpses can also reference the proper config
|
|
s->eFlags = ps->eFlags;
|
|
if ( ps->stats[STAT_HEALTH] <= 0 ) {
|
|
s->eFlags |= EF_DEAD;
|
|
} else {
|
|
s->eFlags &= ~EF_DEAD;
|
|
}
|
|
|
|
if ( ps->externalEvent ) {
|
|
s->event = ps->externalEvent;
|
|
s->eventParm = ps->externalEventParm;
|
|
} else if ( ps->entityEventSequence < ps->eventSequence ) {
|
|
int seq;
|
|
|
|
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
|
|
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
|
|
}
|
|
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
|
|
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
|
|
s->eventParm = ps->eventParms[ seq ];
|
|
ps->entityEventSequence++;
|
|
}
|
|
|
|
s->weapon = ps->weapon;
|
|
s->groundEntityNum = ps->groundEntityNum;
|
|
|
|
s->powerups = 0;
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
if ( ps->powerups[ i ] ) {
|
|
s->powerups |= 1 << i;
|
|
}
|
|
}
|
|
|
|
s->loopSound = ps->loopSound;
|
|
s->generic1 = ps->generic1;
|
|
}
|