2005-08-26 17:39:27 +00:00
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/*
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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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2005-10-29 01:53:09 +00:00
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along with Quake III Arena source code; if not, write to the Free Software
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2005-08-26 17:39:27 +00:00
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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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// cg_main.c -- initialization and primary entry point for cgame
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#include "cg_local.h"
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#ifdef MISSIONPACK
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#include "../ui/ui_shared.h"
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// display context for new ui stuff
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displayContextDef_t cgDC;
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#endif
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int forceModelModificationCount = -1;
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void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum );
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void CG_Shutdown( void );
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/*
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================
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vmMain
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This is the only way control passes into the module.
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This must be the very first function compiled into the .q3vm file
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================
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*/
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2009-09-15 02:48:17 +00:00
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Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
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2005-08-26 17:39:27 +00:00
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switch ( command ) {
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case CG_INIT:
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CG_Init( arg0, arg1, arg2 );
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return 0;
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case CG_SHUTDOWN:
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CG_Shutdown();
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return 0;
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case CG_CONSOLE_COMMAND:
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return CG_ConsoleCommand();
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case CG_DRAW_ACTIVE_FRAME:
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CG_DrawActiveFrame( arg0, arg1, arg2 );
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return 0;
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case CG_CROSSHAIR_PLAYER:
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return CG_CrosshairPlayer();
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case CG_LAST_ATTACKER:
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return CG_LastAttacker();
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case CG_KEY_EVENT:
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CG_KeyEvent(arg0, arg1);
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return 0;
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case CG_MOUSE_EVENT:
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#ifdef MISSIONPACK
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cgDC.cursorx = cgs.cursorX;
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cgDC.cursory = cgs.cursorY;
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#endif
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CG_MouseEvent(arg0, arg1);
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return 0;
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case CG_EVENT_HANDLING:
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CG_EventHandling(arg0);
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return 0;
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default:
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CG_Error( "vmMain: unknown command %i", command );
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break;
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}
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return -1;
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}
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cg_t cg;
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cgs_t cgs;
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centity_t cg_entities[MAX_GENTITIES];
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weaponInfo_t cg_weapons[MAX_WEAPONS];
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itemInfo_t cg_items[MAX_ITEMS];
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vmCvar_t cg_railTrailTime;
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vmCvar_t cg_centertime;
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vmCvar_t cg_runpitch;
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vmCvar_t cg_runroll;
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vmCvar_t cg_bobup;
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vmCvar_t cg_bobpitch;
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vmCvar_t cg_bobroll;
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vmCvar_t cg_swingSpeed;
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vmCvar_t cg_shadows;
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vmCvar_t cg_gibs;
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vmCvar_t cg_drawTimer;
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vmCvar_t cg_drawFPS;
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vmCvar_t cg_drawSnapshot;
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vmCvar_t cg_draw3dIcons;
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vmCvar_t cg_drawIcons;
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vmCvar_t cg_drawAmmoWarning;
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vmCvar_t cg_drawCrosshair;
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vmCvar_t cg_drawCrosshairNames;
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vmCvar_t cg_drawRewards;
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vmCvar_t cg_crosshairSize;
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vmCvar_t cg_crosshairX;
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vmCvar_t cg_crosshairY;
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vmCvar_t cg_crosshairHealth;
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vmCvar_t cg_draw2D;
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vmCvar_t cg_drawStatus;
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vmCvar_t cg_animSpeed;
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vmCvar_t cg_debugAnim;
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vmCvar_t cg_debugPosition;
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vmCvar_t cg_debugEvents;
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vmCvar_t cg_errorDecay;
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vmCvar_t cg_nopredict;
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vmCvar_t cg_noPlayerAnims;
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vmCvar_t cg_showmiss;
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vmCvar_t cg_footsteps;
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vmCvar_t cg_addMarks;
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vmCvar_t cg_brassTime;
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vmCvar_t cg_viewsize;
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vmCvar_t cg_drawGun;
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vmCvar_t cg_gun_frame;
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vmCvar_t cg_gun_x;
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vmCvar_t cg_gun_y;
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vmCvar_t cg_gun_z;
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vmCvar_t cg_tracerChance;
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vmCvar_t cg_tracerWidth;
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vmCvar_t cg_tracerLength;
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vmCvar_t cg_autoswitch;
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vmCvar_t cg_ignore;
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vmCvar_t cg_simpleItems;
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vmCvar_t cg_fov;
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vmCvar_t cg_zoomFov;
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vmCvar_t cg_thirdPerson;
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vmCvar_t cg_thirdPersonRange;
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vmCvar_t cg_thirdPersonAngle;
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vmCvar_t cg_lagometer;
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vmCvar_t cg_drawAttacker;
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vmCvar_t cg_synchronousClients;
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vmCvar_t cg_teamChatTime;
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vmCvar_t cg_teamChatHeight;
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vmCvar_t cg_stats;
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vmCvar_t cg_buildScript;
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vmCvar_t cg_forceModel;
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vmCvar_t cg_paused;
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vmCvar_t cg_blood;
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vmCvar_t cg_predictItems;
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vmCvar_t cg_deferPlayers;
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vmCvar_t cg_drawTeamOverlay;
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vmCvar_t cg_teamOverlayUserinfo;
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vmCvar_t cg_drawFriend;
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vmCvar_t cg_teamChatsOnly;
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2012-06-18 17:09:33 +00:00
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#ifdef MISSIONPACK
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2005-08-26 17:39:27 +00:00
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vmCvar_t cg_noVoiceChats;
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vmCvar_t cg_noVoiceText;
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2012-06-18 17:09:33 +00:00
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#endif
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2005-08-26 17:39:27 +00:00
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vmCvar_t cg_hudFiles;
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vmCvar_t cg_scorePlum;
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vmCvar_t cg_smoothClients;
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vmCvar_t pmove_fixed;
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//vmCvar_t cg_pmove_fixed;
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vmCvar_t pmove_msec;
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vmCvar_t cg_pmove_msec;
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vmCvar_t cg_cameraMode;
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vmCvar_t cg_cameraOrbit;
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vmCvar_t cg_cameraOrbitDelay;
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vmCvar_t cg_timescaleFadeEnd;
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vmCvar_t cg_timescaleFadeSpeed;
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vmCvar_t cg_timescale;
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vmCvar_t cg_smallFont;
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vmCvar_t cg_bigFont;
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vmCvar_t cg_noTaunt;
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vmCvar_t cg_noProjectileTrail;
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vmCvar_t cg_oldRail;
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vmCvar_t cg_oldRocket;
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vmCvar_t cg_oldPlasma;
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vmCvar_t cg_trueLightning;
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#ifdef MISSIONPACK
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vmCvar_t cg_redTeamName;
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vmCvar_t cg_blueTeamName;
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vmCvar_t cg_currentSelectedPlayer;
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vmCvar_t cg_currentSelectedPlayerName;
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vmCvar_t cg_singlePlayer;
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vmCvar_t cg_enableDust;
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vmCvar_t cg_enableBreath;
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vmCvar_t cg_singlePlayerActive;
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vmCvar_t cg_recordSPDemo;
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vmCvar_t cg_recordSPDemoName;
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vmCvar_t cg_obeliskRespawnDelay;
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#endif
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typedef struct {
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vmCvar_t *vmCvar;
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char *cvarName;
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char *defaultString;
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int cvarFlags;
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} cvarTable_t;
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2007-09-05 18:17:46 +00:00
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static cvarTable_t cvarTable[] = {
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2005-08-26 17:39:27 +00:00
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{ &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging
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{ &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
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{ &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
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{ &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE },
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{ &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
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{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
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{ &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
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{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
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{ &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
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{ &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE },
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{ &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE },
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{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
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{ &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE },
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{ &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE },
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{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
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{ &cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE },
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{ &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
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{ &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE },
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{ &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE },
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{ &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE },
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{ &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE },
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{ &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
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{ &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
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{ &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
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{ &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
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{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
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{ &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE },
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{ &cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE },
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{ &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT },
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{ &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT },
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{ &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT },
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{ &cg_centertime, "cg_centertime", "3", CVAR_CHEAT },
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{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
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{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
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{ &cg_bobup , "cg_bobup", "0.005", CVAR_CHEAT },
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{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
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{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
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{ &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT },
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{ &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT },
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{ &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
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{ &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT },
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{ &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
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{ &cg_errorDecay, "cg_errordecay", "100", 0 },
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{ &cg_nopredict, "cg_nopredict", "0", 0 },
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{ &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT },
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{ &cg_showmiss, "cg_showmiss", "0", 0 },
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{ &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT },
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{ &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT },
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{ &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT },
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{ &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT },
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{ &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT },
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{ &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT },
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{ &cg_thirdPerson, "cg_thirdPerson", "0", 0 },
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{ &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE },
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{ &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE },
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{ &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE },
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{ &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE },
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#ifdef MISSIONPACK
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{ &cg_deferPlayers, "cg_deferPlayers", "0", CVAR_ARCHIVE },
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#else
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{ &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE },
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#endif
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{ &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE },
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{ &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO },
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{ &cg_stats, "cg_stats", "0", 0 },
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{ &cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE },
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{ &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE },
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2012-06-18 17:09:33 +00:00
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#ifdef MISSIONPACK
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2005-08-26 17:39:27 +00:00
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{ &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE },
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{ &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE },
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2012-06-18 17:09:33 +00:00
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#endif
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2005-08-26 17:39:27 +00:00
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// the following variables are created in other parts of the system,
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// but we also reference them here
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{ &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures
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{ &cg_paused, "cl_paused", "0", CVAR_ROM },
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{ &cg_blood, "com_blood", "1", CVAR_ARCHIVE },
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2011-07-31 19:12:16 +00:00
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{ &cg_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO },
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2005-08-26 17:39:27 +00:00
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#ifdef MISSIONPACK
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{ &cg_redTeamName, "g_redteam", DEFAULT_REDTEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO },
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{ &cg_blueTeamName, "g_blueteam", DEFAULT_BLUETEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO },
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{ &cg_currentSelectedPlayer, "cg_currentSelectedPlayer", "0", CVAR_ARCHIVE},
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{ &cg_currentSelectedPlayerName, "cg_currentSelectedPlayerName", "", CVAR_ARCHIVE},
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{ &cg_singlePlayer, "ui_singlePlayerActive", "0", CVAR_USERINFO},
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|
{ &cg_enableDust, "g_enableDust", "0", CVAR_SERVERINFO},
|
|
|
|
{ &cg_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO},
|
|
|
|
{ &cg_singlePlayerActive, "ui_singlePlayerActive", "0", CVAR_USERINFO},
|
|
|
|
{ &cg_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE},
|
|
|
|
{ &cg_recordSPDemoName, "ui_recordSPDemoName", "", CVAR_ARCHIVE},
|
|
|
|
{ &cg_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO},
|
|
|
|
{ &cg_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE},
|
|
|
|
#endif
|
|
|
|
{ &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT},
|
|
|
|
{ &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE},
|
|
|
|
{ &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0},
|
|
|
|
{ &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0},
|
|
|
|
{ &cg_timescale, "timescale", "1", 0},
|
|
|
|
{ &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE},
|
|
|
|
{ &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE},
|
|
|
|
{ &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT},
|
|
|
|
|
2011-07-31 19:12:16 +00:00
|
|
|
{ &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO},
|
|
|
|
{ &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO},
|
2005-08-26 17:39:27 +00:00
|
|
|
{ &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE},
|
|
|
|
{ &cg_noProjectileTrail, "cg_noProjectileTrail", "0", CVAR_ARCHIVE},
|
|
|
|
{ &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
|
|
|
|
{ &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},
|
|
|
|
{ &cg_oldRail, "cg_oldRail", "1", CVAR_ARCHIVE},
|
|
|
|
{ &cg_oldRocket, "cg_oldRocket", "1", CVAR_ARCHIVE},
|
|
|
|
{ &cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE},
|
|
|
|
{ &cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE}
|
|
|
|
// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
|
|
|
|
};
|
|
|
|
|
2011-03-05 19:20:37 +00:00
|
|
|
static int cvarTableSize = ARRAY_LEN( cvarTable );
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_RegisterCvars
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CG_RegisterCvars( void ) {
|
|
|
|
int i;
|
|
|
|
cvarTable_t *cv;
|
|
|
|
char var[MAX_TOKEN_CHARS];
|
|
|
|
|
|
|
|
for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
|
|
|
|
trap_Cvar_Register( cv->vmCvar, cv->cvarName,
|
|
|
|
cv->defaultString, cv->cvarFlags );
|
|
|
|
}
|
|
|
|
|
|
|
|
// see if we are also running the server on this machine
|
|
|
|
trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) );
|
|
|
|
cgs.localServer = atoi( var );
|
|
|
|
|
|
|
|
forceModelModificationCount = cg_forceModel.modificationCount;
|
|
|
|
|
|
|
|
trap_Cvar_Register(NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
|
|
|
|
trap_Cvar_Register(NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
|
|
|
|
trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
|
|
|
|
trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===================
|
|
|
|
CG_ForceModelChange
|
|
|
|
===================
|
|
|
|
*/
|
|
|
|
static void CG_ForceModelChange( void ) {
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i=0 ; i<MAX_CLIENTS ; i++) {
|
|
|
|
const char *clientInfo;
|
|
|
|
|
|
|
|
clientInfo = CG_ConfigString( CS_PLAYERS+i );
|
|
|
|
if ( !clientInfo[0] ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
CG_NewClientInfo( i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_UpdateCvars
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CG_UpdateCvars( void ) {
|
|
|
|
int i;
|
|
|
|
cvarTable_t *cv;
|
|
|
|
|
|
|
|
for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
|
|
|
|
trap_Cvar_Update( cv->vmCvar );
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for modications here
|
|
|
|
|
2011-02-09 05:51:33 +00:00
|
|
|
// If team overlay is on, ask for updates from the server. If it's off,
|
2005-08-26 17:39:27 +00:00
|
|
|
// let the server know so we don't receive it
|
|
|
|
if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
|
|
|
|
drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;
|
|
|
|
|
|
|
|
if ( cg_drawTeamOverlay.integer > 0 ) {
|
|
|
|
trap_Cvar_Set( "teamoverlay", "1" );
|
|
|
|
} else {
|
|
|
|
trap_Cvar_Set( "teamoverlay", "0" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if force model changed
|
|
|
|
if ( forceModelModificationCount != cg_forceModel.modificationCount ) {
|
|
|
|
forceModelModificationCount = cg_forceModel.modificationCount;
|
|
|
|
CG_ForceModelChange();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int CG_CrosshairPlayer( void ) {
|
|
|
|
if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return cg.crosshairClientNum;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CG_LastAttacker( void ) {
|
|
|
|
if ( !cg.attackerTime ) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return cg.snap->ps.persistant[PERS_ATTACKER];
|
|
|
|
}
|
|
|
|
|
|
|
|
void QDECL CG_Printf( const char *msg, ... ) {
|
|
|
|
va_list argptr;
|
|
|
|
char text[1024];
|
|
|
|
|
|
|
|
va_start (argptr, msg);
|
2008-03-25 21:36:09 +00:00
|
|
|
Q_vsnprintf (text, sizeof(text), msg, argptr);
|
2005-08-26 17:39:27 +00:00
|
|
|
va_end (argptr);
|
|
|
|
|
|
|
|
trap_Print( text );
|
|
|
|
}
|
|
|
|
|
|
|
|
void QDECL CG_Error( const char *msg, ... ) {
|
|
|
|
va_list argptr;
|
|
|
|
char text[1024];
|
|
|
|
|
|
|
|
va_start (argptr, msg);
|
2008-03-25 21:36:09 +00:00
|
|
|
Q_vsnprintf (text, sizeof(text), msg, argptr);
|
2005-08-26 17:39:27 +00:00
|
|
|
va_end (argptr);
|
|
|
|
|
|
|
|
trap_Error( text );
|
|
|
|
}
|
|
|
|
|
|
|
|
void QDECL Com_Error( int level, const char *error, ... ) {
|
|
|
|
va_list argptr;
|
|
|
|
char text[1024];
|
|
|
|
|
|
|
|
va_start (argptr, error);
|
2008-03-25 21:36:09 +00:00
|
|
|
Q_vsnprintf (text, sizeof(text), error, argptr);
|
2005-08-26 17:39:27 +00:00
|
|
|
va_end (argptr);
|
|
|
|
|
2012-06-19 14:52:22 +00:00
|
|
|
trap_Error( text );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void QDECL Com_Printf( const char *msg, ... ) {
|
|
|
|
va_list argptr;
|
|
|
|
char text[1024];
|
|
|
|
|
|
|
|
va_start (argptr, msg);
|
2008-03-25 21:36:09 +00:00
|
|
|
Q_vsnprintf (text, sizeof(text), msg, argptr);
|
2005-08-26 17:39:27 +00:00
|
|
|
va_end (argptr);
|
|
|
|
|
2012-06-19 14:52:22 +00:00
|
|
|
trap_Print( text );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
CG_Argv
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
const char *CG_Argv( int arg ) {
|
|
|
|
static char buffer[MAX_STRING_CHARS];
|
|
|
|
|
|
|
|
trap_Argv( arg, buffer, sizeof( buffer ) );
|
|
|
|
|
|
|
|
return buffer;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//========================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_RegisterItemSounds
|
|
|
|
|
|
|
|
The server says this item is used on this level
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void CG_RegisterItemSounds( int itemNum ) {
|
|
|
|
gitem_t *item;
|
|
|
|
char data[MAX_QPATH];
|
|
|
|
char *s, *start;
|
|
|
|
int len;
|
|
|
|
|
|
|
|
item = &bg_itemlist[ itemNum ];
|
|
|
|
|
|
|
|
if( item->pickup_sound ) {
|
|
|
|
trap_S_RegisterSound( item->pickup_sound, qfalse );
|
|
|
|
}
|
|
|
|
|
|
|
|
// parse the space seperated precache string for other media
|
|
|
|
s = item->sounds;
|
|
|
|
if (!s || !s[0])
|
|
|
|
return;
|
|
|
|
|
|
|
|
while (*s) {
|
|
|
|
start = s;
|
|
|
|
while (*s && *s != ' ') {
|
|
|
|
s++;
|
|
|
|
}
|
|
|
|
|
|
|
|
len = s-start;
|
|
|
|
if (len >= MAX_QPATH || len < 5) {
|
|
|
|
CG_Error( "PrecacheItem: %s has bad precache string",
|
|
|
|
item->classname);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
memcpy (data, start, len);
|
|
|
|
data[len] = 0;
|
|
|
|
if ( *s ) {
|
|
|
|
s++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp(data+len-3, "wav" )) {
|
|
|
|
trap_S_RegisterSound( data, qfalse );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_RegisterSounds
|
|
|
|
|
|
|
|
called during a precache command
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void CG_RegisterSounds( void ) {
|
|
|
|
int i;
|
|
|
|
char items[MAX_ITEMS+1];
|
|
|
|
char name[MAX_QPATH];
|
|
|
|
const char *soundName;
|
|
|
|
|
|
|
|
// voice commands
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
CG_LoadVoiceChats();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav", qtrue );
|
|
|
|
cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qtrue );
|
|
|
|
cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qtrue );
|
|
|
|
cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qtrue );
|
|
|
|
cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qtrue );
|
|
|
|
cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qtrue );
|
|
|
|
cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qtrue );
|
|
|
|
cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qtrue );
|
|
|
|
cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qtrue );
|
|
|
|
cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qtrue );
|
|
|
|
cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qtrue );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.countPrepareTeamSound = trap_S_RegisterSound( "sound/feedback/prepare_team.wav", qtrue );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
|
|
|
|
|
|
|
|
cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qtrue );
|
|
|
|
cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qtrue );
|
|
|
|
cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qtrue );
|
|
|
|
cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qtrue );
|
|
|
|
cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qtrue );
|
|
|
|
|
|
|
|
cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qtrue );
|
|
|
|
cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qtrue );
|
|
|
|
|
|
|
|
cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qtrue );
|
|
|
|
cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qtrue );
|
|
|
|
|
|
|
|
cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qtrue );
|
|
|
|
cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qtrue );
|
|
|
|
|
|
|
|
cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qtrue );
|
|
|
|
cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qtrue );
|
|
|
|
|
|
|
|
if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
|
|
|
|
cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qtrue );
|
|
|
|
cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qtrue );
|
|
|
|
cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qtrue );
|
|
|
|
cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qtrue );
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( cgs.gametype == GT_1FCTF || cg_buildScript.integer ) {
|
|
|
|
// FIXME: get a replacement for this sound ?
|
|
|
|
cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qtrue );
|
|
|
|
cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qtrue );
|
|
|
|
cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qtrue );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cgs.gametype == GT_1FCTF || cgs.gametype == GT_CTF || cg_buildScript.integer ) {
|
|
|
|
cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qtrue );
|
|
|
|
cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qtrue);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) {
|
|
|
|
cgs.media.yourBaseIsUnderAttackSound = trap_S_RegisterSound( "sound/teamplay/voc_base_attack.wav", qtrue );
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qtrue );
|
|
|
|
cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qtrue);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse );
|
|
|
|
cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse );
|
|
|
|
cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav", qfalse );
|
|
|
|
cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav", qfalse );
|
|
|
|
cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse );
|
|
|
|
cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse );
|
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|
cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse );
|
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|
|
cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse );
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.useInvulnerabilitySound = trap_S_RegisterSound( "sound/items/invul_activate.wav", qfalse );
|
|
|
|
cgs.media.invulnerabilityImpactSound1 = trap_S_RegisterSound( "sound/items/invul_impact_01.wav", qfalse );
|
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|
|
cgs.media.invulnerabilityImpactSound2 = trap_S_RegisterSound( "sound/items/invul_impact_02.wav", qfalse );
|
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|
|
cgs.media.invulnerabilityImpactSound3 = trap_S_RegisterSound( "sound/items/invul_impact_03.wav", qfalse );
|
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|
|
cgs.media.invulnerabilityJuicedSound = trap_S_RegisterSound( "sound/items/invul_juiced.wav", qfalse );
|
|
|
|
cgs.media.obeliskHitSound1 = trap_S_RegisterSound( "sound/items/obelisk_hit_01.wav", qfalse );
|
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|
cgs.media.obeliskHitSound2 = trap_S_RegisterSound( "sound/items/obelisk_hit_02.wav", qfalse );
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|
cgs.media.obeliskHitSound3 = trap_S_RegisterSound( "sound/items/obelisk_hit_03.wav", qfalse );
|
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|
cgs.media.obeliskRespawnSound = trap_S_RegisterSound( "sound/items/obelisk_respawn.wav", qfalse );
|
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|
cgs.media.ammoregenSound = trap_S_RegisterSound("sound/items/cl_ammoregen.wav", qfalse);
|
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|
cgs.media.doublerSound = trap_S_RegisterSound("sound/items/cl_doubler.wav", qfalse);
|
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|
cgs.media.guardSound = trap_S_RegisterSound("sound/items/cl_guard.wav", qfalse);
|
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|
cgs.media.scoutSound = trap_S_RegisterSound("sound/items/cl_scout.wav", qfalse);
|
|
|
|
#endif
|
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|
|
|
cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse );
|
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|
cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse );
|
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|
cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse );
|
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|
cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav", qfalse );
|
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|
cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse );
|
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|
cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse);
|
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|
|
cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav", qfalse );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.hitSoundHighArmor = trap_S_RegisterSound( "sound/feedback/hithi.wav", qfalse );
|
|
|
|
cgs.media.hitSoundLowArmor = trap_S_RegisterSound( "sound/feedback/hitlo.wav", qfalse );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav", qtrue );
|
|
|
|
cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qtrue );
|
|
|
|
cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qtrue );
|
|
|
|
cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qtrue );
|
|
|
|
cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qtrue );
|
|
|
|
cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qtrue );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.firstImpressiveSound = trap_S_RegisterSound( "sound/feedback/first_impressive.wav", qtrue );
|
|
|
|
cgs.media.firstExcellentSound = trap_S_RegisterSound( "sound/feedback/first_excellent.wav", qtrue );
|
|
|
|
cgs.media.firstHumiliationSound = trap_S_RegisterSound( "sound/feedback/first_gauntlet.wav", qtrue );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qtrue);
|
|
|
|
cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qtrue);
|
|
|
|
cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qtrue);
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.voteNow = trap_S_RegisterSound( "sound/feedback/vote_now.wav", qtrue);
|
|
|
|
cgs.media.votePassed = trap_S_RegisterSound( "sound/feedback/vote_passed.wav", qtrue);
|
|
|
|
cgs.media.voteFailed = trap_S_RegisterSound( "sound/feedback/vote_failed.wav", qtrue);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse);
|
|
|
|
cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse);
|
|
|
|
cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse);
|
|
|
|
|
|
|
|
cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav", qfalse );
|
|
|
|
|
|
|
|
for (i=0 ; i<4 ; i++) {
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1);
|
|
|
|
cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name, qfalse);
|
|
|
|
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
|
|
|
|
cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name, qfalse);
|
|
|
|
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1);
|
|
|
|
cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name, qfalse);
|
|
|
|
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1);
|
|
|
|
cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name, qfalse);
|
|
|
|
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1);
|
|
|
|
cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name, qfalse);
|
|
|
|
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1);
|
|
|
|
cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name, qfalse);
|
|
|
|
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1);
|
|
|
|
cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name, qfalse);
|
|
|
|
}
|
|
|
|
|
|
|
|
// only register the items that the server says we need
|
2006-07-06 00:37:56 +00:00
|
|
|
Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items));
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
for ( i = 1 ; i < bg_numItems ; i++ ) {
|
|
|
|
// if ( items[ i ] == '1' || cg_buildScript.integer ) {
|
|
|
|
CG_RegisterItemSounds( i );
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
|
|
|
|
soundName = CG_ConfigString( CS_SOUNDS+i );
|
|
|
|
if ( !soundName[0] ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if ( soundName[0] == '*' ) {
|
|
|
|
continue; // custom sound
|
|
|
|
}
|
|
|
|
cgs.gameSounds[i] = trap_S_RegisterSound( soundName, qfalse );
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME: only needed with item
|
|
|
|
cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav", qfalse );
|
|
|
|
cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav", qfalse);
|
|
|
|
cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav", qfalse);
|
|
|
|
cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse);
|
|
|
|
cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse);
|
|
|
|
cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse);
|
2011-07-29 12:27:00 +00:00
|
|
|
//cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
|
2005-08-26 17:39:27 +00:00
|
|
|
cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
|
|
|
|
cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.sfx_proxexp = trap_S_RegisterSound( "sound/weapons/proxmine/wstbexpl.wav" , qfalse);
|
|
|
|
cgs.media.sfx_nghit = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpd.wav" , qfalse);
|
|
|
|
cgs.media.sfx_nghitflesh = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpl.wav" , qfalse);
|
|
|
|
cgs.media.sfx_nghitmetal = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpm.wav", qfalse );
|
|
|
|
cgs.media.sfx_chghit = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpd.wav", qfalse );
|
|
|
|
cgs.media.sfx_chghitflesh = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpl.wav", qfalse );
|
|
|
|
cgs.media.sfx_chghitmetal = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpm.wav", qfalse );
|
|
|
|
cgs.media.weaponHoverSound = trap_S_RegisterSound( "sound/weapons/weapon_hover.wav", qfalse );
|
|
|
|
cgs.media.kamikazeExplodeSound = trap_S_RegisterSound( "sound/items/kam_explode.wav", qfalse );
|
|
|
|
cgs.media.kamikazeImplodeSound = trap_S_RegisterSound( "sound/items/kam_implode.wav", qfalse );
|
|
|
|
cgs.media.kamikazeFarSound = trap_S_RegisterSound( "sound/items/kam_explode_far.wav", qfalse );
|
|
|
|
cgs.media.winnerSound = trap_S_RegisterSound( "sound/feedback/voc_youwin.wav", qfalse );
|
|
|
|
cgs.media.loserSound = trap_S_RegisterSound( "sound/feedback/voc_youlose.wav", qfalse );
|
|
|
|
|
|
|
|
cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse);
|
|
|
|
cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse);
|
|
|
|
cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse);
|
|
|
|
cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse);
|
|
|
|
cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse);
|
|
|
|
cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse );
|
|
|
|
cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse);
|
|
|
|
cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse);
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
trap_S_RegisterSound("sound/player/james/death1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/death2.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/death3.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/jump1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/pain25_1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/pain75_1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/pain100_1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/falling1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/gasp.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/drown.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/fall1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/james/taunt.wav", qfalse );
|
|
|
|
|
|
|
|
trap_S_RegisterSound("sound/player/janet/death1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/death2.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/death3.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/jump1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/pain25_1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/pain75_1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/pain100_1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/falling1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/gasp.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/drown.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/fall1.wav", qfalse );
|
|
|
|
trap_S_RegisterSound("sound/player/janet/taunt.wav", qfalse );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//===================================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_RegisterGraphics
|
|
|
|
|
|
|
|
This function may execute for a couple of minutes with a slow disk.
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void CG_RegisterGraphics( void ) {
|
|
|
|
int i;
|
|
|
|
char items[MAX_ITEMS+1];
|
|
|
|
static char *sb_nums[11] = {
|
|
|
|
"gfx/2d/numbers/zero_32b",
|
|
|
|
"gfx/2d/numbers/one_32b",
|
|
|
|
"gfx/2d/numbers/two_32b",
|
|
|
|
"gfx/2d/numbers/three_32b",
|
|
|
|
"gfx/2d/numbers/four_32b",
|
|
|
|
"gfx/2d/numbers/five_32b",
|
|
|
|
"gfx/2d/numbers/six_32b",
|
|
|
|
"gfx/2d/numbers/seven_32b",
|
|
|
|
"gfx/2d/numbers/eight_32b",
|
|
|
|
"gfx/2d/numbers/nine_32b",
|
|
|
|
"gfx/2d/numbers/minus_32b",
|
|
|
|
};
|
|
|
|
|
|
|
|
// clear any references to old media
|
|
|
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
|
|
|
trap_R_ClearScene();
|
|
|
|
|
|
|
|
CG_LoadingString( cgs.mapname );
|
|
|
|
|
|
|
|
trap_R_LoadWorldMap( cgs.mapname );
|
|
|
|
|
|
|
|
// precache status bar pics
|
|
|
|
CG_LoadingString( "game media" );
|
|
|
|
|
|
|
|
for ( i=0 ; i<11 ; i++) {
|
|
|
|
cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
|
|
|
|
}
|
|
|
|
|
|
|
|
cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" );
|
|
|
|
cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" );
|
|
|
|
cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" );
|
|
|
|
cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" );
|
|
|
|
cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" );
|
|
|
|
|
|
|
|
cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );
|
|
|
|
|
|
|
|
cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );
|
|
|
|
|
|
|
|
cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" );
|
|
|
|
cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" );
|
|
|
|
cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" );
|
|
|
|
cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );
|
|
|
|
|
|
|
|
cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
|
|
|
|
cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
|
|
|
|
cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.nailPuffShader = trap_R_RegisterShader( "nailtrail" );
|
|
|
|
cgs.media.blueProxMine = trap_R_RegisterModel( "models/weaphits/proxmineb.md3" );
|
|
|
|
#endif
|
|
|
|
cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
|
|
|
|
cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
|
|
|
|
cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
|
|
|
|
cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
|
|
|
|
|
|
|
|
cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
|
|
|
|
|
|
|
|
cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
|
|
|
|
cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
|
|
|
|
|
|
|
|
for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
|
|
|
|
cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
|
|
|
|
}
|
|
|
|
|
|
|
|
cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
|
|
|
|
cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" );
|
|
|
|
|
|
|
|
// powerup shaders
|
|
|
|
cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" );
|
|
|
|
cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" );
|
|
|
|
cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" );
|
|
|
|
cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" );
|
|
|
|
cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" );
|
|
|
|
cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" );
|
|
|
|
cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" );
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
2011-02-08 18:38:29 +00:00
|
|
|
if ( cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" );
|
|
|
|
cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" );
|
|
|
|
cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" );
|
|
|
|
cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF || cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
|
|
|
|
#else
|
|
|
|
if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
|
|
|
|
#endif
|
|
|
|
cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" );
|
|
|
|
cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" );
|
|
|
|
cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" );
|
|
|
|
cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
|
|
|
|
cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" );
|
|
|
|
cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" );
|
|
|
|
cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
|
|
|
|
cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.flagPoleModel = trap_R_RegisterModel( "models/flag2/flagpole.md3" );
|
|
|
|
cgs.media.flagFlapModel = trap_R_RegisterModel( "models/flag2/flagflap3.md3" );
|
|
|
|
|
|
|
|
cgs.media.redFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/red.skin" );
|
|
|
|
cgs.media.blueFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/blue.skin" );
|
|
|
|
cgs.media.neutralFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/white.skin" );
|
|
|
|
|
|
|
|
cgs.media.redFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/red_base.md3" );
|
|
|
|
cgs.media.blueFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/blue_base.md3" );
|
|
|
|
cgs.media.neutralFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/ntrl_base.md3" );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( cgs.gametype == GT_1FCTF || cg_buildScript.integer ) {
|
|
|
|
cgs.media.neutralFlagModel = trap_R_RegisterModel( "models/flags/n_flag.md3" );
|
|
|
|
cgs.media.flagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_neutral1" );
|
|
|
|
cgs.media.flagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
|
|
|
|
cgs.media.flagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
|
|
|
|
cgs.media.flagShader[3] = trap_R_RegisterShaderNoMip( "icons/iconf_neutral3" );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) {
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
cgs.media.rocketExplosionShader = trap_R_RegisterShader("rocketExplosion");
|
2005-08-26 17:39:27 +00:00
|
|
|
cgs.media.overloadBaseModel = trap_R_RegisterModel( "models/powerups/overload_base.md3" );
|
|
|
|
cgs.media.overloadTargetModel = trap_R_RegisterModel( "models/powerups/overload_target.md3" );
|
|
|
|
cgs.media.overloadLightsModel = trap_R_RegisterModel( "models/powerups/overload_lights.md3" );
|
|
|
|
cgs.media.overloadEnergyModel = trap_R_RegisterModel( "models/powerups/overload_energy.md3" );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
|
|
|
|
cgs.media.harvesterModel = trap_R_RegisterModel( "models/powerups/harvester/harvester.md3" );
|
|
|
|
cgs.media.harvesterRedSkin = trap_R_RegisterSkin( "models/powerups/harvester/red.skin" );
|
|
|
|
cgs.media.harvesterBlueSkin = trap_R_RegisterSkin( "models/powerups/harvester/blue.skin" );
|
|
|
|
cgs.media.harvesterNeutralModel = trap_R_RegisterModel( "models/powerups/obelisk/obelisk.md3" );
|
|
|
|
}
|
|
|
|
|
|
|
|
cgs.media.redKamikazeShader = trap_R_RegisterShader( "models/weaphits/kamikred" );
|
|
|
|
cgs.media.dustPuffShader = trap_R_RegisterShader("hasteSmokePuff" );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
|
|
|
|
cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" );
|
|
|
|
cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" );
|
|
|
|
cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.blueKamikazeShader = trap_R_RegisterShader( "models/weaphits/kamikblu" );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
|
|
|
|
cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );
|
|
|
|
|
|
|
|
cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
|
|
|
|
cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
|
|
|
|
|
|
|
|
cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
|
|
|
|
cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
|
|
|
|
cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" );
|
|
|
|
cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" );
|
|
|
|
cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" );
|
|
|
|
cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" );
|
|
|
|
cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" );
|
|
|
|
cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" );
|
|
|
|
cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" );
|
|
|
|
cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" );
|
|
|
|
|
|
|
|
cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
|
|
|
|
|
|
|
|
cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );
|
|
|
|
|
|
|
|
cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );
|
|
|
|
|
|
|
|
cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3");
|
|
|
|
cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
|
|
|
|
cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3");
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/powerups/pop.md3" );
|
|
|
|
#else
|
|
|
|
cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
|
|
|
|
cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" );
|
|
|
|
#endif
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cgs.media.kamikazeEffectModel = trap_R_RegisterModel( "models/weaphits/kamboom2.md3" );
|
|
|
|
cgs.media.kamikazeShockWave = trap_R_RegisterModel( "models/weaphits/kamwave.md3" );
|
|
|
|
cgs.media.kamikazeHeadModel = trap_R_RegisterModel( "models/powerups/kamikazi.md3" );
|
|
|
|
cgs.media.kamikazeHeadTrail = trap_R_RegisterModel( "models/powerups/trailtest.md3" );
|
|
|
|
cgs.media.guardPowerupModel = trap_R_RegisterModel( "models/powerups/guard_player.md3" );
|
|
|
|
cgs.media.scoutPowerupModel = trap_R_RegisterModel( "models/powerups/scout_player.md3" );
|
|
|
|
cgs.media.doublerPowerupModel = trap_R_RegisterModel( "models/powerups/doubler_player.md3" );
|
|
|
|
cgs.media.ammoRegenPowerupModel = trap_R_RegisterModel( "models/powerups/ammo_player.md3" );
|
|
|
|
cgs.media.invulnerabilityImpactModel = trap_R_RegisterModel( "models/powerups/shield/impact.md3" );
|
|
|
|
cgs.media.invulnerabilityJuicedModel = trap_R_RegisterModel( "models/powerups/shield/juicer.md3" );
|
|
|
|
cgs.media.medkitUsageModel = trap_R_RegisterModel( "models/powerups/regen.md3" );
|
|
|
|
cgs.media.heartShader = trap_R_RegisterShaderNoMip( "ui/assets/statusbar/selectedhealth.tga" );
|
2012-08-17 19:05:40 +00:00
|
|
|
cgs.media.invulnerabilityPowerupModel = trap_R_RegisterModel( "models/powerups/shield/shield.md3" );
|
2005-08-26 17:39:27 +00:00
|
|
|
#endif
|
|
|
|
|
|
|
|
cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" );
|
|
|
|
cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" );
|
|
|
|
cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" );
|
|
|
|
cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" );
|
|
|
|
cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" );
|
|
|
|
cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" );
|
|
|
|
|
|
|
|
|
|
|
|
memset( cg_items, 0, sizeof( cg_items ) );
|
|
|
|
memset( cg_weapons, 0, sizeof( cg_weapons ) );
|
|
|
|
|
|
|
|
// only register the items that the server says we need
|
2006-07-06 00:37:56 +00:00
|
|
|
Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items));
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
for ( i = 1 ; i < bg_numItems ; i++ ) {
|
|
|
|
if ( items[ i ] == '1' || cg_buildScript.integer ) {
|
|
|
|
CG_LoadingItem( i );
|
|
|
|
CG_RegisterItemVisuals( i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// wall marks
|
|
|
|
cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
|
|
|
|
cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
|
|
|
|
cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" );
|
|
|
|
cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" );
|
|
|
|
cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
|
|
|
|
cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
|
|
|
|
cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );
|
|
|
|
|
|
|
|
// register the inline models
|
|
|
|
cgs.numInlineModels = trap_CM_NumInlineModels();
|
|
|
|
for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
|
|
|
|
char name[10];
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
int j;
|
|
|
|
|
|
|
|
Com_sprintf( name, sizeof(name), "*%i", i );
|
|
|
|
cgs.inlineDrawModel[i] = trap_R_RegisterModel( name );
|
|
|
|
trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
|
|
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
|
|
cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// register all the server specified models
|
|
|
|
for (i=1 ; i<MAX_MODELS ; i++) {
|
|
|
|
const char *modelName;
|
|
|
|
|
|
|
|
modelName = CG_ConfigString( CS_MODELS+i );
|
|
|
|
if ( !modelName[0] ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
cgs.gameModels[i] = trap_R_RegisterModel( modelName );
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
// new stuff
|
|
|
|
cgs.media.patrolShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/patrol.tga");
|
|
|
|
cgs.media.assaultShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/assault.tga");
|
|
|
|
cgs.media.campShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/camp.tga");
|
|
|
|
cgs.media.followShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/follow.tga");
|
|
|
|
cgs.media.defendShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/defend.tga");
|
|
|
|
cgs.media.teamLeaderShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/team_leader.tga");
|
|
|
|
cgs.media.retrieveShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/retrieve.tga");
|
|
|
|
cgs.media.escortShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/escort.tga");
|
|
|
|
cgs.media.cursor = trap_R_RegisterShaderNoMip( "menu/art/3_cursor2" );
|
|
|
|
cgs.media.sizeCursor = trap_R_RegisterShaderNoMip( "ui/assets/sizecursor.tga" );
|
|
|
|
cgs.media.selectCursor = trap_R_RegisterShaderNoMip( "ui/assets/selectcursor.tga" );
|
|
|
|
cgs.media.flagShaders[0] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_in_base.tga");
|
|
|
|
cgs.media.flagShaders[1] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_capture.tga");
|
|
|
|
cgs.media.flagShaders[2] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_missing.tga");
|
|
|
|
|
|
|
|
trap_R_RegisterModel( "models/players/james/lower.md3" );
|
|
|
|
trap_R_RegisterModel( "models/players/james/upper.md3" );
|
|
|
|
trap_R_RegisterModel( "models/players/heads/james/james.md3" );
|
|
|
|
|
|
|
|
trap_R_RegisterModel( "models/players/janet/lower.md3" );
|
|
|
|
trap_R_RegisterModel( "models/players/janet/upper.md3" );
|
|
|
|
trap_R_RegisterModel( "models/players/heads/janet/janet.md3" );
|
|
|
|
|
|
|
|
#endif
|
|
|
|
CG_ClearParticles ();
|
|
|
|
/*
|
|
|
|
for (i=1; i<MAX_PARTICLES_AREAS; i++)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
int rval;
|
|
|
|
|
|
|
|
rval = CG_NewParticleArea ( CS_PARTICLES + i);
|
|
|
|
if (!rval)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=======================
|
|
|
|
CG_BuildSpectatorString
|
|
|
|
|
|
|
|
=======================
|
|
|
|
*/
|
2005-09-23 17:39:14 +00:00
|
|
|
void CG_BuildSpectatorString(void) {
|
2005-08-26 17:39:27 +00:00
|
|
|
int i;
|
|
|
|
cg.spectatorList[0] = 0;
|
|
|
|
for (i = 0; i < MAX_CLIENTS; i++) {
|
|
|
|
if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) {
|
|
|
|
Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s ", cgs.clientinfo[i].name));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = strlen(cg.spectatorList);
|
|
|
|
if (i != cg.spectatorLen) {
|
|
|
|
cg.spectatorLen = i;
|
|
|
|
cg.spectatorWidth = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===================
|
|
|
|
CG_RegisterClients
|
|
|
|
===================
|
|
|
|
*/
|
|
|
|
static void CG_RegisterClients( void ) {
|
|
|
|
int i;
|
|
|
|
|
|
|
|
CG_LoadingClient(cg.clientNum);
|
|
|
|
CG_NewClientInfo(cg.clientNum);
|
|
|
|
|
|
|
|
for (i=0 ; i<MAX_CLIENTS ; i++) {
|
|
|
|
const char *clientInfo;
|
|
|
|
|
|
|
|
if (cg.clientNum == i) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
clientInfo = CG_ConfigString( CS_PLAYERS+i );
|
|
|
|
if ( !clientInfo[0]) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
CG_LoadingClient( i );
|
|
|
|
CG_NewClientInfo( i );
|
|
|
|
}
|
|
|
|
CG_BuildSpectatorString();
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_ConfigString
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
const char *CG_ConfigString( int index ) {
|
|
|
|
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
|
|
|
|
CG_Error( "CG_ConfigString: bad index: %i", index );
|
|
|
|
}
|
|
|
|
return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
|
|
|
|
}
|
|
|
|
|
|
|
|
//==================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
CG_StartMusic
|
|
|
|
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
void CG_StartMusic( void ) {
|
|
|
|
char *s;
|
|
|
|
char parm1[MAX_QPATH], parm2[MAX_QPATH];
|
|
|
|
|
|
|
|
// start the background music
|
|
|
|
s = (char *)CG_ConfigString( CS_MUSIC );
|
|
|
|
Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
|
|
|
|
Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );
|
|
|
|
|
|
|
|
trap_S_StartBackgroundTrack( parm1, parm2 );
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
char *CG_GetMenuBuffer(const char *filename) {
|
|
|
|
int len;
|
|
|
|
fileHandle_t f;
|
|
|
|
static char buf[MAX_MENUFILE];
|
|
|
|
|
|
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
|
|
if ( !f ) {
|
|
|
|
trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) );
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
if ( len >= MAX_MENUFILE ) {
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ) );
|
2005-08-26 17:39:27 +00:00
|
|
|
trap_FS_FCloseFile( f );
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
trap_FS_Read( buf, len, f );
|
|
|
|
buf[len] = 0;
|
|
|
|
trap_FS_FCloseFile( f );
|
|
|
|
|
|
|
|
return buf;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// ==============================
|
|
|
|
// new hud stuff ( mission pack )
|
|
|
|
// ==============================
|
|
|
|
//
|
|
|
|
qboolean CG_Asset_Parse(int handle) {
|
|
|
|
pc_token_t token;
|
|
|
|
const char *tempStr;
|
|
|
|
|
|
|
|
if (!trap_PC_ReadToken(handle, &token))
|
|
|
|
return qfalse;
|
|
|
|
if (Q_stricmp(token.string, "{") != 0) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
while ( 1 ) {
|
|
|
|
if (!trap_PC_ReadToken(handle, &token))
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "}") == 0) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// font
|
|
|
|
if (Q_stricmp(token.string, "font") == 0) {
|
|
|
|
int pointSize;
|
|
|
|
if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// smallFont
|
|
|
|
if (Q_stricmp(token.string, "smallFont") == 0) {
|
|
|
|
int pointSize;
|
|
|
|
if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// font
|
|
|
|
if (Q_stricmp(token.string, "bigfont") == 0) {
|
|
|
|
int pointSize;
|
|
|
|
if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// gradientbar
|
|
|
|
if (Q_stricmp(token.string, "gradientbar") == 0) {
|
|
|
|
if (!PC_String_Parse(handle, &tempStr)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// enterMenuSound
|
|
|
|
if (Q_stricmp(token.string, "menuEnterSound") == 0) {
|
|
|
|
if (!PC_String_Parse(handle, &tempStr)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// exitMenuSound
|
|
|
|
if (Q_stricmp(token.string, "menuExitSound") == 0) {
|
|
|
|
if (!PC_String_Parse(handle, &tempStr)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// itemFocusSound
|
|
|
|
if (Q_stricmp(token.string, "itemFocusSound") == 0) {
|
|
|
|
if (!PC_String_Parse(handle, &tempStr)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// menuBuzzSound
|
|
|
|
if (Q_stricmp(token.string, "menuBuzzSound") == 0) {
|
|
|
|
if (!PC_String_Parse(handle, &tempStr)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "cursor") == 0) {
|
|
|
|
if (!PC_String_Parse(handle, &cgDC.Assets.cursorStr)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "fadeClamp") == 0) {
|
|
|
|
if (!PC_Float_Parse(handle, &cgDC.Assets.fadeClamp)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "fadeCycle") == 0) {
|
|
|
|
if (!PC_Int_Parse(handle, &cgDC.Assets.fadeCycle)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "fadeAmount") == 0) {
|
|
|
|
if (!PC_Float_Parse(handle, &cgDC.Assets.fadeAmount)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "shadowX") == 0) {
|
|
|
|
if (!PC_Float_Parse(handle, &cgDC.Assets.shadowX)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "shadowY") == 0) {
|
|
|
|
if (!PC_Float_Parse(handle, &cgDC.Assets.shadowY)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "shadowColor") == 0) {
|
|
|
|
if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor)) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3];
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
2007-09-05 18:17:46 +00:00
|
|
|
return qfalse;
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void CG_ParseMenu(const char *menuFile) {
|
|
|
|
pc_token_t token;
|
|
|
|
int handle;
|
|
|
|
|
|
|
|
handle = trap_PC_LoadSource(menuFile);
|
|
|
|
if (!handle)
|
|
|
|
handle = trap_PC_LoadSource("ui/testhud.menu");
|
|
|
|
if (!handle)
|
|
|
|
return;
|
|
|
|
|
|
|
|
while ( 1 ) {
|
|
|
|
if (!trap_PC_ReadToken( handle, &token )) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
//if ( Q_stricmp( token, "{" ) ) {
|
|
|
|
// Com_Printf( "Missing { in menu file\n" );
|
|
|
|
// break;
|
|
|
|
//}
|
|
|
|
|
|
|
|
//if ( menuCount == MAX_MENUS ) {
|
|
|
|
// Com_Printf( "Too many menus!\n" );
|
|
|
|
// break;
|
|
|
|
//}
|
|
|
|
|
|
|
|
if ( token.string[0] == '}' ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "assetGlobalDef") == 0) {
|
|
|
|
if (CG_Asset_Parse(handle)) {
|
|
|
|
continue;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (Q_stricmp(token.string, "menudef") == 0) {
|
|
|
|
// start a new menu
|
|
|
|
Menu_New(handle);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
trap_PC_FreeSource(handle);
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean CG_Load_Menu(char **p) {
|
|
|
|
char *token;
|
|
|
|
|
|
|
|
token = COM_ParseExt(p, qtrue);
|
|
|
|
|
|
|
|
if (token[0] != '{') {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
while ( 1 ) {
|
|
|
|
|
|
|
|
token = COM_ParseExt(p, qtrue);
|
|
|
|
|
|
|
|
if (Q_stricmp(token, "}") == 0) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
2017-06-08 00:16:05 +00:00
|
|
|
if (!token[0]) {
|
2005-08-26 17:39:27 +00:00
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
CG_ParseMenu(token);
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CG_LoadMenus(const char *menuFile) {
|
|
|
|
char *token;
|
|
|
|
char *p;
|
|
|
|
int len, start;
|
|
|
|
fileHandle_t f;
|
|
|
|
static char buf[MAX_MENUDEFFILE];
|
|
|
|
|
|
|
|
start = trap_Milliseconds();
|
|
|
|
|
|
|
|
len = trap_FS_FOpenFile( menuFile, &f, FS_READ );
|
|
|
|
if ( !f ) {
|
2010-10-25 06:34:33 +00:00
|
|
|
Com_Printf( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile );
|
2005-08-26 17:39:27 +00:00
|
|
|
len = trap_FS_FOpenFile( "ui/hud.txt", &f, FS_READ );
|
|
|
|
if (!f) {
|
2012-06-18 16:36:21 +00:00
|
|
|
CG_Error( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!" );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( len >= MAX_MENUDEFFILE ) {
|
|
|
|
trap_FS_FCloseFile( f );
|
2012-06-18 16:36:21 +00:00
|
|
|
CG_Error( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE );
|
2005-08-26 17:39:27 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
trap_FS_Read( buf, len, f );
|
|
|
|
buf[len] = 0;
|
|
|
|
trap_FS_FCloseFile( f );
|
|
|
|
|
|
|
|
COM_Compress(buf);
|
|
|
|
|
|
|
|
Menu_Reset();
|
|
|
|
|
|
|
|
p = buf;
|
|
|
|
|
|
|
|
while ( 1 ) {
|
|
|
|
token = COM_ParseExt( &p, qtrue );
|
2017-06-08 00:16:05 +00:00
|
|
|
if (!token[0]) {
|
2005-08-26 17:39:27 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
//if ( Q_stricmp( token, "{" ) ) {
|
|
|
|
// Com_Printf( "Missing { in menu file\n" );
|
|
|
|
// break;
|
|
|
|
//}
|
|
|
|
|
|
|
|
//if ( menuCount == MAX_MENUS ) {
|
|
|
|
// Com_Printf( "Too many menus!\n" );
|
|
|
|
// break;
|
|
|
|
//}
|
|
|
|
|
|
|
|
if ( Q_stricmp( token, "}" ) == 0 ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Q_stricmp(token, "loadmenu") == 0) {
|
|
|
|
if (CG_Load_Menu(&p)) {
|
|
|
|
continue;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Com_Printf("UI menu load time = %d milli seconds\n", trap_Milliseconds() - start);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static qboolean CG_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static int CG_FeederCount(float feederID) {
|
|
|
|
int i, count;
|
|
|
|
count = 0;
|
|
|
|
if (feederID == FEEDER_REDTEAM_LIST) {
|
|
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
|
|
if (cg.scores[i].team == TEAM_RED) {
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if (feederID == FEEDER_BLUETEAM_LIST) {
|
|
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
|
|
if (cg.scores[i].team == TEAM_BLUE) {
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if (feederID == FEEDER_SCOREBOARD) {
|
|
|
|
return cg.numScores;
|
|
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CG_SetScoreSelection(void *p) {
|
|
|
|
menuDef_t *menu = (menuDef_t*)p;
|
|
|
|
playerState_t *ps = &cg.snap->ps;
|
|
|
|
int i, red, blue;
|
|
|
|
red = blue = 0;
|
|
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
|
|
if (cg.scores[i].team == TEAM_RED) {
|
|
|
|
red++;
|
|
|
|
} else if (cg.scores[i].team == TEAM_BLUE) {
|
|
|
|
blue++;
|
|
|
|
}
|
|
|
|
if (ps->clientNum == cg.scores[i].client) {
|
|
|
|
cg.selectedScore = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (menu == NULL) {
|
|
|
|
// just interested in setting the selected score
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
int feeder = FEEDER_REDTEAM_LIST;
|
|
|
|
i = red;
|
|
|
|
if (cg.scores[cg.selectedScore].team == TEAM_BLUE) {
|
|
|
|
feeder = FEEDER_BLUETEAM_LIST;
|
|
|
|
i = blue;
|
|
|
|
}
|
|
|
|
Menu_SetFeederSelection(menu, feeder, i, NULL);
|
|
|
|
} else {
|
|
|
|
Menu_SetFeederSelection(menu, FEEDER_SCOREBOARD, cg.selectedScore, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME: might need to cache this info
|
|
|
|
static clientInfo_t * CG_InfoFromScoreIndex(int index, int team, int *scoreIndex) {
|
|
|
|
int i, count;
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
count = 0;
|
|
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
|
|
if (cg.scores[i].team == team) {
|
|
|
|
if (count == index) {
|
|
|
|
*scoreIndex = i;
|
|
|
|
return &cgs.clientinfo[cg.scores[i].client];
|
|
|
|
}
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*scoreIndex = index;
|
|
|
|
return &cgs.clientinfo[ cg.scores[index].client ];
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char *CG_FeederItemText(float feederID, int index, int column, qhandle_t *handle) {
|
|
|
|
gitem_t *item;
|
|
|
|
int scoreIndex = 0;
|
|
|
|
clientInfo_t *info = NULL;
|
|
|
|
int team = -1;
|
|
|
|
score_t *sp = NULL;
|
|
|
|
|
|
|
|
*handle = -1;
|
|
|
|
|
|
|
|
if (feederID == FEEDER_REDTEAM_LIST) {
|
|
|
|
team = TEAM_RED;
|
|
|
|
} else if (feederID == FEEDER_BLUETEAM_LIST) {
|
|
|
|
team = TEAM_BLUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
info = CG_InfoFromScoreIndex(index, team, &scoreIndex);
|
|
|
|
sp = &cg.scores[scoreIndex];
|
|
|
|
|
|
|
|
if (info && info->infoValid) {
|
|
|
|
switch (column) {
|
|
|
|
case 0:
|
|
|
|
if ( info->powerups & ( 1 << PW_NEUTRALFLAG ) ) {
|
|
|
|
item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
|
|
|
|
*handle = cg_items[ ITEM_INDEX(item) ].icon;
|
|
|
|
} else if ( info->powerups & ( 1 << PW_REDFLAG ) ) {
|
|
|
|
item = BG_FindItemForPowerup( PW_REDFLAG );
|
|
|
|
*handle = cg_items[ ITEM_INDEX(item) ].icon;
|
|
|
|
} else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) {
|
|
|
|
item = BG_FindItemForPowerup( PW_BLUEFLAG );
|
|
|
|
*handle = cg_items[ ITEM_INDEX(item) ].icon;
|
|
|
|
} else {
|
|
|
|
if ( info->botSkill > 0 && info->botSkill <= 5 ) {
|
|
|
|
*handle = cgs.media.botSkillShaders[ info->botSkill - 1 ];
|
|
|
|
} else if ( info->handicap < 100 ) {
|
|
|
|
return va("%i", info->handicap );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
if (team == -1) {
|
|
|
|
return "";
|
|
|
|
} else {
|
|
|
|
*handle = CG_StatusHandle(info->teamTask);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << sp->client ) ) {
|
|
|
|
return "Ready";
|
|
|
|
}
|
|
|
|
if (team == -1) {
|
|
|
|
if (cgs.gametype == GT_TOURNAMENT) {
|
|
|
|
return va("%i/%i", info->wins, info->losses);
|
|
|
|
} else if (info->infoValid && info->team == TEAM_SPECTATOR ) {
|
|
|
|
return "Spectator";
|
|
|
|
} else {
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (info->teamLeader) {
|
|
|
|
return "Leader";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
return info->name;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
return va("%i", info->score);
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
return va("%4i", sp->time);
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
if ( sp->ping == -1 ) {
|
|
|
|
return "connecting";
|
|
|
|
}
|
|
|
|
return va("%4i", sp->ping);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
static qhandle_t CG_FeederItemImage(float feederID, int index) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CG_FeederSelection(float feederID, int index) {
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
int i, count;
|
|
|
|
int team = (feederID == FEEDER_REDTEAM_LIST) ? TEAM_RED : TEAM_BLUE;
|
|
|
|
count = 0;
|
|
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
|
|
if (cg.scores[i].team == team) {
|
|
|
|
if (index == count) {
|
|
|
|
cg.selectedScore = i;
|
|
|
|
}
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
cg.selectedScore = index;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static float CG_Cvar_Get(const char *cvar) {
|
|
|
|
char buff[128];
|
|
|
|
memset(buff, 0, sizeof(buff));
|
|
|
|
trap_Cvar_VariableStringBuffer(cvar, buff, sizeof(buff));
|
|
|
|
return atof(buff);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CG_Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style) {
|
|
|
|
CG_Text_Paint(x, y, scale, color, text, 0, limit, style);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int CG_OwnerDrawWidth(int ownerDraw, float scale) {
|
|
|
|
switch (ownerDraw) {
|
|
|
|
case CG_GAME_TYPE:
|
|
|
|
return CG_Text_Width(CG_GameTypeString(), scale, 0);
|
|
|
|
case CG_GAME_STATUS:
|
|
|
|
return CG_Text_Width(CG_GetGameStatusText(), scale, 0);
|
|
|
|
break;
|
|
|
|
case CG_KILLER:
|
|
|
|
return CG_Text_Width(CG_GetKillerText(), scale, 0);
|
|
|
|
break;
|
|
|
|
case CG_RED_NAME:
|
|
|
|
return CG_Text_Width(cg_redTeamName.string, scale, 0);
|
|
|
|
break;
|
|
|
|
case CG_BLUE_NAME:
|
|
|
|
return CG_Text_Width(cg_blueTeamName.string, scale, 0);
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) {
|
|
|
|
return trap_CIN_PlayCinematic(name, x, y, w, h, CIN_loop);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CG_StopCinematic(int handle) {
|
|
|
|
trap_CIN_StopCinematic(handle);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CG_DrawCinematic(int handle, float x, float y, float w, float h) {
|
|
|
|
trap_CIN_SetExtents(handle, x, y, w, h);
|
|
|
|
trap_CIN_DrawCinematic(handle);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CG_RunCinematicFrame(int handle) {
|
|
|
|
trap_CIN_RunCinematic(handle);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_LoadHudMenu();
|
|
|
|
|
|
|
|
=================
|
|
|
|
*/
|
2005-09-02 20:13:47 +00:00
|
|
|
void CG_LoadHudMenu( void ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
char buff[1024];
|
|
|
|
const char *hudSet;
|
|
|
|
|
|
|
|
cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip;
|
|
|
|
cgDC.setColor = &trap_R_SetColor;
|
|
|
|
cgDC.drawHandlePic = &CG_DrawPic;
|
|
|
|
cgDC.drawStretchPic = &trap_R_DrawStretchPic;
|
|
|
|
cgDC.drawText = &CG_Text_Paint;
|
|
|
|
cgDC.textWidth = &CG_Text_Width;
|
|
|
|
cgDC.textHeight = &CG_Text_Height;
|
|
|
|
cgDC.registerModel = &trap_R_RegisterModel;
|
|
|
|
cgDC.modelBounds = &trap_R_ModelBounds;
|
|
|
|
cgDC.fillRect = &CG_FillRect;
|
|
|
|
cgDC.drawRect = &CG_DrawRect;
|
|
|
|
cgDC.drawSides = &CG_DrawSides;
|
|
|
|
cgDC.drawTopBottom = &CG_DrawTopBottom;
|
|
|
|
cgDC.clearScene = &trap_R_ClearScene;
|
|
|
|
cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene;
|
|
|
|
cgDC.renderScene = &trap_R_RenderScene;
|
|
|
|
cgDC.registerFont = &trap_R_RegisterFont;
|
|
|
|
cgDC.ownerDrawItem = &CG_OwnerDraw;
|
|
|
|
cgDC.getValue = &CG_GetValue;
|
|
|
|
cgDC.ownerDrawVisible = &CG_OwnerDrawVisible;
|
|
|
|
cgDC.runScript = &CG_RunMenuScript;
|
|
|
|
cgDC.getTeamColor = &CG_GetTeamColor;
|
|
|
|
cgDC.setCVar = trap_Cvar_Set;
|
|
|
|
cgDC.getCVarString = trap_Cvar_VariableStringBuffer;
|
|
|
|
cgDC.getCVarValue = CG_Cvar_Get;
|
|
|
|
cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor;
|
|
|
|
//cgDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode;
|
|
|
|
//cgDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode;
|
|
|
|
cgDC.startLocalSound = &trap_S_StartLocalSound;
|
|
|
|
cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey;
|
|
|
|
cgDC.feederCount = &CG_FeederCount;
|
|
|
|
cgDC.feederItemImage = &CG_FeederItemImage;
|
|
|
|
cgDC.feederItemText = &CG_FeederItemText;
|
|
|
|
cgDC.feederSelection = &CG_FeederSelection;
|
|
|
|
//cgDC.setBinding = &trap_Key_SetBinding;
|
|
|
|
//cgDC.getBindingBuf = &trap_Key_GetBindingBuf;
|
|
|
|
//cgDC.keynumToStringBuf = &trap_Key_KeynumToStringBuf;
|
|
|
|
//cgDC.executeText = &trap_Cmd_ExecuteText;
|
|
|
|
cgDC.Error = &Com_Error;
|
|
|
|
cgDC.Print = &Com_Printf;
|
|
|
|
cgDC.ownerDrawWidth = &CG_OwnerDrawWidth;
|
|
|
|
//cgDC.Pause = &CG_Pause;
|
|
|
|
cgDC.registerSound = &trap_S_RegisterSound;
|
|
|
|
cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack;
|
|
|
|
cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack;
|
|
|
|
cgDC.playCinematic = &CG_PlayCinematic;
|
|
|
|
cgDC.stopCinematic = &CG_StopCinematic;
|
|
|
|
cgDC.drawCinematic = &CG_DrawCinematic;
|
|
|
|
cgDC.runCinematicFrame = &CG_RunCinematicFrame;
|
|
|
|
|
|
|
|
Init_Display(&cgDC);
|
|
|
|
|
|
|
|
Menu_Reset();
|
|
|
|
|
|
|
|
trap_Cvar_VariableStringBuffer("cg_hudFiles", buff, sizeof(buff));
|
|
|
|
hudSet = buff;
|
|
|
|
if (hudSet[0] == '\0') {
|
|
|
|
hudSet = "ui/hud.txt";
|
|
|
|
}
|
|
|
|
|
|
|
|
CG_LoadMenus(hudSet);
|
|
|
|
}
|
|
|
|
|
2005-09-02 20:13:47 +00:00
|
|
|
void CG_AssetCache( void ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
//if (Assets.textFont == NULL) {
|
|
|
|
// trap_R_RegisterFont("fonts/arial.ttf", 72, &Assets.textFont);
|
|
|
|
//}
|
|
|
|
//Assets.background = trap_R_RegisterShaderNoMip( ASSET_BACKGROUND );
|
|
|
|
//Com_Printf("Menu Size: %i bytes\n", sizeof(Menus));
|
|
|
|
cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR );
|
|
|
|
cgDC.Assets.fxBasePic = trap_R_RegisterShaderNoMip( ART_FX_BASE );
|
|
|
|
cgDC.Assets.fxPic[0] = trap_R_RegisterShaderNoMip( ART_FX_RED );
|
|
|
|
cgDC.Assets.fxPic[1] = trap_R_RegisterShaderNoMip( ART_FX_YELLOW );
|
|
|
|
cgDC.Assets.fxPic[2] = trap_R_RegisterShaderNoMip( ART_FX_GREEN );
|
|
|
|
cgDC.Assets.fxPic[3] = trap_R_RegisterShaderNoMip( ART_FX_TEAL );
|
|
|
|
cgDC.Assets.fxPic[4] = trap_R_RegisterShaderNoMip( ART_FX_BLUE );
|
|
|
|
cgDC.Assets.fxPic[5] = trap_R_RegisterShaderNoMip( ART_FX_CYAN );
|
|
|
|
cgDC.Assets.fxPic[6] = trap_R_RegisterShaderNoMip( ART_FX_WHITE );
|
|
|
|
cgDC.Assets.scrollBar = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR );
|
|
|
|
cgDC.Assets.scrollBarArrowDown = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN );
|
|
|
|
cgDC.Assets.scrollBarArrowUp = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP );
|
|
|
|
cgDC.Assets.scrollBarArrowLeft = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT );
|
|
|
|
cgDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT );
|
|
|
|
cgDC.Assets.scrollBarThumb = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB );
|
|
|
|
cgDC.Assets.sliderBar = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR );
|
|
|
|
cgDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_Init
|
|
|
|
|
|
|
|
Called after every level change or subsystem restart
|
|
|
|
Will perform callbacks to make the loading info screen update.
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
|
|
|
|
const char *s;
|
|
|
|
|
|
|
|
// clear everything
|
|
|
|
memset( &cgs, 0, sizeof( cgs ) );
|
|
|
|
memset( &cg, 0, sizeof( cg ) );
|
|
|
|
memset( cg_entities, 0, sizeof(cg_entities) );
|
|
|
|
memset( cg_weapons, 0, sizeof(cg_weapons) );
|
|
|
|
memset( cg_items, 0, sizeof(cg_items) );
|
|
|
|
|
|
|
|
cg.clientNum = clientNum;
|
|
|
|
|
|
|
|
cgs.processedSnapshotNum = serverMessageNum;
|
|
|
|
cgs.serverCommandSequence = serverCommandSequence;
|
|
|
|
|
|
|
|
// load a few needed things before we do any screen updates
|
|
|
|
cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" );
|
|
|
|
cgs.media.whiteShader = trap_R_RegisterShader( "white" );
|
|
|
|
cgs.media.charsetProp = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
|
|
|
|
cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
|
|
|
|
cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );
|
|
|
|
|
|
|
|
CG_RegisterCvars();
|
|
|
|
|
|
|
|
CG_InitConsoleCommands();
|
|
|
|
|
|
|
|
cg.weaponSelect = WP_MACHINEGUN;
|
|
|
|
|
|
|
|
cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
|
|
|
|
cgs.flagStatus = -1;
|
|
|
|
// old servers
|
|
|
|
|
|
|
|
// get the rendering configuration from the client system
|
|
|
|
trap_GetGlconfig( &cgs.glconfig );
|
|
|
|
cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
|
|
|
|
cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;
|
|
|
|
|
|
|
|
// get the gamestate from the client system
|
|
|
|
trap_GetGameState( &cgs.gameState );
|
|
|
|
|
|
|
|
// check version
|
|
|
|
s = CG_ConfigString( CS_GAME_VERSION );
|
|
|
|
if ( strcmp( s, GAME_VERSION ) ) {
|
|
|
|
CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
|
|
|
|
}
|
|
|
|
|
|
|
|
s = CG_ConfigString( CS_LEVEL_START_TIME );
|
|
|
|
cgs.levelStartTime = atoi( s );
|
|
|
|
|
|
|
|
CG_ParseServerinfo();
|
|
|
|
|
|
|
|
// load the new map
|
|
|
|
CG_LoadingString( "collision map" );
|
|
|
|
|
|
|
|
trap_CM_LoadMap( cgs.mapname );
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
String_Init();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
cg.loading = qtrue; // force players to load instead of defer
|
|
|
|
|
|
|
|
CG_LoadingString( "sounds" );
|
|
|
|
|
|
|
|
CG_RegisterSounds();
|
|
|
|
|
|
|
|
CG_LoadingString( "graphics" );
|
|
|
|
|
|
|
|
CG_RegisterGraphics();
|
|
|
|
|
|
|
|
CG_LoadingString( "clients" );
|
|
|
|
|
|
|
|
CG_RegisterClients(); // if low on memory, some clients will be deferred
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
CG_AssetCache();
|
|
|
|
CG_LoadHudMenu(); // load new hud stuff
|
|
|
|
#endif
|
|
|
|
|
|
|
|
cg.loading = qfalse; // future players will be deferred
|
|
|
|
|
|
|
|
CG_InitLocalEntities();
|
|
|
|
|
|
|
|
CG_InitMarkPolys();
|
|
|
|
|
|
|
|
// remove the last loading update
|
|
|
|
cg.infoScreenText[0] = 0;
|
|
|
|
|
|
|
|
// Make sure we have update values (scores)
|
|
|
|
CG_SetConfigValues();
|
|
|
|
|
|
|
|
CG_StartMusic();
|
|
|
|
|
|
|
|
CG_LoadingString( "" );
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
CG_InitTeamChat();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
CG_ShaderStateChanged();
|
|
|
|
|
|
|
|
trap_S_ClearLoopingSounds( qtrue );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_Shutdown
|
|
|
|
|
|
|
|
Called before every level change or subsystem restart
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CG_Shutdown( void ) {
|
|
|
|
// some mods may need to do cleanup work here,
|
|
|
|
// like closing files or archiving session data
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CG_EventHandling
|
|
|
|
==================
|
|
|
|
type 0 - no event handling
|
|
|
|
1 - team menu
|
|
|
|
2 - hud editor
|
|
|
|
|
|
|
|
*/
|
|
|
|
#ifndef MISSIONPACK
|
|
|
|
void CG_EventHandling(int type) {
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CG_KeyEvent(int key, qboolean down) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void CG_MouseEvent(int x, int y) {
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|