2005-08-26 17:39:27 +00:00
|
|
|
/*
|
|
|
|
===========================================================================
|
|
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
|
|
or (at your option) any later version.
|
|
|
|
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
2005-10-29 01:53:09 +00:00
|
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
2005-08-26 17:39:27 +00:00
|
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
|
|
===========================================================================
|
|
|
|
*/
|
|
|
|
//
|
|
|
|
// cg_servercmds.c -- reliably sequenced text commands sent by the server
|
|
|
|
// these are processed at snapshot transition time, so there will definately
|
|
|
|
// be a valid snapshot this frame
|
|
|
|
|
|
|
|
#include "cg_local.h"
|
2012-06-18 17:09:33 +00:00
|
|
|
#ifdef MISSIONPACK
|
2007-09-05 18:17:46 +00:00
|
|
|
#include "../../ui/menudef.h"
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
typedef struct {
|
|
|
|
const char *order;
|
|
|
|
int taskNum;
|
|
|
|
} orderTask_t;
|
|
|
|
|
|
|
|
static const orderTask_t validOrders[] = {
|
|
|
|
{ VOICECHAT_GETFLAG, TEAMTASK_OFFENSE },
|
|
|
|
{ VOICECHAT_OFFENSE, TEAMTASK_OFFENSE },
|
|
|
|
{ VOICECHAT_DEFEND, TEAMTASK_DEFENSE },
|
|
|
|
{ VOICECHAT_DEFENDFLAG, TEAMTASK_DEFENSE },
|
|
|
|
{ VOICECHAT_PATROL, TEAMTASK_PATROL },
|
|
|
|
{ VOICECHAT_CAMP, TEAMTASK_CAMP },
|
|
|
|
{ VOICECHAT_FOLLOWME, TEAMTASK_FOLLOW },
|
|
|
|
{ VOICECHAT_RETURNFLAG, TEAMTASK_RETRIEVE },
|
|
|
|
{ VOICECHAT_FOLLOWFLAGCARRIER, TEAMTASK_ESCORT }
|
|
|
|
};
|
|
|
|
|
2011-03-05 19:20:37 +00:00
|
|
|
static const int numValidOrders = ARRAY_LEN(validOrders);
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
static int CG_ValidOrder(const char *p) {
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < numValidOrders; i++) {
|
|
|
|
if (Q_stricmp(p, validOrders[i].order) == 0) {
|
|
|
|
return validOrders[i].taskNum;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_ParseScores
|
|
|
|
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void CG_ParseScores( void ) {
|
|
|
|
int i, powerups;
|
|
|
|
|
|
|
|
cg.numScores = atoi( CG_Argv( 1 ) );
|
|
|
|
if ( cg.numScores > MAX_CLIENTS ) {
|
|
|
|
cg.numScores = MAX_CLIENTS;
|
|
|
|
}
|
|
|
|
|
|
|
|
cg.teamScores[0] = atoi( CG_Argv( 2 ) );
|
|
|
|
cg.teamScores[1] = atoi( CG_Argv( 3 ) );
|
|
|
|
|
|
|
|
memset( cg.scores, 0, sizeof( cg.scores ) );
|
|
|
|
for ( i = 0 ; i < cg.numScores ; i++ ) {
|
|
|
|
//
|
|
|
|
cg.scores[i].client = atoi( CG_Argv( i * 14 + 4 ) );
|
|
|
|
cg.scores[i].score = atoi( CG_Argv( i * 14 + 5 ) );
|
|
|
|
cg.scores[i].ping = atoi( CG_Argv( i * 14 + 6 ) );
|
|
|
|
cg.scores[i].time = atoi( CG_Argv( i * 14 + 7 ) );
|
|
|
|
cg.scores[i].scoreFlags = atoi( CG_Argv( i * 14 + 8 ) );
|
|
|
|
powerups = atoi( CG_Argv( i * 14 + 9 ) );
|
|
|
|
cg.scores[i].accuracy = atoi(CG_Argv(i * 14 + 10));
|
|
|
|
cg.scores[i].impressiveCount = atoi(CG_Argv(i * 14 + 11));
|
|
|
|
cg.scores[i].excellentCount = atoi(CG_Argv(i * 14 + 12));
|
|
|
|
cg.scores[i].guantletCount = atoi(CG_Argv(i * 14 + 13));
|
|
|
|
cg.scores[i].defendCount = atoi(CG_Argv(i * 14 + 14));
|
|
|
|
cg.scores[i].assistCount = atoi(CG_Argv(i * 14 + 15));
|
|
|
|
cg.scores[i].perfect = atoi(CG_Argv(i * 14 + 16));
|
|
|
|
cg.scores[i].captures = atoi(CG_Argv(i * 14 + 17));
|
|
|
|
|
|
|
|
if ( cg.scores[i].client < 0 || cg.scores[i].client >= MAX_CLIENTS ) {
|
|
|
|
cg.scores[i].client = 0;
|
|
|
|
}
|
|
|
|
cgs.clientinfo[ cg.scores[i].client ].score = cg.scores[i].score;
|
|
|
|
cgs.clientinfo[ cg.scores[i].client ].powerups = powerups;
|
|
|
|
|
|
|
|
cg.scores[i].team = cgs.clientinfo[cg.scores[i].client].team;
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
CG_SetScoreSelection(NULL);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_ParseTeamInfo
|
|
|
|
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void CG_ParseTeamInfo( void ) {
|
|
|
|
int i;
|
|
|
|
int client;
|
|
|
|
|
|
|
|
numSortedTeamPlayers = atoi( CG_Argv( 1 ) );
|
2009-01-13 07:57:03 +00:00
|
|
|
if( numSortedTeamPlayers < 0 || numSortedTeamPlayers > TEAM_MAXOVERLAY )
|
|
|
|
{
|
|
|
|
CG_Error( "CG_ParseTeamInfo: numSortedTeamPlayers out of range (%d)",
|
|
|
|
numSortedTeamPlayers );
|
|
|
|
return;
|
|
|
|
}
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
for ( i = 0 ; i < numSortedTeamPlayers ; i++ ) {
|
|
|
|
client = atoi( CG_Argv( i * 6 + 2 ) );
|
2009-01-13 07:57:03 +00:00
|
|
|
if( client < 0 || client >= MAX_CLIENTS )
|
|
|
|
{
|
|
|
|
CG_Error( "CG_ParseTeamInfo: bad client number: %d", client );
|
|
|
|
return;
|
|
|
|
}
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
sortedTeamPlayers[i] = client;
|
|
|
|
|
|
|
|
cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 6 + 3 ) );
|
|
|
|
cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 6 + 4 ) );
|
|
|
|
cgs.clientinfo[ client ].armor = atoi( CG_Argv( i * 6 + 5 ) );
|
|
|
|
cgs.clientinfo[ client ].curWeapon = atoi( CG_Argv( i * 6 + 6 ) );
|
|
|
|
cgs.clientinfo[ client ].powerups = atoi( CG_Argv( i * 6 + 7 ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
CG_ParseServerinfo
|
|
|
|
|
|
|
|
This is called explicitly when the gamestate is first received,
|
|
|
|
and whenever the server updates any serverinfo flagged cvars
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void CG_ParseServerinfo( void ) {
|
|
|
|
const char *info;
|
|
|
|
char *mapname;
|
|
|
|
|
|
|
|
info = CG_ConfigString( CS_SERVERINFO );
|
|
|
|
cgs.gametype = atoi( Info_ValueForKey( info, "g_gametype" ) );
|
|
|
|
trap_Cvar_Set("g_gametype", va("%i", cgs.gametype));
|
|
|
|
cgs.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) );
|
|
|
|
cgs.teamflags = atoi( Info_ValueForKey( info, "teamflags" ) );
|
|
|
|
cgs.fraglimit = atoi( Info_ValueForKey( info, "fraglimit" ) );
|
|
|
|
cgs.capturelimit = atoi( Info_ValueForKey( info, "capturelimit" ) );
|
|
|
|
cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) );
|
|
|
|
cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) );
|
|
|
|
mapname = Info_ValueForKey( info, "mapname" );
|
|
|
|
Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname );
|
|
|
|
Q_strncpyz( cgs.redTeam, Info_ValueForKey( info, "g_redTeam" ), sizeof(cgs.redTeam) );
|
|
|
|
trap_Cvar_Set("g_redTeam", cgs.redTeam);
|
|
|
|
Q_strncpyz( cgs.blueTeam, Info_ValueForKey( info, "g_blueTeam" ), sizeof(cgs.blueTeam) );
|
|
|
|
trap_Cvar_Set("g_blueTeam", cgs.blueTeam);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CG_ParseWarmup
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
static void CG_ParseWarmup( void ) {
|
|
|
|
const char *info;
|
|
|
|
int warmup;
|
|
|
|
|
|
|
|
info = CG_ConfigString( CS_WARMUP );
|
|
|
|
|
|
|
|
warmup = atoi( info );
|
|
|
|
cg.warmupCount = -1;
|
|
|
|
|
|
|
|
if ( warmup == 0 && cg.warmup ) {
|
|
|
|
|
|
|
|
} else if ( warmup > 0 && cg.warmup <= 0 ) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if (cgs.gametype >= GT_CTF && cgs.gametype <= GT_HARVESTER) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.countPrepareTeamSound, CHAN_ANNOUNCER );
|
|
|
|
} else
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
trap_S_StartLocalSound( cgs.media.countPrepareSound, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
cg.warmup = warmup;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
CG_SetConfigValues
|
|
|
|
|
|
|
|
Called on load to set the initial values from configure strings
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void CG_SetConfigValues( void ) {
|
|
|
|
const char *s;
|
|
|
|
|
|
|
|
cgs.scores1 = atoi( CG_ConfigString( CS_SCORES1 ) );
|
|
|
|
cgs.scores2 = atoi( CG_ConfigString( CS_SCORES2 ) );
|
|
|
|
cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) );
|
|
|
|
if( cgs.gametype == GT_CTF ) {
|
|
|
|
s = CG_ConfigString( CS_FLAGSTATUS );
|
|
|
|
cgs.redflag = s[0] - '0';
|
|
|
|
cgs.blueflag = s[1] - '0';
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
else if( cgs.gametype == GT_1FCTF ) {
|
|
|
|
s = CG_ConfigString( CS_FLAGSTATUS );
|
|
|
|
cgs.flagStatus = s[0] - '0';
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
cg.warmup = atoi( CG_ConfigString( CS_WARMUP ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
CG_ShaderStateChanged
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void CG_ShaderStateChanged(void) {
|
|
|
|
char originalShader[MAX_QPATH];
|
|
|
|
char newShader[MAX_QPATH];
|
|
|
|
char timeOffset[16];
|
|
|
|
const char *o;
|
|
|
|
char *n,*t;
|
|
|
|
|
|
|
|
o = CG_ConfigString( CS_SHADERSTATE );
|
|
|
|
while (o && *o) {
|
|
|
|
n = strstr(o, "=");
|
|
|
|
if (n && *n) {
|
|
|
|
strncpy(originalShader, o, n-o);
|
|
|
|
originalShader[n-o] = 0;
|
|
|
|
n++;
|
|
|
|
t = strstr(n, ":");
|
|
|
|
if (t && *t) {
|
|
|
|
strncpy(newShader, n, t-n);
|
|
|
|
newShader[t-n] = 0;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
t++;
|
|
|
|
o = strstr(t, "@");
|
|
|
|
if (o) {
|
|
|
|
strncpy(timeOffset, t, o-t);
|
|
|
|
timeOffset[o-t] = 0;
|
|
|
|
o++;
|
|
|
|
trap_R_RemapShader( originalShader, newShader, timeOffset );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
CG_ConfigStringModified
|
|
|
|
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
static void CG_ConfigStringModified( void ) {
|
|
|
|
const char *str;
|
|
|
|
int num;
|
|
|
|
|
|
|
|
num = atoi( CG_Argv( 1 ) );
|
|
|
|
|
|
|
|
// get the gamestate from the client system, which will have the
|
|
|
|
// new configstring already integrated
|
|
|
|
trap_GetGameState( &cgs.gameState );
|
|
|
|
|
|
|
|
// look up the individual string that was modified
|
|
|
|
str = CG_ConfigString( num );
|
|
|
|
|
|
|
|
// do something with it if necessary
|
|
|
|
if ( num == CS_MUSIC ) {
|
|
|
|
CG_StartMusic();
|
|
|
|
} else if ( num == CS_SERVERINFO ) {
|
|
|
|
CG_ParseServerinfo();
|
|
|
|
} else if ( num == CS_WARMUP ) {
|
|
|
|
CG_ParseWarmup();
|
|
|
|
} else if ( num == CS_SCORES1 ) {
|
|
|
|
cgs.scores1 = atoi( str );
|
|
|
|
} else if ( num == CS_SCORES2 ) {
|
|
|
|
cgs.scores2 = atoi( str );
|
|
|
|
} else if ( num == CS_LEVEL_START_TIME ) {
|
|
|
|
cgs.levelStartTime = atoi( str );
|
|
|
|
} else if ( num == CS_VOTE_TIME ) {
|
|
|
|
cgs.voteTime = atoi( str );
|
|
|
|
cgs.voteModified = qtrue;
|
|
|
|
} else if ( num == CS_VOTE_YES ) {
|
|
|
|
cgs.voteYes = atoi( str );
|
|
|
|
cgs.voteModified = qtrue;
|
|
|
|
} else if ( num == CS_VOTE_NO ) {
|
|
|
|
cgs.voteNo = atoi( str );
|
|
|
|
cgs.voteModified = qtrue;
|
|
|
|
} else if ( num == CS_VOTE_STRING ) {
|
|
|
|
Q_strncpyz( cgs.voteString, str, sizeof( cgs.voteString ) );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
trap_S_StartLocalSound( cgs.media.voteNow, CHAN_ANNOUNCER );
|
|
|
|
#endif //MISSIONPACK
|
|
|
|
} else if ( num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1) {
|
|
|
|
cgs.teamVoteTime[num-CS_TEAMVOTE_TIME] = atoi( str );
|
|
|
|
cgs.teamVoteModified[num-CS_TEAMVOTE_TIME] = qtrue;
|
|
|
|
} else if ( num >= CS_TEAMVOTE_YES && num <= CS_TEAMVOTE_YES + 1) {
|
|
|
|
cgs.teamVoteYes[num-CS_TEAMVOTE_YES] = atoi( str );
|
|
|
|
cgs.teamVoteModified[num-CS_TEAMVOTE_YES] = qtrue;
|
|
|
|
} else if ( num >= CS_TEAMVOTE_NO && num <= CS_TEAMVOTE_NO + 1) {
|
|
|
|
cgs.teamVoteNo[num-CS_TEAMVOTE_NO] = atoi( str );
|
|
|
|
cgs.teamVoteModified[num-CS_TEAMVOTE_NO] = qtrue;
|
|
|
|
} else if ( num >= CS_TEAMVOTE_STRING && num <= CS_TEAMVOTE_STRING + 1) {
|
|
|
|
Q_strncpyz( cgs.teamVoteString[num-CS_TEAMVOTE_STRING], str, sizeof( cgs.teamVoteString ) );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
trap_S_StartLocalSound( cgs.media.voteNow, CHAN_ANNOUNCER );
|
|
|
|
#endif
|
|
|
|
} else if ( num == CS_INTERMISSION ) {
|
|
|
|
cg.intermissionStarted = atoi( str );
|
|
|
|
} else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) {
|
|
|
|
cgs.gameModels[ num-CS_MODELS ] = trap_R_RegisterModel( str );
|
2005-09-28 23:18:34 +00:00
|
|
|
} else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
if ( str[0] != '*' ) { // player specific sounds don't register here
|
|
|
|
cgs.gameSounds[ num-CS_SOUNDS] = trap_S_RegisterSound( str, qfalse );
|
|
|
|
}
|
|
|
|
} else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) {
|
|
|
|
CG_NewClientInfo( num - CS_PLAYERS );
|
|
|
|
CG_BuildSpectatorString();
|
|
|
|
} else if ( num == CS_FLAGSTATUS ) {
|
|
|
|
if( cgs.gametype == GT_CTF ) {
|
|
|
|
// format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped
|
|
|
|
cgs.redflag = str[0] - '0';
|
|
|
|
cgs.blueflag = str[1] - '0';
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
else if( cgs.gametype == GT_1FCTF ) {
|
|
|
|
cgs.flagStatus = str[0] - '0';
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
else if ( num == CS_SHADERSTATE ) {
|
|
|
|
CG_ShaderStateChanged();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=======================
|
|
|
|
CG_AddToTeamChat
|
|
|
|
|
|
|
|
=======================
|
|
|
|
*/
|
|
|
|
static void CG_AddToTeamChat( const char *str ) {
|
|
|
|
int len;
|
|
|
|
char *p, *ls;
|
|
|
|
int lastcolor;
|
|
|
|
int chatHeight;
|
|
|
|
|
|
|
|
if (cg_teamChatHeight.integer < TEAMCHAT_HEIGHT) {
|
|
|
|
chatHeight = cg_teamChatHeight.integer;
|
|
|
|
} else {
|
|
|
|
chatHeight = TEAMCHAT_HEIGHT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (chatHeight <= 0 || cg_teamChatTime.integer <= 0) {
|
|
|
|
// team chat disabled, dump into normal chat
|
|
|
|
cgs.teamChatPos = cgs.teamLastChatPos = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
len = 0;
|
|
|
|
|
|
|
|
p = cgs.teamChatMsgs[cgs.teamChatPos % chatHeight];
|
|
|
|
*p = 0;
|
|
|
|
|
|
|
|
lastcolor = '7';
|
|
|
|
|
|
|
|
ls = NULL;
|
|
|
|
while (*str) {
|
|
|
|
if (len > TEAMCHAT_WIDTH - 1) {
|
|
|
|
if (ls) {
|
|
|
|
str -= (p - ls);
|
|
|
|
str++;
|
|
|
|
p -= (p - ls);
|
|
|
|
}
|
|
|
|
*p = 0;
|
|
|
|
|
|
|
|
cgs.teamChatMsgTimes[cgs.teamChatPos % chatHeight] = cg.time;
|
|
|
|
|
|
|
|
cgs.teamChatPos++;
|
|
|
|
p = cgs.teamChatMsgs[cgs.teamChatPos % chatHeight];
|
|
|
|
*p = 0;
|
|
|
|
*p++ = Q_COLOR_ESCAPE;
|
|
|
|
*p++ = lastcolor;
|
|
|
|
len = 0;
|
|
|
|
ls = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( Q_IsColorString( str ) ) {
|
|
|
|
*p++ = *str++;
|
|
|
|
lastcolor = *str;
|
|
|
|
*p++ = *str++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (*str == ' ') {
|
|
|
|
ls = p;
|
|
|
|
}
|
|
|
|
*p++ = *str++;
|
|
|
|
len++;
|
|
|
|
}
|
|
|
|
*p = 0;
|
|
|
|
|
|
|
|
cgs.teamChatMsgTimes[cgs.teamChatPos % chatHeight] = cg.time;
|
|
|
|
cgs.teamChatPos++;
|
|
|
|
|
|
|
|
if (cgs.teamChatPos - cgs.teamLastChatPos > chatHeight)
|
|
|
|
cgs.teamLastChatPos = cgs.teamChatPos - chatHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_MapRestart
|
|
|
|
|
|
|
|
The server has issued a map_restart, so the next snapshot
|
|
|
|
is completely new and should not be interpolated to.
|
|
|
|
|
|
|
|
A tournement restart will clear everything, but doesn't
|
|
|
|
require a reload of all the media
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_MapRestart( void ) {
|
|
|
|
if ( cg_showmiss.integer ) {
|
|
|
|
CG_Printf( "CG_MapRestart\n" );
|
|
|
|
}
|
|
|
|
|
|
|
|
CG_InitLocalEntities();
|
|
|
|
CG_InitMarkPolys();
|
|
|
|
CG_ClearParticles ();
|
|
|
|
|
|
|
|
// make sure the "3 frags left" warnings play again
|
|
|
|
cg.fraglimitWarnings = 0;
|
|
|
|
|
|
|
|
cg.timelimitWarnings = 0;
|
2012-07-01 17:27:52 +00:00
|
|
|
cg.rewardTime = 0;
|
|
|
|
cg.rewardStack = 0;
|
2005-08-26 17:39:27 +00:00
|
|
|
cg.intermissionStarted = qfalse;
|
2011-02-08 18:06:39 +00:00
|
|
|
cg.levelShot = qfalse;
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
cgs.voteTime = 0;
|
|
|
|
|
|
|
|
cg.mapRestart = qtrue;
|
|
|
|
|
|
|
|
CG_StartMusic();
|
|
|
|
|
|
|
|
trap_S_ClearLoopingSounds(qtrue);
|
|
|
|
|
|
|
|
// we really should clear more parts of cg here and stop sounds
|
|
|
|
|
|
|
|
// play the "fight" sound if this is a restart without warmup
|
|
|
|
if ( cg.warmup == 0 /* && cgs.gametype == GT_TOURNAMENT */) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER );
|
|
|
|
CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH*2 );
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if (cg_singlePlayerActive.integer) {
|
|
|
|
trap_Cvar_Set("ui_matchStartTime", va("%i", cg.time));
|
|
|
|
if (cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string) {
|
|
|
|
trap_SendConsoleCommand(va("set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
trap_Cvar_Set("cg_thirdPerson", "0");
|
|
|
|
}
|
|
|
|
|
2012-06-18 17:09:33 +00:00
|
|
|
#ifdef MISSIONPACK
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
#define MAX_VOICEFILESIZE 16384
|
|
|
|
#define MAX_VOICEFILES 8
|
|
|
|
#define MAX_VOICECHATS 64
|
|
|
|
#define MAX_VOICESOUNDS 64
|
|
|
|
#define MAX_CHATSIZE 64
|
|
|
|
#define MAX_HEADMODELS 64
|
|
|
|
|
|
|
|
typedef struct voiceChat_s
|
|
|
|
{
|
|
|
|
char id[64];
|
|
|
|
int numSounds;
|
|
|
|
sfxHandle_t sounds[MAX_VOICESOUNDS];
|
|
|
|
char chats[MAX_VOICESOUNDS][MAX_CHATSIZE];
|
|
|
|
} voiceChat_t;
|
|
|
|
|
|
|
|
typedef struct voiceChatList_s
|
|
|
|
{
|
|
|
|
char name[64];
|
|
|
|
int gender;
|
|
|
|
int numVoiceChats;
|
|
|
|
voiceChat_t voiceChats[MAX_VOICECHATS];
|
|
|
|
} voiceChatList_t;
|
|
|
|
|
|
|
|
typedef struct headModelVoiceChat_s
|
|
|
|
{
|
|
|
|
char headmodel[64];
|
|
|
|
int voiceChatNum;
|
|
|
|
} headModelVoiceChat_t;
|
|
|
|
|
|
|
|
voiceChatList_t voiceChatLists[MAX_VOICEFILES];
|
|
|
|
headModelVoiceChat_t headModelVoiceChat[MAX_HEADMODELS];
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_ParseVoiceChats
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
int CG_ParseVoiceChats( const char *filename, voiceChatList_t *voiceChatList, int maxVoiceChats ) {
|
|
|
|
int len, i;
|
|
|
|
fileHandle_t f;
|
|
|
|
char buf[MAX_VOICEFILESIZE];
|
|
|
|
char **p, *ptr;
|
|
|
|
char *token;
|
|
|
|
voiceChat_t *voiceChats;
|
|
|
|
qboolean compress;
|
|
|
|
sfxHandle_t sound;
|
|
|
|
|
|
|
|
compress = qtrue;
|
|
|
|
if (cg_buildScript.integer) {
|
|
|
|
compress = qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
|
|
if ( !f ) {
|
|
|
|
trap_Print( va( S_COLOR_RED "voice chat file not found: %s\n", filename ) );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
if ( len >= MAX_VOICEFILESIZE ) {
|
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 "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) );
|
2005-08-26 17:39:27 +00:00
|
|
|
trap_FS_FCloseFile( f );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
trap_FS_Read( buf, len, f );
|
|
|
|
buf[len] = 0;
|
|
|
|
trap_FS_FCloseFile( f );
|
|
|
|
|
|
|
|
ptr = buf;
|
|
|
|
p = &ptr;
|
|
|
|
|
|
|
|
Com_sprintf(voiceChatList->name, sizeof(voiceChatList->name), "%s", filename);
|
|
|
|
voiceChats = voiceChatList->voiceChats;
|
|
|
|
for ( i = 0; i < maxVoiceChats; i++ ) {
|
|
|
|
voiceChats[i].id[0] = 0;
|
|
|
|
}
|
|
|
|
token = COM_ParseExt(p, qtrue);
|
|
|
|
if (!token || token[0] == 0) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
if (!Q_stricmp(token, "female")) {
|
|
|
|
voiceChatList->gender = GENDER_FEMALE;
|
|
|
|
}
|
|
|
|
else if (!Q_stricmp(token, "male")) {
|
|
|
|
voiceChatList->gender = GENDER_MALE;
|
|
|
|
}
|
|
|
|
else if (!Q_stricmp(token, "neuter")) {
|
|
|
|
voiceChatList->gender = GENDER_NEUTER;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
trap_Print( va( S_COLOR_RED "expected gender not found in voice chat file: %s\n", filename ) );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
voiceChatList->numVoiceChats = 0;
|
|
|
|
while ( 1 ) {
|
|
|
|
token = COM_ParseExt(p, qtrue);
|
|
|
|
if (!token || token[0] == 0) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
Com_sprintf(voiceChats[voiceChatList->numVoiceChats].id, sizeof( voiceChats[voiceChatList->numVoiceChats].id ), "%s", token);
|
|
|
|
token = COM_ParseExt(p, qtrue);
|
|
|
|
if (Q_stricmp(token, "{")) {
|
|
|
|
trap_Print( va( S_COLOR_RED "expected { found %s in voice chat file: %s\n", token, filename ) );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
voiceChats[voiceChatList->numVoiceChats].numSounds = 0;
|
|
|
|
while(1) {
|
|
|
|
token = COM_ParseExt(p, qtrue);
|
|
|
|
if (!token || token[0] == 0) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
if (!Q_stricmp(token, "}"))
|
|
|
|
break;
|
|
|
|
sound = trap_S_RegisterSound( token, compress );
|
|
|
|
voiceChats[voiceChatList->numVoiceChats].sounds[voiceChats[voiceChatList->numVoiceChats].numSounds] = sound;
|
|
|
|
token = COM_ParseExt(p, qtrue);
|
|
|
|
if (!token || token[0] == 0) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
Com_sprintf(voiceChats[voiceChatList->numVoiceChats].chats[
|
|
|
|
voiceChats[voiceChatList->numVoiceChats].numSounds], MAX_CHATSIZE, "%s", token);
|
|
|
|
if (sound)
|
|
|
|
voiceChats[voiceChatList->numVoiceChats].numSounds++;
|
|
|
|
if (voiceChats[voiceChatList->numVoiceChats].numSounds >= MAX_VOICESOUNDS)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
voiceChatList->numVoiceChats++;
|
|
|
|
if (voiceChatList->numVoiceChats >= maxVoiceChats)
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_LoadVoiceChats
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CG_LoadVoiceChats( void ) {
|
|
|
|
int size;
|
|
|
|
|
|
|
|
size = trap_MemoryRemaining();
|
|
|
|
CG_ParseVoiceChats( "scripts/female1.voice", &voiceChatLists[0], MAX_VOICECHATS );
|
|
|
|
CG_ParseVoiceChats( "scripts/female2.voice", &voiceChatLists[1], MAX_VOICECHATS );
|
|
|
|
CG_ParseVoiceChats( "scripts/female3.voice", &voiceChatLists[2], MAX_VOICECHATS );
|
|
|
|
CG_ParseVoiceChats( "scripts/male1.voice", &voiceChatLists[3], MAX_VOICECHATS );
|
|
|
|
CG_ParseVoiceChats( "scripts/male2.voice", &voiceChatLists[4], MAX_VOICECHATS );
|
|
|
|
CG_ParseVoiceChats( "scripts/male3.voice", &voiceChatLists[5], MAX_VOICECHATS );
|
|
|
|
CG_ParseVoiceChats( "scripts/male4.voice", &voiceChatLists[6], MAX_VOICECHATS );
|
|
|
|
CG_ParseVoiceChats( "scripts/male5.voice", &voiceChatLists[7], MAX_VOICECHATS );
|
|
|
|
CG_Printf("voice chat memory size = %d\n", size - trap_MemoryRemaining());
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_HeadModelVoiceChats
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
int CG_HeadModelVoiceChats( char *filename ) {
|
|
|
|
int len, i;
|
|
|
|
fileHandle_t f;
|
|
|
|
char buf[MAX_VOICEFILESIZE];
|
|
|
|
char **p, *ptr;
|
|
|
|
char *token;
|
|
|
|
|
|
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
|
|
if ( !f ) {
|
|
|
|
//trap_Print( va( "voice chat file not found: %s\n", filename ) );
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
if ( len >= MAX_VOICEFILESIZE ) {
|
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 "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) );
|
2005-08-26 17:39:27 +00:00
|
|
|
trap_FS_FCloseFile( f );
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
trap_FS_Read( buf, len, f );
|
|
|
|
buf[len] = 0;
|
|
|
|
trap_FS_FCloseFile( f );
|
|
|
|
|
|
|
|
ptr = buf;
|
|
|
|
p = &ptr;
|
|
|
|
|
|
|
|
token = COM_ParseExt(p, qtrue);
|
|
|
|
if (!token || token[0] == 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( i = 0; i < MAX_VOICEFILES; i++ ) {
|
|
|
|
if ( !Q_stricmp(token, voiceChatLists[i].name) ) {
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//FIXME: maybe try to load the .voice file which name is stored in token?
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_GetVoiceChat
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
int CG_GetVoiceChat( voiceChatList_t *voiceChatList, const char *id, sfxHandle_t *snd, char **chat) {
|
|
|
|
int i, rnd;
|
|
|
|
|
|
|
|
for ( i = 0; i < voiceChatList->numVoiceChats; i++ ) {
|
|
|
|
if ( !Q_stricmp( id, voiceChatList->voiceChats[i].id ) ) {
|
|
|
|
rnd = random() * voiceChatList->voiceChats[i].numSounds;
|
|
|
|
*snd = voiceChatList->voiceChats[i].sounds[rnd];
|
|
|
|
*chat = voiceChatList->voiceChats[i].chats[rnd];
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_VoiceChatListForClient
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
voiceChatList_t *CG_VoiceChatListForClient( int clientNum ) {
|
|
|
|
clientInfo_t *ci;
|
|
|
|
int voiceChatNum, i, j, k, gender;
|
|
|
|
char filename[MAX_QPATH], headModelName[MAX_QPATH];
|
|
|
|
|
|
|
|
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
|
|
|
|
clientNum = 0;
|
|
|
|
}
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
|
|
|
|
for ( k = 0; k < 2; k++ ) {
|
|
|
|
if ( k == 0 ) {
|
|
|
|
if (ci->headModelName[0] == '*') {
|
|
|
|
Com_sprintf( headModelName, sizeof(headModelName), "%s/%s", ci->headModelName+1, ci->headSkinName );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Com_sprintf( headModelName, sizeof(headModelName), "%s/%s", ci->headModelName, ci->headSkinName );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (ci->headModelName[0] == '*') {
|
|
|
|
Com_sprintf( headModelName, sizeof(headModelName), "%s", ci->headModelName+1 );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Com_sprintf( headModelName, sizeof(headModelName), "%s", ci->headModelName );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// find the voice file for the head model the client uses
|
|
|
|
for ( i = 0; i < MAX_HEADMODELS; i++ ) {
|
|
|
|
if (!Q_stricmp(headModelVoiceChat[i].headmodel, headModelName)) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i < MAX_HEADMODELS) {
|
|
|
|
return &voiceChatLists[headModelVoiceChat[i].voiceChatNum];
|
|
|
|
}
|
|
|
|
// find a <headmodelname>.vc file
|
|
|
|
for ( i = 0; i < MAX_HEADMODELS; i++ ) {
|
|
|
|
if (!strlen(headModelVoiceChat[i].headmodel)) {
|
|
|
|
Com_sprintf(filename, sizeof(filename), "scripts/%s.vc", headModelName);
|
|
|
|
voiceChatNum = CG_HeadModelVoiceChats(filename);
|
|
|
|
if (voiceChatNum == -1)
|
|
|
|
break;
|
|
|
|
Com_sprintf(headModelVoiceChat[i].headmodel, sizeof ( headModelVoiceChat[i].headmodel ),
|
|
|
|
"%s", headModelName);
|
|
|
|
headModelVoiceChat[i].voiceChatNum = voiceChatNum;
|
|
|
|
return &voiceChatLists[headModelVoiceChat[i].voiceChatNum];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
gender = ci->gender;
|
|
|
|
for (k = 0; k < 2; k++) {
|
|
|
|
// just pick the first with the right gender
|
|
|
|
for ( i = 0; i < MAX_VOICEFILES; i++ ) {
|
|
|
|
if (strlen(voiceChatLists[i].name)) {
|
|
|
|
if (voiceChatLists[i].gender == gender) {
|
|
|
|
// store this head model with voice chat for future reference
|
|
|
|
for ( j = 0; j < MAX_HEADMODELS; j++ ) {
|
|
|
|
if (!strlen(headModelVoiceChat[j].headmodel)) {
|
|
|
|
Com_sprintf(headModelVoiceChat[j].headmodel, sizeof ( headModelVoiceChat[j].headmodel ),
|
|
|
|
"%s", headModelName);
|
|
|
|
headModelVoiceChat[j].voiceChatNum = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return &voiceChatLists[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// fall back to male gender because we don't have neuter in the mission pack
|
|
|
|
if (gender == GENDER_MALE)
|
|
|
|
break;
|
|
|
|
gender = GENDER_MALE;
|
|
|
|
}
|
|
|
|
// store this head model with voice chat for future reference
|
|
|
|
for ( j = 0; j < MAX_HEADMODELS; j++ ) {
|
|
|
|
if (!strlen(headModelVoiceChat[j].headmodel)) {
|
|
|
|
Com_sprintf(headModelVoiceChat[j].headmodel, sizeof ( headModelVoiceChat[j].headmodel ),
|
|
|
|
"%s", headModelName);
|
|
|
|
headModelVoiceChat[j].voiceChatNum = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// just return the first voice chat list
|
|
|
|
return &voiceChatLists[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
#define MAX_VOICECHATBUFFER 32
|
|
|
|
|
|
|
|
typedef struct bufferedVoiceChat_s
|
|
|
|
{
|
|
|
|
int clientNum;
|
|
|
|
sfxHandle_t snd;
|
|
|
|
int voiceOnly;
|
|
|
|
char cmd[MAX_SAY_TEXT];
|
|
|
|
char message[MAX_SAY_TEXT];
|
|
|
|
} bufferedVoiceChat_t;
|
|
|
|
|
|
|
|
bufferedVoiceChat_t voiceChatBuffer[MAX_VOICECHATBUFFER];
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_PlayVoiceChat
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CG_PlayVoiceChat( bufferedVoiceChat_t *vchat ) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
// if we are going into the intermission, don't start any voices
|
|
|
|
if ( cg.intermissionStarted ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !cg_noVoiceChats.integer ) {
|
|
|
|
trap_S_StartLocalSound( vchat->snd, CHAN_VOICE);
|
|
|
|
if (vchat->clientNum != cg.snap->ps.clientNum) {
|
|
|
|
int orderTask = CG_ValidOrder(vchat->cmd);
|
|
|
|
if (orderTask > 0) {
|
|
|
|
cgs.acceptOrderTime = cg.time + 5000;
|
|
|
|
Q_strncpyz(cgs.acceptVoice, vchat->cmd, sizeof(cgs.acceptVoice));
|
|
|
|
cgs.acceptTask = orderTask;
|
|
|
|
cgs.acceptLeader = vchat->clientNum;
|
|
|
|
}
|
|
|
|
// see if this was an order
|
|
|
|
CG_ShowResponseHead();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!vchat->voiceOnly && !cg_noVoiceText.integer) {
|
|
|
|
CG_AddToTeamChat( vchat->message );
|
|
|
|
CG_Printf( "%s\n", vchat->message );
|
|
|
|
}
|
|
|
|
voiceChatBuffer[cg.voiceChatBufferOut].snd = 0;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
CG_PlayBufferedVoieChats
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void CG_PlayBufferedVoiceChats( void ) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( cg.voiceChatTime < cg.time ) {
|
|
|
|
if (cg.voiceChatBufferOut != cg.voiceChatBufferIn && voiceChatBuffer[cg.voiceChatBufferOut].snd) {
|
|
|
|
//
|
|
|
|
CG_PlayVoiceChat(&voiceChatBuffer[cg.voiceChatBufferOut]);
|
|
|
|
//
|
|
|
|
cg.voiceChatBufferOut = (cg.voiceChatBufferOut + 1) % MAX_VOICECHATBUFFER;
|
|
|
|
cg.voiceChatTime = cg.time + 1000;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
CG_AddBufferedVoiceChat
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void CG_AddBufferedVoiceChat( bufferedVoiceChat_t *vchat ) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
// if we are going into the intermission, don't start any voices
|
|
|
|
if ( cg.intermissionStarted ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
memcpy(&voiceChatBuffer[cg.voiceChatBufferIn], vchat, sizeof(bufferedVoiceChat_t));
|
|
|
|
cg.voiceChatBufferIn = (cg.voiceChatBufferIn + 1) % MAX_VOICECHATBUFFER;
|
|
|
|
if (cg.voiceChatBufferIn == cg.voiceChatBufferOut) {
|
|
|
|
CG_PlayVoiceChat( &voiceChatBuffer[cg.voiceChatBufferOut] );
|
|
|
|
cg.voiceChatBufferOut++;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_VoiceChatLocal
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
char *chat;
|
|
|
|
voiceChatList_t *voiceChatList;
|
|
|
|
clientInfo_t *ci;
|
|
|
|
sfxHandle_t snd;
|
|
|
|
bufferedVoiceChat_t vchat;
|
|
|
|
|
|
|
|
// if we are going into the intermission, don't start any voices
|
|
|
|
if ( cg.intermissionStarted ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
|
|
|
|
clientNum = 0;
|
|
|
|
}
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
|
|
|
|
cgs.currentVoiceClient = clientNum;
|
|
|
|
|
|
|
|
voiceChatList = CG_VoiceChatListForClient( clientNum );
|
|
|
|
|
|
|
|
if ( CG_GetVoiceChat( voiceChatList, cmd, &snd, &chat ) ) {
|
|
|
|
//
|
|
|
|
if ( mode == SAY_TEAM || !cg_teamChatsOnly.integer ) {
|
|
|
|
vchat.clientNum = clientNum;
|
|
|
|
vchat.snd = snd;
|
|
|
|
vchat.voiceOnly = voiceOnly;
|
|
|
|
Q_strncpyz(vchat.cmd, cmd, sizeof(vchat.cmd));
|
|
|
|
if ( mode == SAY_TELL ) {
|
|
|
|
Com_sprintf(vchat.message, sizeof(vchat.message), "[%s]: %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat);
|
|
|
|
}
|
|
|
|
else if ( mode == SAY_TEAM ) {
|
|
|
|
Com_sprintf(vchat.message, sizeof(vchat.message), "(%s): %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Com_sprintf(vchat.message, sizeof(vchat.message), "%s: %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat);
|
|
|
|
}
|
|
|
|
CG_AddBufferedVoiceChat(&vchat);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_VoiceChat
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CG_VoiceChat( int mode ) {
|
|
|
|
const char *cmd;
|
|
|
|
int clientNum, color;
|
|
|
|
qboolean voiceOnly;
|
|
|
|
|
|
|
|
voiceOnly = atoi(CG_Argv(1));
|
|
|
|
clientNum = atoi(CG_Argv(2));
|
|
|
|
color = atoi(CG_Argv(3));
|
|
|
|
cmd = CG_Argv(4);
|
|
|
|
|
|
|
|
if (cg_noTaunt.integer != 0) {
|
|
|
|
if (!strcmp(cmd, VOICECHAT_KILLINSULT) || !strcmp(cmd, VOICECHAT_TAUNT) || \
|
|
|
|
!strcmp(cmd, VOICECHAT_DEATHINSULT) || !strcmp(cmd, VOICECHAT_KILLGAUNTLET) || \
|
|
|
|
!strcmp(cmd, VOICECHAT_PRAISE)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CG_VoiceChatLocal( mode, voiceOnly, clientNum, color, cmd );
|
|
|
|
}
|
2012-06-18 17:09:33 +00:00
|
|
|
#endif
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_RemoveChatEscapeChar
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void CG_RemoveChatEscapeChar( char *text ) {
|
|
|
|
int i, l;
|
|
|
|
|
|
|
|
l = 0;
|
|
|
|
for ( i = 0; text[i]; i++ ) {
|
|
|
|
if (text[i] == '\x19')
|
|
|
|
continue;
|
|
|
|
text[l++] = text[i];
|
|
|
|
}
|
|
|
|
text[l] = '\0';
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_ServerCommand
|
|
|
|
|
|
|
|
The string has been tokenized and can be retrieved with
|
|
|
|
Cmd_Argc() / Cmd_Argv()
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void CG_ServerCommand( void ) {
|
|
|
|
const char *cmd;
|
|
|
|
char text[MAX_SAY_TEXT];
|
|
|
|
|
|
|
|
cmd = CG_Argv(0);
|
|
|
|
|
|
|
|
if ( !cmd[0] ) {
|
|
|
|
// server claimed the command
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "cp" ) ) {
|
|
|
|
CG_CenterPrint( CG_Argv(1), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "cs" ) ) {
|
|
|
|
CG_ConfigStringModified();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "print" ) ) {
|
|
|
|
CG_Printf( "%s", CG_Argv(1) );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
cmd = CG_Argv(1); // yes, this is obviously a hack, but so is the way we hear about
|
|
|
|
// votes passing or failing
|
|
|
|
if ( !Q_stricmpn( cmd, "vote failed", 11 ) || !Q_stricmpn( cmd, "team vote failed", 16 )) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.voteFailed, CHAN_ANNOUNCER );
|
|
|
|
} else if ( !Q_stricmpn( cmd, "vote passed", 11 ) || !Q_stricmpn( cmd, "team vote passed", 16 ) ) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.votePassed, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "chat" ) ) {
|
|
|
|
if ( !cg_teamChatsOnly.integer ) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
|
|
|
|
Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT );
|
|
|
|
CG_RemoveChatEscapeChar( text );
|
|
|
|
CG_Printf( "%s\n", text );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "tchat" ) ) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
|
|
|
|
Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT );
|
|
|
|
CG_RemoveChatEscapeChar( text );
|
|
|
|
CG_AddToTeamChat( text );
|
|
|
|
CG_Printf( "%s\n", text );
|
|
|
|
return;
|
|
|
|
}
|
2012-06-18 17:09:33 +00:00
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
2005-08-26 17:39:27 +00:00
|
|
|
if ( !strcmp( cmd, "vchat" ) ) {
|
|
|
|
CG_VoiceChat( SAY_ALL );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "vtchat" ) ) {
|
|
|
|
CG_VoiceChat( SAY_TEAM );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "vtell" ) ) {
|
|
|
|
CG_VoiceChat( SAY_TELL );
|
|
|
|
return;
|
|
|
|
}
|
2012-06-18 17:09:33 +00:00
|
|
|
#endif
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
if ( !strcmp( cmd, "scores" ) ) {
|
|
|
|
CG_ParseScores();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "tinfo" ) ) {
|
|
|
|
CG_ParseTeamInfo();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strcmp( cmd, "map_restart" ) ) {
|
|
|
|
CG_MapRestart();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2006-05-06 10:54:55 +00:00
|
|
|
if ( Q_stricmp (cmd, "remapShader") == 0 )
|
|
|
|
{
|
|
|
|
if (trap_Argc() == 4)
|
|
|
|
{
|
|
|
|
char shader1[MAX_QPATH];
|
|
|
|
char shader2[MAX_QPATH];
|
|
|
|
char shader3[MAX_QPATH];
|
|
|
|
|
|
|
|
Q_strncpyz(shader1, CG_Argv(1), sizeof(shader1));
|
|
|
|
Q_strncpyz(shader2, CG_Argv(2), sizeof(shader2));
|
|
|
|
Q_strncpyz(shader3, CG_Argv(3), sizeof(shader3));
|
|
|
|
|
|
|
|
trap_R_RemapShader(shader1, shader2, shader3);
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
2006-05-06 12:11:24 +00:00
|
|
|
|
|
|
|
return;
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// loaddeferred can be both a servercmd and a consolecmd
|
|
|
|
if ( !strcmp( cmd, "loaddefered" ) ) { // FIXME: spelled wrong, but not changing for demo
|
|
|
|
CG_LoadDeferredPlayers();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// clientLevelShot is sent before taking a special screenshot for
|
|
|
|
// the menu system during development
|
|
|
|
if ( !strcmp( cmd, "clientLevelShot" ) ) {
|
|
|
|
cg.levelShot = qtrue;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
CG_Printf( "Unknown client game command: %s\n", cmd );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
CG_ExecuteNewServerCommands
|
|
|
|
|
|
|
|
Execute all of the server commands that were received along
|
|
|
|
with this this snapshot.
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
void CG_ExecuteNewServerCommands( int latestSequence ) {
|
|
|
|
while ( cgs.serverCommandSequence < latestSequence ) {
|
|
|
|
if ( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) {
|
|
|
|
CG_ServerCommand();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|