// leave this line at the top for all g_xxxx.cpp files... #include "g_headers.h" #include "../icarus/IcarusInterface.h" #include "Q3_Interface.h" #include "g_local.h" #include "g_functions.h" #include "anims.h" #include "wp_saber.h" #include "g_vehicles.h" #include "objectives.h" extern int WP_SaberInitBladeData( gentity_t *ent ); extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum ); extern qboolean CheatsOk( gentity_t *ent ); extern void Boba_Precache( void ); extern cvar_t *g_char_model; extern cvar_t *g_char_skin_head; extern cvar_t *g_char_skin_torso; extern cvar_t *g_char_skin_legs; extern cvar_t *g_char_color_red; extern cvar_t *g_char_color_green; extern cvar_t *g_char_color_blue; extern cvar_t *g_saber; extern cvar_t *g_saber2; extern cvar_t *g_saber_color; extern cvar_t *g_saber2_color; extern cvar_t *g_saberDarkSideSaberColor; // g_client.c -- client functions that don't happen every frame float DEFAULT_MINS_0 = -16; float DEFAULT_MINS_1 = -16; float DEFAULT_MAXS_0 = 16; float DEFAULT_MAXS_1 = 16; float DEFAULT_PLAYER_RADIUS = sqrt((DEFAULT_MAXS_0*DEFAULT_MAXS_0) + (DEFAULT_MAXS_1*DEFAULT_MAXS_1)); vec3_t playerMins = {DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2}; vec3_t playerMinsStep = {DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2+STEPSIZE}; vec3_t playerMaxs = {DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2}; void SP_misc_teleporter_dest (gentity_t *ent); /*QUAK-ED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) KEEP_PREV DROPTOFLOOR x x x STUN_BATON NOWEAPON x potential spawning position for deathmatch games. Targets will be fired when someone spawns in on them. */ void SP_info_player_deathmatch(gentity_t *ent) { SP_misc_teleporter_dest (ent); if ( ent->spawnflags & 32 ) // STUN_BATON { RegisterItem( FindItemForWeapon( WP_STUN_BATON )); } else { RegisterItem( FindItemForWeapon( WP_SABER ) ); //these are given in ClientSpawn(), but we register them now before cgame starts saberInfo_t saber; WP_SaberParseParms( g_saber->string, &saber );//get saber sounds and models cached before client begins if (saber.model) G_ModelIndex( saber.model ); if (saber.brokenSaber1) G_ModelIndex( saber.brokenSaber1 ); if (saber.brokenSaber2) G_ModelIndex( saber.brokenSaber2 ); if (saber.skin) G_SkinIndex( saber.skin ); WP_SaberFreeStrings(saber); } } /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) KEEP_PREV DROPTOFLOOR x x x STUN_BATON NOWEAPON x KEEP_PREV - keep previous health + armor DROPTOFLOOR - Player will start on the first solid structure under it STUN_BATON - Gives player the stun baton and bryar pistol, but not the saber, plus any weapons they may have carried over from previous levels. Targets will be fired when someone spawns in on them. equivalant to info_player_deathmatch */ void SP_info_player_start(gentity_t *ent) { ent->classname = "info_player_deathmatch"; SP_info_player_deathmatch( ent ); } /* ======================================================================= SelectSpawnPoint ======================================================================= */ /* ================ SpotWouldTelefrag ================ */ qboolean SpotWouldTelefrag( gentity_t *spot, team_t checkteam ) { int i, num; gentity_t *touch[MAX_GENTITIES], *hit; vec3_t mins, maxs; // If we have a mins, use that instead of the hardcoded bounding box if ( spot->mins && VectorLength( spot->mins ) ) VectorAdd( spot->s.origin, spot->mins, mins ); else VectorAdd( spot->s.origin, playerMins, mins ); // If we have a maxs, use that instead of the hardcoded bounding box if ( spot->maxs && VectorLength( spot->maxs ) ) VectorAdd( spot->s.origin, spot->maxs, maxs ); else VectorAdd( spot->s.origin, playerMaxs, maxs ); num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for (i=0 ; iclient && hit->client->ps.stats[STAT_HEALTH] > 0 ) { if ( hit->contents & CONTENTS_BODY ) { if( checkteam == TEAM_FREE || hit->client->playerTeam == checkteam ) {//checking against teammates only...? return qtrue; } } } } return qfalse; } qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest ) { int i, num; gentity_t *touch[MAX_GENTITIES], *hit; vec3_t mins, maxs; VectorAdd( dest, mover->mins, mins ); VectorAdd( dest, mover->maxs, maxs ); num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for (i=0 ; icontents & mover->contents ) { return qtrue; } } return qfalse; } /* ================ SelectNearestDeathmatchSpawnPoint Find the spot that we DON'T want to use ================ */ #define MAX_SPAWN_POINTS 128 gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from, team_t team ) { gentity_t *spot; float dist, nearestDist; gentity_t *nearestSpot; nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE; nearestSpot = NULL; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { /*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) { continue; } if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) { continue; }*/ if ( spot->targetname != NULL ) { //this search routine should never find a spot that is targetted continue; } dist = DistanceSquared( spot->s.origin, from ); if ( dist < nearestDist ) { nearestDist = dist; nearestSpot = spot; } } return nearestSpot; } /* ================ SelectRandomDeathmatchSpawnPoint go to a random point that doesn't telefrag ================ */ #define MAX_SPAWN_POINTS 128 gentity_t *SelectRandomDeathmatchSpawnPoint( team_t team ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_SPAWN_POINTS]; count = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { /*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) { continue; } if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) { continue; }*/ if ( spot->targetname != NULL ) { //this search routine should never find a spot that is targetted continue; } if ( SpotWouldTelefrag( spot, TEAM_FREE ) ) { continue; } spots[ count ] = spot; count++; } if ( !count ) { // no spots that won't telefrag spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch"); if ( !spot ) { return NULL; } if ( spot->targetname != NULL ) { //this search routine should never find a spot that is targetted return NULL; } else { return spot; } } selection = rand() % count; return spots[ selection ]; } /* =========== SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, team_t team, vec3_t origin, vec3_t angles ) { gentity_t *spot; gentity_t *nearestSpot; if ( level.spawntarget != NULL && level.spawntarget[0] ) {//we have a spawnpoint specified, try to find it if ( (nearestSpot = spot = G_Find( NULL, FOFS(targetname), level.spawntarget )) == NULL ) {//you HAVE to be able to find the desired spot G_Error( "Couldn't find spawntarget %s\n", level.spawntarget ); return NULL; } } else {//not looking for a special startspot nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint, team ); spot = SelectRandomDeathmatchSpawnPoint ( team ); if ( spot == nearestSpot ) { // roll again if it would be real close to point of death spot = SelectRandomDeathmatchSpawnPoint ( team ); } } // find a single player start spot if (!spot) { G_Error( "Couldn't find a spawn point\n" ); } VectorCopy( spot->s.origin, origin ); if ( spot->spawnflags & 2 ) { trace_t tr; origin[2] = MIN_WORLD_COORD; gi.trace(&tr, spot->s.origin, playerMins, playerMaxs, origin, ENTITYNUM_NONE, MASK_PLAYERSOLID ); if ( tr.fraction < 1.0 && !tr.allsolid && !tr.startsolid ) {//found a floor VectorCopy(tr.endpos, origin ); } else {//In solid or too far VectorCopy( spot->s.origin, origin ); } } origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } //====================================================================== /* ================== SetClientViewAngle ================== */ void SetClientViewAngle( gentity_t *ent, vec3_t angle ) { int i; // set the delta angle for (i=0 ; i<3 ; i++) { ent->client->ps.delta_angles[i] = (ANGLE2SHORT(angle[i]) - ent->client->pers.cmd_angles[i])&0xffff; } VectorCopy( angle, ent->s.angles ); VectorCopy (ent->s.angles, ent->client->ps.viewangles); } /* ================ respawn ================ */ void respawn( gentity_t *ent ) { if (Q_stricmpn(level.mapname,"_holo",5)) { gi.SendConsoleCommand("load *respawn\n"); // special case } else {//we're on the holodeck int flags; // toggle the teleport bit so the client knows to not lerp flags = ent->client->ps.eFlags; ClientSpawn(ent, eNO/*qfalse*/); // SavedGameJustLoaded_e ent->client->ps.eFlags = flags ^ EF_TELEPORT_BIT; } } /* ================ PickTeam ================ */ team_t PickTeam( int ignoreClientNum ) { int i; int counts[TEAM_NUM_TEAMS]; memset( counts, 0, sizeof( counts ) ); for ( i = 0 ; i < level.maxclients ; i++ ) { if ( i == ignoreClientNum ) { continue; } if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } } return TEAM_FREE; } /* =========== ForceClientSkin Forces a client's skin (for teamplay) =========== */ void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { char *p; if ((p = strchr(model, '/')) != NULL) { *p = 0; } Q_strcat(model, MAX_QPATH, "/"); Q_strcat(model, MAX_QPATH, skin); } /* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call gi.SetUserinfo if desired. ============ */ void ClientUserinfoChanged( int clientNum ) { gentity_t *ent; char *s; char headModel[MAX_QPATH]; char torsoModel[MAX_QPATH]; char legsModel[MAX_QPATH]; char sound[MAX_QPATH]; char oldname[MAX_STRING_CHARS]; gclient_t *client; char *sex; char userinfo[MAX_INFO_STRING]; ent = g_entities + clientNum; client = ent->client; gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // check for malformed or illegal info strings if ( !Info_Validate(userinfo) ) { strcpy (userinfo, "\\name\\badinfo"); } // set name Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) ); s = Info_ValueForKey (userinfo, "name"); Q_strncpyz( client->pers.netname, s, sizeof(client->pers.netname) ); /* if ( client->pers.connected == CON_CONNECTED ) { if ( strcmp( oldname, client->pers.netname ) ) { gi.SendServerCommand( -1, "print \"%s renamed to %s\n\"", oldname, client->pers.netname ); } } */ // set max health client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) ); if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { client->pers.maxHealth = 100; } client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; // sounds Q_strncpyz( sound, Info_ValueForKey (userinfo, "snd"), sizeof( sound ) ); // set model //Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headModel"), sizeof( headModel ) ); //Q_strncpyz( torsoModel, Info_ValueForKey (userinfo, "torsoModel"), sizeof( torsoModel ) ); //Q_strncpyz( legsModel, Info_ValueForKey (userinfo, "legsModel"), sizeof( legsModel ) ); headModel[0]=0; torsoModel[0]=0; legsModel[0]=0; // sex sex = Info_ValueForKey( userinfo, "sex" ); if ( !sex[0] ) { sex = "m"; } // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds s = va("n\\%s\\t\\%i\\headModel\\%s\\torsoModel\\%s\\legsModel\\%s\\hc\\%i\\snd\\%s", client->pers.netname, client->sess.sessionTeam, headModel, torsoModel, legsModel, client->pers.maxHealth, sound ); gi.SetConfigstring( CS_PLAYERS+clientNum, s ); } /* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eSavedGameJustLoaded ) { gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; clientSession_t savedSess; ent = &g_entities[ clientNum ]; gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // they can connect ent->client = level.clients + clientNum; client = ent->client; // if (!qbFromSavedGame) if (eSavedGameJustLoaded != eFULL) { savedSess = client->sess; // memset( client, 0, sizeof(*client) ); client->sess = savedSess; if ( firstTime ) { //not loading full, and directconnect client->playerTeam = TEAM_PLAYER; //set these now because after an auto_load kyle can see your team for a bit before you really join. client->enemyTeam = TEAM_ENEMY; } } client->pers.connected = CON_CONNECTING; if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame) { // G_WriteClientSessionData( client ); // forget it, this is DM stuff anyway // get and distribute relevent paramters ClientUserinfoChanged( clientNum ); } else { // read or initialize the session data if ( firstTime ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); // get and distribute relevent paramters ClientUserinfoChanged( clientNum ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { gi.SendServerCommand( -1, "print \"%s connected\n\"", client->pers.netname); } } return NULL; } /* =========== ClientBegin called when a client has finished connecting, and is ready to be placed into the level. This will happen every level load, and on transition between teams, but doesn't happen on respawns ============ */ void ClientBegin( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded) // qboolean qbFromSavedGame { gentity_t *ent; gclient_t *client; ent = g_entities + clientNum; client = level.clients + clientNum; if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame) { client->pers.connected = CON_CONNECTED; ent->client = client; ClientSpawn( ent, eSavedGameJustLoaded ); } else { if ( ent->linked ) { gi.unlinkentity( ent ); } G_InitGentity( ent, qfalse ); ent->e_TouchFunc = touchF_NULL; ent->e_PainFunc = painF_PlayerPain;//painF_NULL; ent->client = client; client->pers.connected = CON_CONNECTED; client->pers.teamState.state = TEAM_BEGIN; _VectorCopy( cmd->angles, client->pers.cmd_angles ); memset( &client->ps, 0, sizeof( client->ps ) ); if( gi.Cvar_VariableIntegerValue( "g_clearstats" ) ) { memset( &client->sess.missionStats, 0, sizeof( client->sess.missionStats ) ); client->sess.missionStats.totalSecrets = gi.Cvar_VariableIntegerValue("newTotalSecrets"); } // locate ent at a spawn point if ( ClientSpawn( ent, eSavedGameJustLoaded) ) // SavedGameJustLoaded_e { // send teleport event } client->ps.inventory[INV_GOODIE_KEY] = 0; client->ps.inventory[INV_SECURITY_KEY] = 0; } } /* ============ Player_CacheFromPrevLevel Description : just need to grab the weapon items we're going to have when we spawn so they'll be cached Return type : void Argument : void ============ */ void Player_CacheFromPrevLevel(void) { char s[MAX_STRING_CHARS]; gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) ); if (s[0]) // actually this would be safe anyway because of the way sscanf() works, but this is clearer { int iDummy, bits, ibits; sscanf( s, "%i %i %i %i", &iDummy,//client->ps.stats[STAT_HEALTH], &iDummy,//client->ps.stats[STAT_ARMOR], &bits, //client->ps.stats[STAT_WEAPONS] &ibits //client->ps.stats[STAT_ITEMS] ); int i; for ( i = 1 ; i < 16 ; i++ ) { if ( bits & ( 1 << i ) ) { RegisterItem( FindItemForWeapon( (weapon_t)i ) ); } } extern gitem_t *FindItemForInventory( int inv ); for ( i = 1 ; i < 16 ; i++ ) { if ( ibits & ( 1 << i ) ) { RegisterItem( FindItemForInventory( i-1 )); } } } } /* ============ Player_RestoreFromPrevLevel Description : retrieve maptransition data recorded by server when exiting previous level (to carry over weapons/ammo/health/etc) Return type : void Argument : gentity_t *ent ============ */ static void Player_RestoreFromPrevLevel(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded) { gclient_t *client = ent->client; int i; assert(client); if (client) // though I can't see it not being true... { char s[MAX_STRING_CHARS]; char saber0Name[MAX_QPATH]; char saber1Name[MAX_QPATH]; const char *var; gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) ); if (strlen(s)) // actually this would be safe anyway because of the way sscanf() works, but this is clearer {// |general info |-force powers |-saber 1 |-saber 2 |-general saber sscanf( s, "%i %i %i %i %i %i %i %f %f %f %i %i %i %i %i %s %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %s %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i", &client->ps.stats[STAT_HEALTH], &client->ps.stats[STAT_ARMOR], &client->ps.stats[STAT_WEAPONS], &client->ps.stats[STAT_ITEMS], &client->ps.weapon, &client->ps.weaponstate, &client->ps.batteryCharge, &client->ps.viewangles[0], &client->ps.viewangles[1], &client->ps.viewangles[2], //force power data &client->ps.forcePowersKnown, &client->ps.forcePower, &client->ps.forcePowerMax, &client->ps.forcePowerRegenRate, &client->ps.forcePowerRegenAmount, //saber 1 data &saber0Name, &client->ps.saber[0].blade[0].active, &client->ps.saber[0].blade[1].active, &client->ps.saber[0].blade[2].active, &client->ps.saber[0].blade[3].active, &client->ps.saber[0].blade[4].active, &client->ps.saber[0].blade[5].active, &client->ps.saber[0].blade[6].active, &client->ps.saber[0].blade[7].active, &client->ps.saber[0].blade[0].color, &client->ps.saber[0].blade[1].color, &client->ps.saber[0].blade[2].color, &client->ps.saber[0].blade[3].color, &client->ps.saber[0].blade[4].color, &client->ps.saber[0].blade[5].color, &client->ps.saber[0].blade[6].color, &client->ps.saber[0].blade[7].color, //saber 2 data &saber1Name, &client->ps.saber[1].blade[0].active, &client->ps.saber[1].blade[1].active, &client->ps.saber[1].blade[2].active, &client->ps.saber[1].blade[3].active, &client->ps.saber[1].blade[4].active, &client->ps.saber[1].blade[5].active, &client->ps.saber[1].blade[6].active, &client->ps.saber[1].blade[7].active, &client->ps.saber[1].blade[0].color, &client->ps.saber[1].blade[1].color, &client->ps.saber[1].blade[2].color, &client->ps.saber[1].blade[3].color, &client->ps.saber[1].blade[4].color, &client->ps.saber[1].blade[5].color, &client->ps.saber[1].blade[6].color, &client->ps.saber[1].blade[7].color, //general saber data &client->ps.saberStylesKnown, &client->ps.saberAnimLevel, &client->ps.saberLockEnemy, &client->ps.saberLockTime ); ent->health = client->ps.stats[STAT_HEALTH]; if(ent->client->ps.saber[0].name && gi.bIsFromZone(ent->client->ps.saber[0].name, TAG_G_ALLOC)) { gi.Free(ent->client->ps.saber[0].name); } ent->client->ps.saber[0].name=0; if(ent->client->ps.saber[1].name && gi.bIsFromZone(ent->client->ps.saber[1].name, TAG_G_ALLOC) ) { gi.Free(ent->client->ps.saber[1].name); } ent->client->ps.saber[1].name=0; //NOTE: if sscanf can get a "(null)" out of strings that had NULL string pointers plugged into the original string if ( saber0Name[0] && Q_stricmp( "(null)", saber0Name ) != 0 ) { ent->client->ps.saber[0].name = G_NewString( saber0Name ); } if ( saber1Name[0] && Q_stricmp( "(null)", saber1Name ) != 0 ) {//have a second saber ent->client->ps.saber[1].name = G_NewString( saber1Name ); ent->client->ps.dualSabers = qtrue; } else {//have only 1 saber ent->client->ps.dualSabers = qfalse; } // slight issue with ths for the moment in that although it'll correctly restore angles it doesn't take into account // the overall map orientation, so (eg) exiting east to enter south will be out by 90 degrees, best keep spawn angles for now // // VectorClear (ent->client->pers.cmd_angles); // // SetClientViewAngle( ent, ent->client->ps.viewangles); //ammo gi.Cvar_VariableStringBuffer( "playerammo", s, sizeof(s) ); i=0; var = strtok( s, " " ); while( var != NULL ) { /* While there are tokens in "s" */ client->ps.ammo[i++] = atoi(var); /* Get next token: */ var = strtok( NULL, " " ); } assert (i==AMMO_MAX); //inventory gi.Cvar_VariableStringBuffer( "playerinv", s, sizeof(s) ); i=0; var = strtok( s, " " ); while( var != NULL ) { /* While there are tokens in "s" */ client->ps.inventory[i++] = atoi(var); /* Get next token: */ var = strtok( NULL, " " ); } assert (i==INV_MAX); // the new JK2 stuff - force powers, etc... // gi.Cvar_VariableStringBuffer( "playerfplvl", s, sizeof(s) ); i=0; var = strtok( s, " " ); while( var != NULL ) { /* While there are tokens in "s" */ client->ps.forcePowerLevel[i++] = atoi(var); /* Get next token: */ var = strtok( NULL, " " ); } assert (i==NUM_FORCE_POWERS); client->ps.forceGripEntityNum = client->ps.forceDrainEntityNum = ENTITYNUM_NONE; } // if we're in DEMO mode read in the forcepowers from the // demo cvar, even though we already might have read in something from above if(eSavedGameJustLoaded == eNO && gi.Cvar_VariableIntegerValue("com_demo") ) { // the new JK2 stuff - force powers, etc... // gi.Cvar_VariableStringBuffer( "demo_playerfplvl", s, sizeof(s) ); int j=0; var = strtok( s, " " ); while( var != NULL ) { /* While there are tokens in "s" */ client->ps.forcePowerLevel[j] = atoi(var); if( client->ps.forcePowerLevel[j] ) { client->ps.forcePowersKnown |= (1 << j ); } j++; /* Get next token: */ var = strtok( NULL, " " ); } assert (j==NUM_FORCE_POWERS); client->ps.forceGripEntityNum = client->ps.forceDrainEntityNum = ENTITYNUM_NONE; // now do weapons gi.Cvar_VariableStringBuffer( "demo_playerwpns", s, sizeof(s) ); client->ps.stats[STAT_WEAPONS] = atoi(s); for(j=0 ; jps.stats[STAT_WEAPONS] & (1<ps.ammo[weaponData[j].ammoIndex] = ammoData[weaponData[j].ammoIndex].max; } } } } } /* Ghoul2 Insert Start */ static void G_SetSkin( gentity_t *ent ) { char skinName[MAX_QPATH]; //ok, lets register the skin name, and then pass that name to the config strings so the client can get it too. if (Q_stricmp( "hoth2", level.mapname ) == 0 //hack, is this the only map? || Q_stricmp( "hoth3", level.mapname ) == 0 // no! ;-) ) { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, "torso_g1", "lower_e1" ); } else { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, g_char_skin_torso->string, g_char_skin_legs->string ); } // lets see if it's out there int skin = gi.RE_RegisterSkin( skinName ); if ( skin ) {//what if this returns 0 because *one* part of a multi-skin didn't load? // put it in the config strings // and set the ghoul2 model to use it gi.G2API_SetSkin( &ent->ghoul2[ent->playerModel], G_SkinIndex( skinName ), skin ); } //color tinting if ( g_char_color_red->integer || g_char_color_green->integer || g_char_color_blue->integer ) { ent->client->renderInfo.customRGBA[0] = g_char_color_red->integer; ent->client->renderInfo.customRGBA[1] = g_char_color_green->integer; ent->client->renderInfo.customRGBA[2] = g_char_color_blue->integer; ent->client->renderInfo.customRGBA[3] = 255; } } qboolean G_StandardHumanoid( gentity_t *self ) { if ( !self || !self->ghoul2.size() ) { return qfalse; } if ( self->playerModel < 0 || self->playerModel >= self->ghoul2.size() ) { return qfalse; } const char *GLAName = gi.G2API_GetGLAName( &self->ghoul2[self->playerModel] ); assert(GLAName); if (GLAName) { if ( !Q_stricmpn( "models/players/_humanoid", GLAName, 24 ) )///_humanoid", GLAName, 36) ) {//only _humanoid skeleton is expected to have these return qtrue; } if ( !Q_stricmp( "models/players/protocol/protocol", GLAName ) ) {//protocol droid duplicates many of these return qtrue; } if ( !Q_stricmp( "models/players/assassin_droid/model", GLAName ) ) {//assassin_droid duplicates many of these return qtrue; } if ( !Q_stricmp( "models/players/saber_droid/model", GLAName ) ) {//saber_droid duplicates many of these return qtrue; } if ( !Q_stricmp( "models/players/hazardtrooper/hazardtrooper", GLAName ) ) {//hazardtrooper duplicates many of these return qtrue; } if ( !Q_stricmp( "models/players/rockettrooper/rockettrooper", GLAName ) ) {//rockettrooper duplicates many of these return qtrue; } if ( !Q_stricmp( "models/players/wampa/wampa", GLAName ) ) {//rockettrooper duplicates many of these return qtrue; } } return qfalse; } qboolean G_ClassHasBadBones( int NPC_class ) { switch ( NPC_class ) { case CLASS_WAMPA: case CLASS_ROCKETTROOPER: case CLASS_SABER_DROID: case CLASS_HAZARD_TROOPER: case CLASS_ASSASSIN_DROID: case CLASS_RANCOR: return qtrue; } return qfalse; } char *AxesNames[] = { "ORIGIN",//ORIGIN, "POSITIVE_X",//POSITIVE_X, "POSITIVE_Z",//POSITIVE_Z, "POSITIVE_Y",//POSITIVE_Y, "NEGATIVE_X",//NEGATIVE_X, "NEGATIVE_Z",//NEGATIVE_Z, "NEGATIVE_Y"//NEGATIVE_Y }; Eorientations testAxes[3]={POSITIVE_X,POSITIVE_Z,POSITIVE_Y}; int axes_0 = POSITIVE_X; int axes_1 = POSITIVE_Z; int axes_2 = POSITIVE_Y; void G_NextTestAxes( void ) { static int whichAxes = 0; int axesCount = 0; do { whichAxes++; if ( whichAxes > 216 ) { whichAxes = 0; Com_Printf( S_COLOR_RED"WRAPPED\n" ); break; } axesCount = 0; axes_0 = 0; axes_1 = 0; axes_2 = 0; for ( axes_0 = 0; axes_0 < 6 && (axesCountplayerModel != -1 ) {// we found the model ok vec3_t angles = {0,0,0}; const char *token; const char *p; //Now turn on/off any surfaces if ( surfOff && surfOff[0] ) { p = surfOff; while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) {//reached end of list break; } //turn off this surf gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], token, 0x00000002/*G2SURFACEFLAG_OFF*/ ); } } if ( surfOn && surfOn[0] ) { p = surfOn; while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) {//reached end of list break; } //turn on this surf gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], token, 0 ); } } if ( ent->client->NPC_class == CLASS_IMPERIAL && ent->message ) {//carrying a key, turn on the key sleeve surface (assuming we have one) gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "l_arm_key", 0 ); } G_LoadAnimFileSet( ent, modelName ); ent->headBolt = ent->cervicalBolt = ent->torsoBolt = ent->gutBolt = ent->chestBolt = ent->crotchBolt = ent->elbowLBolt = ent->elbowRBolt = ent->handLBolt = ent->handRBolt = ent->kneeLBolt = ent->kneeRBolt = ent->footLBolt = ent->footRBolt = -1; // now turn on the bolt in the hand - this one would be best always turned on. if ( G_StandardHumanoid( ent ) ) {//only _humanoid skeleton is expected to have these ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes"); ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cervical" ); if ( !Q_stricmp("protocol", modelName ) ) {//*sigh*, no thoracic bone ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar"); ent->chestBolt = ent->gutBolt; } else { ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "thoracic"); ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar"); } ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_lumbar"); ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "pelvis"); ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_arm_elbow"); ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_arm_elbow"); ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_hand"); ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_hand"); ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_l_knee"); ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_r_knee"); ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_leg_foot"); ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_leg_foot"); if ( ent->client->NPC_class == CLASS_BOBAFETT || ent->client->NPC_class == CLASS_ROCKETTROOPER ) {//get jet bolts ent->genericBolt1 = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*jet1" ); ent->genericBolt2 = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*jet2" ); } if ( ent->client->NPC_class == CLASS_BOBAFETT ) {//get the flamethrower bolt ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flamethrower"); } } else { if ( ent->client->NPC_class == CLASS_VEHICLE ) {//do vehicles tags // Setup the driver tag (where the driver is mounted to). ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*driver"); // Setup the droid unit (or other misc tag we're using this for). ent->m_pVehicle->m_iDroidUnitTag = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*droidunit"); char strTemp[128]; // Setup the Exhausts. for ( int i = 0; i < MAX_VEHICLE_EXHAUSTS; i++ ) { snprintf( strTemp, 128, "*exhaust%d", i + 1 ); ent->m_pVehicle->m_iExhaustTag[i] = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], strTemp ); } // Setup the Muzzles. for ( int i = 0; i < MAX_VEHICLE_MUZZLES; i++ ) { snprintf( strTemp, 128, "*muzzle%d", i + 1 ); ent->m_pVehicle->m_iMuzzleTag[i] = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], strTemp ); } } else if ( ent->client->NPC_class == CLASS_HOWLER ) { ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "Tongue01" );// tongue base ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "Tongue08" );// tongue tip } else if ( !Q_stricmp( "gonk", modelName ) || !Q_stricmp( "seeker", modelName ) || !Q_stricmp( "remote", modelName ) || !Q_stricmpn( "r2d2", modelName, 4 ) || !Q_stricmpn( "r5d2", modelName, 4 ) ) {//TEMP HACK: not a non-humanoid droid ent->headBolt = -1; } else if (!Q_stricmp( "interrogator",modelName)) { ent->headBolt = -1; } else if (!Q_stricmpn( "probe",modelName, 5)) { ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cranium"); // head pivot point ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash"); // Gun 1 } else if (!Q_stricmp( "sentry",modelName)) { ent->headBolt = -1; ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Gun 1 ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); // Gun 2 ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash03"); // Gun 3 } else if (!Q_stricmp( "mark1",modelName)) { ent->headBolt = -1; ent->handRBolt = ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Blaster Gun 1 ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); // Blaster Gun 2 ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash3"); // Blaster Gun 3 ent->genericBolt4 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash4"); // Blaster Gun 4 ent->genericBolt5 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash5"); // Missile Gun 1 } else if (!Q_stricmp( "mark2",modelName)) { ent->headBolt = -1; ent->handRBolt = ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash"); // Blaster Gun 1 } else if (!Q_stricmp( "atst",modelName) )//&& (ent->client->playerTeam != TEAM_PLAYER)) { ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head"); ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Front guns ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash3"); // Left side gun ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash4"); // Right side missle launcher ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_foot"); ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_foot"); } else if ( !Q_stricmp( "minemonster", modelName )) { ent->handRBolt = ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_f1"); } else if ( !Q_stricmp( "rancor", modelName ) || !Q_stricmp( "mutant_rancor", modelName )) { ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_hand"); ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_hand"); ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes"); ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_mouth"); } else if ( !Q_stricmp( "sand_creature", modelName )) { ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*mouth"); ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*ground"); } else if ( !Q_stricmp( "wampa", modelName )) { ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes"); ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "neck_bone" ); ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_spine"); ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "mid_spine"); ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_spine"); ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "rear_bone"); ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_arm_elbow"); ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_arm_elbow"); ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_hand"); ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_hand"); ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_l_knee"); ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_r_knee"); ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_leg_foot"); ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_leg_foot"); } else {//TEMP HACK: not a non-humanoid droid ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*weapon");//should be r_hand if ( Q_stricmp( "atst", modelName ) ) {//not an ATST ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*headg"); ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cervical" ); ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_lumbar"); ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar"); ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "thoracic"); ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "pelvis"); ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*bicep_lg"); ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*bicep_rg"); ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hand_l"); ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*thigh_lg"); ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*thigh_rg"); ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*foot_lg"); ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*foot_rg"); } } } ent->faceBone = BONE_INDEX_INVALID; ent->craniumBone = BONE_INDEX_INVALID; ent->cervicalBone = BONE_INDEX_INVALID; ent->thoracicBone = BONE_INDEX_INVALID; ent->upperLumbarBone = BONE_INDEX_INVALID; ent->lowerLumbarBone = BONE_INDEX_INVALID; ent->motionBone = BONE_INDEX_INVALID; ent->hipsBone = BONE_INDEX_INVALID; ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue ); #ifndef FINAL_BUILD if ( g_developer->integer && ent->rootBone == -1 ) { Com_Error(ERR_DROP,"ERROR: model %s has no model_root bone (and hence cannot animate)!!!\n", modelName ); } #endif ent->footLBone = BONE_INDEX_INVALID; ent->footRBone = BONE_INDEX_INVALID; ent->humerusRBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "rhumerus", qtrue ); // now add overrides on specific joints so the client can set angle overrides on the legs, torso and head if ( ent->client->NPC_class == CLASS_VEHICLE ) {//do vehicles tags //vehicleInfo_t *vehicle = ent->m_pVehicle->m_pVehicleInfo; } else if ( ent->client->NPC_class == CLASS_HOWLER ) { } else if ( !Q_stricmp( "gonk", modelName ) || !Q_stricmp( "seeker", modelName ) || !Q_stricmp( "remote", modelName ) ) {// } else if (!Q_stricmp( "sentry",modelName)) { } else if (!Q_stricmpn( "probe", modelName, 5 )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } } else if (!Q_stricmp( "interrogator", modelName )) { ent->genericBone1 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "left_arm", qtrue ); if (ent->genericBone1>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone1, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL ); } ent->genericBone2 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "right_arm", qtrue ); if (ent->genericBone2>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone2, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL ); } ent->genericBone3 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "claw", qtrue ); if (ent->genericBone3>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone3, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL ); } } else if (!Q_stricmpn( "r2d2", modelName, 4 )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "body", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->genericBone1 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "f_eye", qtrue ); if (ent->genericBone1>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone1, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL ); } } else if (!Q_stricmpn( "r5d2", modelName, 4 )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "body", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } } else if ( !Q_stricmp( "atst", modelName )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->footLBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "l_tarsal", qtrue ); if (ent->footLBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->footLBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL ); } ent->footRBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "r_tarsal", qtrue ); if (ent->footRBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->footRBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL ); } } else if ( !Q_stricmp( "mark1", modelName )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->upperLumbarBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } } else if ( !Q_stricmp( "mark2", modelName )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } } else if ( !Q_stricmp( "minemonster", modelName )) { ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic1", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } } else if ( ent->client->NPC_class == CLASS_RANCOR ) /*!Q_stricmp( "rancor", modelName ) || !Q_stricmp( "mutant_rancor", modelName ) )*/ { Eorientations oUp, oRt, oFwd; //regular bones we need ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_spine", qtrue ); if (ent->lowerLumbarBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "lower_lumbar", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "mid_spine", qtrue ); if (ent->upperLumbarBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "upper_lumbar", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_spine", qtrue ); if (ent->thoracicBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "thoracic", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } } else if ( !Q_stricmp( "sand_creature", modelName )) { } else if ( !Q_stricmp( "wampa", modelName ) ) { //Eorientations oUp, oRt, oFwd; //bone needed for turning anims /* //SIGH... fucks him up BAD ent->hipsBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue ); if (ent->hipsBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "pelvis", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->hipsBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } */ /* //SIGH... no anim split ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_lumbar", qtrue ); if (ent->lowerLumbarBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "lower_lumbar", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } */ /* //SIGH... spine wiggles fuck all this shit ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_lumbar", qtrue ); if (ent->upperLumbarBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "upper_lumbar", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "thoracic", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } ent->cervicalBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cervical", qtrue ); if (ent->cervicalBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "cervical", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->cervicalBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "cranium", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } */ } else if ( !Q_stricmp( "rockettrooper", modelName ) || !Q_stricmp( "hazardtrooper", modelName ) || !Q_stricmp( "saber_droid", modelName ) || !Q_stricmp( "assassin_droid", modelName ) ) { Eorientations oUp, oRt, oFwd; if ( Q_stricmp( "saber_droid", modelName ) ) {//saber droid doesn't use these lower bones //regular bones we need ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_lumbar", qtrue ); if (ent->upperLumbarBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "upper_lumbar", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_lumbar", qtrue ); if (ent->lowerLumbarBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "lower_lumbar", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } } if ( Q_stricmp( "hazardtrooper", modelName ) ) {//hazard trooper doesn't have these upper bones if ( Q_stricmp( "saber_droid", modelName ) ) {//saber droid doesn't use thoracic bone ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "thoracic", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } } ent->cervicalBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cervical", qtrue ); if (ent->cervicalBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "cervical", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->cervicalBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { G_BoneOrientationsForClass( ent->client->NPC_class, "cranium", &oUp, &oRt, &oFwd ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL ); } } } else { //special case motion bone - to match up split anims ent->motionBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "Motion", qtrue ); if (ent->motionBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->motionBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL ); } ent->motionBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "Motion"); //bone needed for turning anims ent->hipsBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue ); if (ent->hipsBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->hipsBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } //regular bones we need ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_lumbar", qtrue ); if (ent->upperLumbarBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_lumbar", qtrue ); if (ent->lowerLumbarBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->faceBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "face", qtrue ); if (ent->faceBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->faceBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->cervicalBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cervical", qtrue ); if (ent->cervicalBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->cervicalBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } } ent->client->clientInfo.infoValid = qtrue; } if ( ent->client->NPC_class == CLASS_SAND_CREATURE ) { ent->s.radius = 256; } else if ( ent->client->NPC_class == CLASS_RANCOR ) { if ( (ent->spawnflags&1) ) {//mutant ent->s.radius = 300; } else { ent->s.radius = 150; } } else if ( ent->s.radius <= 0 )//radius cannot be negative or zero {//set the radius to be the largest axial distance on the entity float max; max = ent->mins[0];//NOTE: mins is always negative if ( max > ent->mins[1] ) { max = ent->mins[1]; } if ( max > ent->mins[2] ) { max = ent->mins[2]; } max = fabs(max);//convert to positive to compare with maxs if ( max < ent->maxs[0] ) { max = ent->maxs[0]; } if ( max < ent->maxs[1] ) { max = ent->maxs[1]; } if ( max < ent->maxs[2] ) { max = ent->maxs[2]; } ent->s.radius = (int)max; if (!ent->s.radius) // Still no radius? { ent->s.radius = 60; } } // set the weaponmodel to -1 so we don't try to remove it in Pmove before we have it built ent->weaponModel[0] = -1; if ( ent->playerModel == -1 ) { return qfalse; } return qtrue; } void G_SetG2PlayerModel( gentity_t * const ent, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn ) { char skinName[MAX_QPATH]; //ok, lets register the skin name, and then pass that name to the config strings so the client can get it too. if ( !customSkin ) {//use the default Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", modelName ); } else { if (strchr(customSkin, '|')) {//three part skin Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s", modelName, customSkin ); } else { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_%s.skin", modelName, customSkin ); } } int skin = gi.RE_RegisterSkin( skinName ); assert(skin); //now generate the ghoul2 model this client should be. if ( ent->client->NPC_class == CLASS_VEHICLE ) {//vehicles actually grab their model from the appropriate vehicle data entry // This will register the model and other assets. Vehicle_t *pVeh = ent->m_pVehicle; pVeh->m_pVehicleInfo->RegisterAssets( pVeh ); ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), pVeh->m_pVehicleInfo->modelIndex, G_SkinIndex( skinName ) ); } else { //NOTE: it still loads the default skin's tga's because they're referenced in the .glm. ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), G_ModelIndex( va("models/players/%s/model.glm", modelName) ), G_SkinIndex( skinName ) ); } if (ent->playerModel == -1) {//try the stormtrooper as a default gi.Printf( S_COLOR_RED"G_SetG2PlayerModel: cannot load model %s\n", modelName ); modelName = "stormtrooper"; Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", modelName ); skin = gi.RE_RegisterSkin( skinName ); assert(skin); ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), G_ModelIndex( va("models/players/%s/model.glm", modelName) ) ); } if (ent->playerModel == -1) {//very bad thing here! Com_Error(ERR_DROP, "Cannot fall back to default model %s!", modelName); } gi.G2API_SetSkin( &ent->ghoul2[ent->playerModel], G_SkinIndex( skinName ), skin );//this is going to set the surfs on/off matching the skin file // did we find a ghoul2 model? if so, load the animation.cfg file if ( !G_SetG2PlayerModelInfo( ent, modelName, customSkin, surfOff, surfOn ) ) {//couldn't set g2 info, fall back to a mouse md3 NPC_ParseParms( "mouse", ent ); Com_Printf( S_COLOR_RED"couldn't load playerModel %s!\n", va("models/players/%s/model.glm", modelName) ); } } /* Ghoul2 Insert End */ void G_RemovePlayerModel( gentity_t *ent ) { if ( ent->playerModel >= 0 && ent->ghoul2.size() ) { gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->playerModel ); ent->playerModel = -1; } } void G_RemoveWeaponModels( gentity_t *ent ) { if ( ent->ghoul2.size() ) { if ( ent->weaponModel[0] > 0 ) { gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel[0] ); ent->weaponModel[0] = -1; } if ( ent->weaponModel[1] > 0 ) { gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel[1] ); ent->weaponModel[1] = -1; } } } void G_AddWeaponModels( gentity_t *ent ) { if ( !ent || !ent->client ) { return; } if ( ent->weaponModel[0] == -1 ) { if ( ent->client->ps.weapon == WP_SABER ) { WP_SaberAddG2SaberModels( ent ); } else if ( ent->client->ps.weapon != WP_NONE ) { G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 ); } } } extern saber_colors_t TranslateSaberColor( const char *name ); extern void WP_RemoveSaber( gentity_t *ent, int saberNum ); void G_ChangePlayerModel( gentity_t *ent, const char *newModel ); void G_SetSabersFromCVars( gentity_t *ent ) { if ( g_saber->string && g_saber->string[0] && Q_stricmp( "none", g_saber->string ) && Q_stricmp( "NULL", g_saber->string ) ) {//FIXME: how to specify second saber? WP_SaberParseParms( g_saber->string, &ent->client->ps.saber[0] ); if ( ent->client->ps.saber[0].stylesLearned ) { ent->client->ps.saberStylesKnown |= ent->client->ps.saber[0].stylesLearned; } if ( ent->client->ps.saber[0].singleBladeStyle ) { ent->client->ps.saberStylesKnown |= ent->client->ps.saber[0].singleBladeStyle; } } if ( player && player->client && player->client->sess.mission_objectives[LIGHTSIDE_OBJ].status == 2 && g_saberDarkSideSaberColor->integer ) {//dark side! //always use red for ( int n = 0; n < MAX_BLADES; n++ ) { ent->client->ps.saber[0].blade[n].color = SABER_RED; } } else if ( g_saber_color->string ) {//FIXME: how to specify color for each blade and/or color for second saber? saber_colors_t color = TranslateSaberColor( g_saber_color->string ); for ( int n = 0; n < MAX_BLADES; n++ ) { ent->client->ps.saber[0].blade[n].color = color; } } if ( g_saber2->string && g_saber2->string[0] && Q_stricmp( "none", g_saber2->string ) && Q_stricmp( "NULL", g_saber2->string ) ) { if ( !(ent->client->ps.saber[0].saberFlags&SFL_TWO_HANDED) ) {//can't use a second saber if first one is a two-handed saber...? WP_SaberParseParms( g_saber2->string, &ent->client->ps.saber[1] ); if ( ent->client->ps.saber[1].stylesLearned ) { ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].stylesLearned; } if ( ent->client->ps.saber[1].singleBladeStyle ) { ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].singleBladeStyle; } if ( (ent->client->ps.saber[1].saberFlags&SFL_TWO_HANDED) ) {//tsk tsk, can't use a twoHanded saber as second saber WP_RemoveSaber( ent, 1 ); } else { ent->client->ps.dualSabers = qtrue; if ( player && player->client && player->client->sess.mission_objectives[LIGHTSIDE_OBJ].status == 2 && g_saberDarkSideSaberColor->integer ) {//dark side! //always use red for ( int n = 0; n < MAX_BLADES; n++ ) { ent->client->ps.saber[1].blade[n].color = SABER_RED; } } else if ( g_saber2_color->string ) {//FIXME: how to specify color for each blade and/or color for second saber? saber_colors_t color = TranslateSaberColor( g_saber2_color->string ); for ( int n = 0; n < MAX_BLADES; n++ ) { ent->client->ps.saber[1].blade[n].color = color; } } } } } } void G_InitPlayerFromCvars( gentity_t *ent ) { //set model based on cvars G_ChangePlayerModel( ent, va("%s|%s|%s|%s", g_char_model->string, g_char_skin_head->string, g_char_skin_torso->string, g_char_skin_legs->string) ); //FIXME: parse these 2 from some cvar or require playermodel to be in a *.npc? if( ent->NPC_type && gi.bIsFromZone(ent->NPC_type, TAG_G_ALLOC) ) { gi.Free(ent->NPC_type); } ent->NPC_type = "player";//default for now if( ent->client->clientInfo.customBasicSoundDir && gi.bIsFromZone(ent->client->clientInfo.customBasicSoundDir, TAG_G_ALLOC) ) { gi.Free(ent->client->clientInfo.customBasicSoundDir); } char snd[512]; gi.Cvar_VariableStringBuffer( "snd", snd, sizeof(snd) ); ent->client->clientInfo.customBasicSoundDir = G_NewString(snd); //copy current cvar //set the lightsaber G_RemoveWeaponModels( ent ); G_SetSabersFromCVars( ent ); //set up weapon models, etc. G_AddWeaponModels( ent ); NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); if ( !ent->s.number ) {//the actual player, not an NPC pretending to be a player ClientUserinfoChanged( ent->s.number ); } //color tinting //FIXME: the customRGBA shouldn't be set if the shader this guys .skin is using doesn't have the tinting on it if ( g_char_color_red->integer || g_char_color_green->integer || g_char_color_blue->integer ) { ent->client->renderInfo.customRGBA[0] = g_char_color_red->integer; ent->client->renderInfo.customRGBA[1] = g_char_color_green->integer; ent->client->renderInfo.customRGBA[2] = g_char_color_blue->integer; ent->client->renderInfo.customRGBA[3] = 255; } } void G_ChangePlayerModel( gentity_t *ent, const char *newModel ) { if ( !ent || !ent->client || !newModel ) { return; } G_RemovePlayerModel( ent ); if ( Q_stricmp( "player", newModel ) == 0 ) { G_InitPlayerFromCvars( ent ); return; } //attempt to free the string (currently can't since it's always "player" ) if( ent->NPC_type && gi.bIsFromZone(ent->NPC_type, TAG_G_ALLOC) ) { gi.Free(ent->NPC_type); } ent->NPC_type = G_NewString( newModel ); G_RemoveWeaponModels( ent ); if ( strchr(newModel,'|') ) { char name[MAX_QPATH]; strcpy(name, newModel); char *p = strchr(name, '|'); *p=0; p++; G_SetG2PlayerModel( ent, name, p, NULL, NULL ); } else { //FIXME: everything but force powers gets reset, those should, too... // currently leaves them as is except where otherwise noted in the NPCs.cfg? //FIXME: remove all weapons? if ( NPC_ParseParms( ent->NPC_type, ent ) ) { G_AddWeaponModels( ent ); NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); ClientUserinfoChanged( ent->s.number ); //Ugh, kind of a hack for now: if ( ent->client->NPC_class == CLASS_BOBAFETT || ent->client->NPC_class == CLASS_ROCKETTROOPER ) { //FIXME: remove saber, too? Boba_Precache(); // player as boba? } } else { gi.Printf( S_COLOR_RED"G_ChangePlayerModel: cannot find NPC %s\n", newModel ); G_ChangePlayerModel( ent, "stormtrooper" ); //need a better fallback? } } } void G_ReloadSaberData( gentity_t *ent ) { //dualSabers should already be set if ( ent->client->ps.saber[0].name != NULL ) { WP_SaberParseParms( ent->client->ps.saber[0].name, &ent->client->ps.saber[0], qfalse ); if ( ent->client->ps.saber[0].stylesLearned ) { ent->client->ps.saberStylesKnown |= ent->client->ps.saber[0].stylesLearned; } if ( ent->client->ps.saber[0].singleBladeStyle ) { ent->client->ps.saberStylesKnown |= ent->client->ps.saber[0].singleBladeStyle; } } if ( ent->client->ps.saber[1].name != NULL ) { WP_SaberParseParms( ent->client->ps.saber[1].name, &ent->client->ps.saber[1], qfalse ); if ( ent->client->ps.saber[1].stylesLearned ) { ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].stylesLearned; } if ( ent->client->ps.saber[1].singleBladeStyle ) { ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].singleBladeStyle; } } } qboolean G_PlayerSpawned( void ) { if ( !player || !player->client || player->client->pers.teamState.state != TEAM_ACTIVE || level.time - player->client->pers.enterTime < 100 ) {//player hasn't spawned yet return qfalse; } return qtrue; } /* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ qboolean G_CheckPlayerDarkSide( void ) { if ( player && player->client && player->client->sess.mission_objectives[LIGHTSIDE_OBJ].status == 2 ) {//dark side player! player->client->playerTeam = TEAM_FREE; player->client->enemyTeam = TEAM_FREE; if ( g_saberDarkSideSaberColor->integer ) {//dark side! //always use red for ( int n = 0; n < MAX_BLADES; n++ ) { player->client->ps.saber[0].blade[n].color = player->client->ps.saber[1].blade[n].color = SABER_RED; } } G_SoundIndex( "sound/chars/jedi2/28je2008.wav" ); G_SoundIndex( "sound/chars/jedi2/28je2009.wav" ); G_SoundIndex( "sound/chars/jedi2/28je2012.wav" ); return qtrue; } return qfalse; } qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded ) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; clientInfo_t savedCi; int persistant[MAX_PERSISTANT]; usercmd_t ucmd; gentity_t *spawnPoint; qboolean beamInEffect = qfalse; extern qboolean g_qbLoadTransition; index = ent - g_entities; client = ent->client; if ( eSavedGameJustLoaded == eFULL && g_qbLoadTransition == qfalse )//qbFromSavedGame) {//loading up a full save game ent->client->pers.teamState.state = TEAM_ACTIVE; // increment the spawncount so the client will detect the respawn client->ps.persistant[PERS_SPAWN_COUNT]++; client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; client->airOutTime = level.time + 12000; for (i=0; i<3; i++) { ent->client->pers.cmd_angles[i] = 0.0f; } SetClientViewAngle( ent, ent->client->ps.viewangles);//spawn_angles ); gi.linkentity (ent); // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values PlayerStateToEntityState( &client->ps, &ent->s ); //FIXME: make sure ent->NPC_type is saved out G_LoadAnimFileSet( ent, ent->NPC_type ); G_SetSkin( ent ); //setup sabers G_ReloadSaberData( ent ); //force power levels should already be set } else { // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client // don't spawn near existing origin if possible spawnPoint = SelectSpawnPoint ( ent->client->ps.origin, (team_t) ent->client->ps.persistant[PERS_TEAM], spawn_origin, spawn_angles); ent->client->pers.teamState.state = TEAM_ACTIVE; // clear everything but the persistant data saved = client->pers; savedSess = client->sess; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { persistant[i] = client->ps.persistant[i]; } //Preserve clientInfo memcpy (&savedCi, &client->clientInfo, sizeof(clientInfo_t)); memset (client, 0, sizeof(*client)); memcpy (&client->clientInfo, &savedCi, sizeof(clientInfo_t)); client->pers = saved; client->sess = savedSess; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { client->ps.persistant[i] = persistant[i]; } // increment the spawncount so the client will detect the respawn client->ps.persistant[PERS_SPAWN_COUNT]++; client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; client->airOutTime = level.time + 12000; // clear entity values client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[index]; ent->mass = 10; ent->takedamage = qtrue; ent->inuse = qtrue; SetInUse(ent); ent->m_iIcarusID = IIcarusInterface::ICARUS_INVALID; if ( !ent->NPC_type ) { ent->NPC_type = "player"; } ent->classname = "player"; ent->targetname = ent->script_targetname = "player"; if ( ent->client->NPC_class == CLASS_NONE ) { ent->client->NPC_class = CLASS_PLAYER; } client->playerTeam = TEAM_PLAYER; client->enemyTeam = TEAM_ENEMY; ent->contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->e_DieFunc = dieF_player_die; ent->waterlevel = 0; ent->watertype = 0; client->ps.friction = 6; client->ps.gravity = g_gravity->value; ent->flags &= ~FL_NO_KNOCKBACK; client->renderInfo.lookTarget = ENTITYNUM_NONE; client->renderInfo.lookTargetClearTime = 0; client->renderInfo.lookMode = LM_ENT; VectorCopy (playerMins, ent->mins); VectorCopy (playerMaxs, ent->maxs); client->crouchheight = CROUCH_MAXS_2; client->standheight = DEFAULT_MAXS_2; client->ps.clientNum = index; // give default weapons //these are precached in g_items, ClearRegisteredItems() client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE ); //client->ps.inventory[INV_ELECTROBINOCULARS] = 1; //ent->client->ps.inventory[INV_BACTA_CANISTER] = 1; // give EITHER the saber or the stun baton..never both if ( spawnPoint->spawnflags & 32 ) // STUN_BATON { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_STUN_BATON ); client->ps.weapon = WP_STUN_BATON; } else { // give the saber because most test maps will not have the STUN BATON flag set client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //this is precached in SP_info_player_deathmatch client->ps.weapon = WP_SABER; } // force the base weapon up client->ps.weaponstate = WEAPON_READY; for ( i = FIRST_WEAPON; i < MAX_PLAYER_WEAPONS; i++ ) // don't give ammo for explosives { if ( (client->ps.stats[STAT_WEAPONS]&(1<ps.ammo[weaponData[i].ammoIndex] = ammoData[weaponData[i].ammoIndex].max; } } if ( eSavedGameJustLoaded == eNO ) { //FIXME: get player's info from NPCs.cfg client->ps.dualSabers = qfalse; WP_SaberParseParms( g_saber->string, &client->ps.saber[0] );//get saber info client->ps.saberStylesKnown |= (1<ps.saber[0].stylesLearned ) // { // client->ps.saberStylesKnown |= client->ps.saber[0].stylesLearned; // } // if ( ent->client->ps.saber[1].singleSaberStyle ) // { // ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].singleSaberStyle; // } WP_InitForcePowers( ent );//Initialize force powers } else {//autoload, will be taken care of below } // ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH]; ent->client->dismemberProbHead = 0; ent->client->dismemberProbArms = 5; ent->client->dismemberProbHands = 20; ent->client->dismemberProbWaist = 0; ent->client->dismemberProbLegs = 0; ent->client->ps.batteryCharge = 2500; VectorCopy( spawn_origin, client->ps.origin ); VectorCopy( spawn_origin, ent->currentOrigin ); // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; SetClientViewAngle( ent, spawn_angles ); G_KillBox( ent ); gi.linkentity (ent); // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; client->latched_buttons = 0; // set default animations client->ps.torsoAnim = BOTH_STAND2; client->ps.legsAnim = BOTH_STAND2; //clear IK grabbing stuff client->ps.heldClient = client->ps.heldByClient = ENTITYNUM_NONE; client->ps.saberLockEnemy = ENTITYNUM_NONE; //duh, don't think i'm locking with myself // restore some player data // Player_RestoreFromPrevLevel(ent, eSavedGameJustLoaded); //FIXME: put this BEFORE the Player_RestoreFromPrevLevel check above? if (eSavedGameJustLoaded == eNO) {//fresh start if (!(spawnPoint->spawnflags&1)) // not KEEP_PREV {//then restore health and armor ent->health = client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH]; ent->client->ps.forcePower = ent->client->ps.forcePowerMax; } G_InitPlayerFromCvars( ent ); } else {//autoload G_LoadAnimFileSet( ent, ent->NPC_type ); G_SetSkin( ent ); G_ReloadSaberData( ent ); //force power levels should already be set } //NEVER start a map with either of your sabers or blades on... ent->client->ps.SaberDeactivate(); // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ucmd = client->pers.lastCommand; ucmd.serverTime = level.time; _VectorCopy( client->pers.cmd_angles, ucmd.angles ); ucmd.weapon = client->ps.weapon; // client think calls Pmove which sets the client->ps.weapon to ucmd.weapon, so ... ent->client->ps.groundEntityNum = ENTITYNUM_NONE; ClientThink( ent-g_entities, &ucmd ); // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values PlayerStateToEntityState( &client->ps, &ent->s ); //ICARUS include Quake3Game()->FreeEntity( ent ); Quake3Game()->InitEntity( ent ); // Make sure no Sequencer exists then Get a new one. IIcarusInterface::GetIcarus()->DeleteIcarusID( ent->m_iIcarusID ); ent->m_iIcarusID = IIcarusInterface::GetIcarus()->GetIcarusID( ent->s.number ); if ( spawnPoint->spawnflags & 64 ) //NOWEAPON {//player starts with absolutely no weapons ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE ); ent->client->ps.ammo[weaponData[WP_NONE].ammoIndex] = 32000; ent->client->ps.weapon = WP_NONE; ent->client->ps.weaponstate = WEAPON_READY; ent->client->ps.dualSabers = qfalse; } if ( ent->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_SABER ) ) {//set up so has lightsaber WP_SaberInitBladeData( ent ); if ( (ent->weaponModel[0] <= 0 || (ent->weaponModel[1]<=0&&ent->client->ps.dualSabers)) //one or both of the saber models is not initialized && ent->client->ps.weapon == WP_SABER )//current weapon is saber {//add the proper models WP_SaberAddG2SaberModels( ent ); } } if ( ent->weaponModel[0] == -1 && ent->client->ps.weapon != WP_NONE ) { G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 ); } { // fire the targets of the spawn point G_UseTargets( spawnPoint, ent ); //Designers needed them to fire off target2's as well... this is kind of messy G_UseTargets2( spawnPoint, ent, spawnPoint->target2 ); /* // select the highest weapon number available, after any // spawn given items have fired client->ps.weapon = 1; for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) { if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) { client->ps.weapon = i; break; } }*/ } } client->pers.enterTime = level.time;//needed mainly to stop the weapon switch to WP_NONE that happens on loads ent->max_health = client->ps.stats[STAT_MAX_HEALTH]; if ( eSavedGameJustLoaded == eNO ) {//on map transitions, Ghoul2 frame gets reset to zero, restart our anim NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); } if ( ent->s.number == 0 ) {//player G_CheckPlayerDarkSide(); } if ( (ent->client->ps.stats[STAT_WEAPONS]&(1<client->ps.saberStylesKnown ) {//um, if you have a saber, you need at least 1 style to use it with... ent->client->ps.saberStylesKnown |= (1<client ) { return; } // send effect if they were completely connected /* if ( ent->client->pers.connected == CON_CONNECTED ) { // They don't get to take powerups with them! // Especially important for stuff like CTF flags TossClientItems ( ent ); } */ gi.unlinkentity (ent); ent->s.modelindex = 0; ent->inuse = qfalse; ClearInUse(ent); ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE; gi.SetConfigstring( CS_PLAYERS + clientNum, ""); IIcarusInterface::GetIcarus()->DeleteIcarusID(ent->m_iIcarusID); }