//==================================================================================== // //rww - ICARUS callback file, all that can be handled within vm's is handled in here. // //==================================================================================== #include "q_shared.h" #include "bg_public.h" #include "b_local.h" #include "../icarus/Q3_Interface.h" #include "../icarus/Q3_Registers.h" #include "g_nav.h" #include "../namespace_begin.h" qboolean BG_SabersOff( playerState_t *ps ); extern stringID_table_t WPTable[]; extern stringID_table_t BSTable[]; #include "../namespace_end.h" //This is a hack I guess. It's because we can't include the file this enum is in //unless we're using cpp. But we need it for the interpreter stuff. //In any case, DO NOT modify this enum. // Hack++ // This code is compiled as C++ on Xbox. We could try and rig something above // so that we only get the C version of the includes (no full Icarus) in that // scenario, but I think we'll just try to leave this out instead. #ifndef _XBOX enum { TK_EOF = -1, TK_UNDEFINED, TK_COMMENT, TK_EOL, TK_CHAR, TK_STRING, TK_INT, TK_INTEGER = TK_INT, TK_FLOAT, TK_IDENTIFIER, TK_USERDEF, }; #endif #include "../icarus/interpreter.h" extern stringID_table_t animTable [MAX_ANIMATIONS+1]; stringID_table_t setTable[] = { ENUM2STRING(SET_SPAWNSCRIPT),//0 ENUM2STRING(SET_USESCRIPT), ENUM2STRING(SET_AWAKESCRIPT), ENUM2STRING(SET_ANGERSCRIPT), ENUM2STRING(SET_ATTACKSCRIPT), ENUM2STRING(SET_VICTORYSCRIPT), ENUM2STRING(SET_PAINSCRIPT), ENUM2STRING(SET_FLEESCRIPT), ENUM2STRING(SET_DEATHSCRIPT), ENUM2STRING(SET_DELAYEDSCRIPT), ENUM2STRING(SET_BLOCKEDSCRIPT), ENUM2STRING(SET_FFIRESCRIPT), ENUM2STRING(SET_FFDEATHSCRIPT), ENUM2STRING(SET_MINDTRICKSCRIPT), ENUM2STRING(SET_NO_MINDTRICK), ENUM2STRING(SET_ORIGIN), ENUM2STRING(SET_TELEPORT_DEST), ENUM2STRING(SET_ANGLES), ENUM2STRING(SET_XVELOCITY), ENUM2STRING(SET_YVELOCITY), ENUM2STRING(SET_ZVELOCITY), ENUM2STRING(SET_Z_OFFSET), ENUM2STRING(SET_ENEMY), ENUM2STRING(SET_LEADER), ENUM2STRING(SET_NAVGOAL), ENUM2STRING(SET_ANIM_UPPER), ENUM2STRING(SET_ANIM_LOWER), ENUM2STRING(SET_ANIM_BOTH), ENUM2STRING(SET_ANIM_HOLDTIME_LOWER), ENUM2STRING(SET_ANIM_HOLDTIME_UPPER), ENUM2STRING(SET_ANIM_HOLDTIME_BOTH), ENUM2STRING(SET_PLAYER_TEAM), ENUM2STRING(SET_ENEMY_TEAM), ENUM2STRING(SET_BEHAVIOR_STATE), ENUM2STRING(SET_BEHAVIOR_STATE), ENUM2STRING(SET_HEALTH), ENUM2STRING(SET_ARMOR), ENUM2STRING(SET_DEFAULT_BSTATE), ENUM2STRING(SET_CAPTURE), ENUM2STRING(SET_DPITCH), ENUM2STRING(SET_DYAW), ENUM2STRING(SET_EVENT), ENUM2STRING(SET_TEMP_BSTATE), ENUM2STRING(SET_COPY_ORIGIN), ENUM2STRING(SET_VIEWTARGET), ENUM2STRING(SET_WEAPON), ENUM2STRING(SET_ITEM), ENUM2STRING(SET_WALKSPEED), ENUM2STRING(SET_RUNSPEED), ENUM2STRING(SET_YAWSPEED), ENUM2STRING(SET_AGGRESSION), ENUM2STRING(SET_AIM), ENUM2STRING(SET_FRICTION), ENUM2STRING(SET_GRAVITY), ENUM2STRING(SET_IGNOREPAIN), ENUM2STRING(SET_IGNOREENEMIES), ENUM2STRING(SET_IGNOREALERTS), ENUM2STRING(SET_DONTSHOOT), ENUM2STRING(SET_DONTFIRE), ENUM2STRING(SET_LOCKED_ENEMY), ENUM2STRING(SET_NOTARGET), ENUM2STRING(SET_LEAN), ENUM2STRING(SET_CROUCHED), ENUM2STRING(SET_WALKING), ENUM2STRING(SET_RUNNING), ENUM2STRING(SET_CHASE_ENEMIES), ENUM2STRING(SET_LOOK_FOR_ENEMIES), ENUM2STRING(SET_FACE_MOVE_DIR), ENUM2STRING(SET_ALT_FIRE), ENUM2STRING(SET_DONT_FLEE), ENUM2STRING(SET_FORCED_MARCH), ENUM2STRING(SET_NO_RESPONSE), ENUM2STRING(SET_NO_COMBAT_TALK), ENUM2STRING(SET_NO_ALERT_TALK), ENUM2STRING(SET_UNDYING), ENUM2STRING(SET_TREASONED), ENUM2STRING(SET_DISABLE_SHADER_ANIM), ENUM2STRING(SET_SHADER_ANIM), ENUM2STRING(SET_INVINCIBLE), ENUM2STRING(SET_NOAVOID), ENUM2STRING(SET_SHOOTDIST), ENUM2STRING(SET_TARGETNAME), ENUM2STRING(SET_TARGET), ENUM2STRING(SET_TARGET2), ENUM2STRING(SET_LOCATION), ENUM2STRING(SET_PAINTARGET), ENUM2STRING(SET_TIMESCALE), ENUM2STRING(SET_VISRANGE), ENUM2STRING(SET_EARSHOT), ENUM2STRING(SET_VIGILANCE), ENUM2STRING(SET_HFOV), ENUM2STRING(SET_VFOV), ENUM2STRING(SET_DELAYSCRIPTTIME), ENUM2STRING(SET_FORWARDMOVE), ENUM2STRING(SET_RIGHTMOVE), ENUM2STRING(SET_LOCKYAW), ENUM2STRING(SET_SOLID), ENUM2STRING(SET_CAMERA_GROUP), ENUM2STRING(SET_CAMERA_GROUP_Z_OFS), ENUM2STRING(SET_CAMERA_GROUP_TAG), ENUM2STRING(SET_LOOK_TARGET), ENUM2STRING(SET_ADDRHANDBOLT_MODEL), ENUM2STRING(SET_REMOVERHANDBOLT_MODEL), ENUM2STRING(SET_ADDLHANDBOLT_MODEL), ENUM2STRING(SET_REMOVELHANDBOLT_MODEL), ENUM2STRING(SET_FACEAUX), ENUM2STRING(SET_FACEBLINK), ENUM2STRING(SET_FACEBLINKFROWN), ENUM2STRING(SET_FACEFROWN), ENUM2STRING(SET_FACENORMAL), ENUM2STRING(SET_FACEEYESCLOSED), ENUM2STRING(SET_FACEEYESOPENED), ENUM2STRING(SET_SCROLLTEXT), ENUM2STRING(SET_LCARSTEXT), ENUM2STRING(SET_SCROLLTEXTCOLOR), ENUM2STRING(SET_CAPTIONTEXTCOLOR), ENUM2STRING(SET_CENTERTEXTCOLOR), ENUM2STRING(SET_PLAYER_USABLE), ENUM2STRING(SET_STARTFRAME), ENUM2STRING(SET_ENDFRAME), ENUM2STRING(SET_ANIMFRAME), ENUM2STRING(SET_LOOP_ANIM), ENUM2STRING(SET_INTERFACE), ENUM2STRING(SET_SHIELDS), ENUM2STRING(SET_NO_KNOCKBACK), ENUM2STRING(SET_INVISIBLE), ENUM2STRING(SET_VAMPIRE), ENUM2STRING(SET_FORCE_INVINCIBLE), ENUM2STRING(SET_GREET_ALLIES), ENUM2STRING(SET_PLAYER_LOCKED), ENUM2STRING(SET_LOCK_PLAYER_WEAPONS), ENUM2STRING(SET_NO_IMPACT_DAMAGE), ENUM2STRING(SET_PARM1), ENUM2STRING(SET_PARM2), ENUM2STRING(SET_PARM3), ENUM2STRING(SET_PARM4), ENUM2STRING(SET_PARM5), ENUM2STRING(SET_PARM6), ENUM2STRING(SET_PARM7), ENUM2STRING(SET_PARM8), ENUM2STRING(SET_PARM9), ENUM2STRING(SET_PARM10), ENUM2STRING(SET_PARM11), ENUM2STRING(SET_PARM12), ENUM2STRING(SET_PARM13), ENUM2STRING(SET_PARM14), ENUM2STRING(SET_PARM15), ENUM2STRING(SET_PARM16), ENUM2STRING(SET_DEFEND_TARGET), ENUM2STRING(SET_WAIT), ENUM2STRING(SET_COUNT), ENUM2STRING(SET_SHOT_SPACING), ENUM2STRING(SET_VIDEO_PLAY), ENUM2STRING(SET_VIDEO_FADE_IN), ENUM2STRING(SET_VIDEO_FADE_OUT), ENUM2STRING(SET_REMOVE_TARGET), ENUM2STRING(SET_LOADGAME), ENUM2STRING(SET_MENU_SCREEN), ENUM2STRING(SET_OBJECTIVE_SHOW), ENUM2STRING(SET_OBJECTIVE_HIDE), ENUM2STRING(SET_OBJECTIVE_SUCCEEDED), ENUM2STRING(SET_OBJECTIVE_FAILED), ENUM2STRING(SET_MISSIONFAILED), ENUM2STRING(SET_TACTICAL_SHOW), ENUM2STRING(SET_TACTICAL_HIDE), ENUM2STRING(SET_FOLLOWDIST), ENUM2STRING(SET_SCALE), ENUM2STRING(SET_OBJECTIVE_CLEARALL), ENUM2STRING(SET_MISSIONSTATUSTEXT), ENUM2STRING(SET_WIDTH), ENUM2STRING(SET_CLOSINGCREDITS), ENUM2STRING(SET_SKILL), ENUM2STRING(SET_MISSIONSTATUSTIME), ENUM2STRING(SET_FULLNAME), ENUM2STRING(SET_FORCE_HEAL_LEVEL), ENUM2STRING(SET_FORCE_JUMP_LEVEL), ENUM2STRING(SET_FORCE_SPEED_LEVEL), ENUM2STRING(SET_FORCE_PUSH_LEVEL), ENUM2STRING(SET_FORCE_PULL_LEVEL), ENUM2STRING(SET_FORCE_MINDTRICK_LEVEL), ENUM2STRING(SET_FORCE_GRIP_LEVEL), ENUM2STRING(SET_FORCE_LIGHTNING_LEVEL), ENUM2STRING(SET_SABER_THROW), ENUM2STRING(SET_SABER_DEFENSE), ENUM2STRING(SET_SABER_OFFENSE), ENUM2STRING(SET_VIEWENTITY), ENUM2STRING(SET_WATCHTARGET), ENUM2STRING(SET_SABERACTIVE), ENUM2STRING(SET_ADJUST_AREA_PORTALS), ENUM2STRING(SET_DMG_BY_HEAVY_WEAP_ONLY), ENUM2STRING(SET_SHIELDED), ENUM2STRING(SET_NO_GROUPS), ENUM2STRING(SET_FIRE_WEAPON), ENUM2STRING(SET_INACTIVE), ENUM2STRING(SET_FUNC_USABLE_VISIBLE), ENUM2STRING(SET_MISSION_STATUS_SCREEN), ENUM2STRING(SET_END_SCREENDISSOLVE), ENUM2STRING(SET_LOOPSOUND), ENUM2STRING(SET_ICARUS_FREEZE), ENUM2STRING(SET_ICARUS_UNFREEZE), ENUM2STRING(SET_USE_CP_NEAREST), ENUM2STRING(SET_MORELIGHT), ENUM2STRING(SET_CINEMATIC_SKIPSCRIPT), ENUM2STRING(SET_NO_FORCE), ENUM2STRING(SET_NO_FALLTODEATH), ENUM2STRING(SET_DISMEMBERABLE), ENUM2STRING(SET_NO_ACROBATICS), ENUM2STRING(SET_MUSIC_STATE), ENUM2STRING(SET_USE_SUBTITLES), ENUM2STRING(SET_CLEAN_DAMAGING_ENTS), ENUM2STRING(SET_HUD), //FIXME: add BOTH_ attributes here too "", SET_, }; void Q3_TaskIDClear( int *taskID ) { *taskID = -1; } void G_DebugPrint( int level, const char *format, ... ) { va_list argptr; char text[1024]; //Don't print messages they don't want to see //if ( g_ICARUSDebug->integer < level ) if (g_developer.integer != 2) return; va_start (argptr, format); Q_vsnprintf (text, sizeof(text), format, argptr); va_end (argptr); //Add the color formatting switch ( level ) { case WL_ERROR: Com_Printf ( S_COLOR_RED"ERROR: %s", text ); break; case WL_WARNING: Com_Printf ( S_COLOR_YELLOW"WARNING: %s", text ); break; case WL_DEBUG: { int entNum; char *buffer; sscanf( text, "%d", &entNum ); //if ( ( ICARUS_entFilter >= 0 ) && ( ICARUS_entFilter != entNum ) ) // return; buffer = (char *) text; buffer += 5; if ( ( entNum < 0 ) || ( entNum > MAX_GENTITIES ) ) entNum = 0; Com_Printf ( S_COLOR_BLUE"DEBUG: %s(%d): %s\n", g_entities[entNum].script_targetname, entNum, buffer ); break; } default: case WL_VERBOSE: Com_Printf ( S_COLOR_GREEN"INFO: %s", text ); break; } } /* ------------------------- Q3_GetAnimLower ------------------------- */ static char *Q3_GetAnimLower( gentity_t *ent ) { int anim = 0; if ( ent->client == NULL ) { G_DebugPrint( WL_WARNING, "Q3_GetAnimLower: attempted to read animation state off non-client!\n" ); return NULL; } anim = ent->client->ps.legsAnim; return (char *)animTable[anim].name; } /* ------------------------- Q3_GetAnimUpper ------------------------- */ static char *Q3_GetAnimUpper( gentity_t *ent ) { int anim = 0; if ( ent->client == NULL ) { G_DebugPrint( WL_WARNING, "Q3_GetAnimUpper: attempted to read animation state off non-client!\n" ); return NULL; } anim = ent->client->ps.torsoAnim; return (char *)animTable[anim].name; } /* ------------------------- Q3_GetAnimBoth ------------------------- */ static char *Q3_GetAnimBoth( gentity_t *ent ) { char *lowerName, *upperName; lowerName = Q3_GetAnimLower( ent ); upperName = Q3_GetAnimUpper( ent ); if ( !lowerName || !lowerName[0] ) { G_DebugPrint( WL_WARNING, "Q3_GetAnimBoth: NULL legs animation string found!\n" ); return NULL; } if ( !upperName || !upperName[0] ) { G_DebugPrint( WL_WARNING, "Q3_GetAnimBoth: NULL torso animation string found!\n" ); return NULL; } if ( Q_stricmp( lowerName, upperName ) ) { #ifdef _DEBUG // sigh, cut down on tester reports that aren't important G_DebugPrint( WL_WARNING, "Q3_GetAnimBoth: legs and torso animations did not match : returning legs\n" ); #endif } return lowerName; } int Q3_PlaySound( int taskID, int entID, const char *name, const char *channel ) { gentity_t *ent = &g_entities[entID]; char finalName[MAX_QPATH]; soundChannel_t voice_chan = CHAN_VOICE; // set a default so the compiler doesn't bitch qboolean type_voice = qfalse; int soundHandle; qboolean bBroadcast; Q_strncpyz( finalName, name, MAX_QPATH ); Q_strupr(finalName); //G_AddSexToMunroString( finalName, qtrue ); COM_StripExtension( (const char *)finalName, finalName, sizeof(finalName) ); soundHandle = G_SoundIndex( (char *) finalName ); bBroadcast = qfalse; if ( ( Q_stricmp( channel, "CHAN_ANNOUNCER" ) == 0 ) || (ent->classname && Q_stricmp("target_scriptrunner", ent->classname ) == 0) ) { bBroadcast = qtrue; } // moved here from further down so I can easily check channel-type without code dup... // if ( Q_stricmp( channel, "CHAN_VOICE" ) == 0 ) { voice_chan = CHAN_VOICE; type_voice = qtrue; } else if ( Q_stricmp( channel, "CHAN_VOICE_ATTEN" ) == 0 ) { voice_chan = CHAN_AUTO;//CHAN_VOICE_ATTEN; type_voice = qtrue; } else if ( Q_stricmp( channel, "CHAN_VOICE_GLOBAL" ) == 0 ) // this should broadcast to everyone, put only casue animation on G_SoundOnEnt... { voice_chan = CHAN_AUTO;//CHAN_VOICE_GLOBAL; type_voice = qtrue; bBroadcast = qtrue; } // if we're in-camera, check for skipping cinematic and ifso, no subtitle print (since screen is not being // updated anyway during skipping). This stops leftover subtitles being left onscreen after unskipping. // /* if (!in_camera || (!g_skippingcin || !g_skippingcin->integer) ) // paranoia towards project end { // Text on // certain NPC's we always want to use subtitles regardless of subtitle setting if (g_subtitles->integer == 1 || (ent->NPC && (ent->NPC->scriptFlags & SCF_USE_SUBTITLES) ) ) // Show all text { if ( in_camera) // Cinematic { trap_SendServerCommand( -1, va("ct \"%s\" %i", finalName, soundHandle) ); } else //if (precacheWav[i].speaker==SP_NONE) // lower screen text { sharedEntity_t *ent2 = SV_GentityNum(0); // the numbers in here were either the original ones Bob entered (350), or one arrived at from checking the distance Chell stands at in stasis2 by the computer core that was submitted as a bug report... // if (bBroadcast || (DistanceSquared(ent->currentOrigin, ent2->currentOrigin) < ((voice_chan == CHAN_VOICE_ATTEN)?(350 * 350):(1200 * 1200)) ) ) { trap_SendServerCommand( -1, va("ct \"%s\" %i", finalName, soundHandle) ); } } } // Cinematic only else if (g_subtitles->integer == 2) // Show only talking head text and CINEMATIC { if ( in_camera) // Cinematic text { trap_SendServerCommand( -1, va("ct \"%s\" %i", finalName, soundHandle)); } } } */ if ( type_voice ) { char buf[128]; float tFVal = 0; trap_Cvar_VariableStringBuffer("timescale", buf, sizeof(buf)); tFVal = atof(buf); if ( tFVal > 1.0f ) {//Skip the damn sound! return qtrue; } else { //This the voice channel G_Sound( ent, voice_chan, G_SoundIndex((char *) finalName) ); } //Remember we're waiting for this trap_ICARUS_TaskIDSet( ent, TID_CHAN_VOICE, taskID ); return qfalse; } if ( bBroadcast ) {//Broadcast the sound gentity_t *te; te = G_TempEntity( ent->r.currentOrigin, EV_GLOBAL_SOUND ); te->s.eventParm = soundHandle; te->r.svFlags |= SVF_BROADCAST; } else { G_Sound( ent, CHAN_AUTO, soundHandle ); } return qtrue; } /* ------------------------- Q3_Play ------------------------- */ void Q3_Play( int taskID, int entID, const char *type, const char *name ) { gentity_t *ent = &g_entities[entID]; if ( !Q_stricmp( type, "PLAY_ROFF" ) ) { // Try to load the requested ROFF ent->roffid = trap_ROFF_Cache((char*)name); if ( ent->roffid ) { ent->roffname = G_NewString( name ); // Start the roff from the beginning //ent->roff_ctr = 0; //Save this off for later trap_ICARUS_TaskIDSet( ent, TID_MOVE_NAV, taskID ); // Let the ROFF playing start. //ent->next_roff_time = level.time; //rww - Maybe use pos1 and pos2? I don't think we need to care if these values are sent across the net. // These need to be initialised up front... //VectorCopy( ent->r.currentOrigin, ent->pos1 ); //VectorCopy( ent->r.currentAngles, ent->pos2 ); VectorCopy( ent->r.currentOrigin, ent->s.origin2 ); VectorCopy( ent->r.currentAngles, ent->s.angles2 ); trap_LinkEntity( ent ); trap_ROFF_Play(ent->s.number, ent->roffid, qtrue); } } } /* ============= anglerCallback Utility function ============= */ void anglerCallback( gentity_t *ent ) { //Complete the task trap_ICARUS_TaskIDComplete( ent, TID_ANGLE_FACE ); //Set the currentAngles, clear all movement VectorMA( ent->s.apos.trBase, (ent->s.apos.trDuration*0.001f), ent->s.apos.trDelta, ent->r.currentAngles ); VectorCopy( ent->r.currentAngles, ent->s.apos.trBase ); VectorClear( ent->s.apos.trDelta ); ent->s.apos.trDuration = 1; ent->s.apos.trType = TR_STATIONARY; ent->s.apos.trTime = level.time; //Stop thinking ent->reached = 0; if ( ent->think == anglerCallback ) { ent->think = 0; } //link trap_LinkEntity( ent ); } void MatchTeam( gentity_t *teamLeader, int moverState, int time ); void Blocked_Mover( gentity_t *ent, gentity_t *other ); /* ============= moverCallback Utility function ============= */ void moverCallback( gentity_t *ent ) { //complete the task trap_ICARUS_TaskIDComplete( ent, TID_MOVE_NAV ); // play sound ent->s.loopSound = 0;//stop looping sound ent->s.loopIsSoundset = qfalse; G_PlayDoorSound( ent, BMS_END );//play end sound if ( ent->moverState == MOVER_1TO2 ) {//reached open // reached pos2 MatchTeam( ent, MOVER_POS2, level.time ); //SetMoverState( ent, MOVER_POS2, level.time ); } else if ( ent->moverState == MOVER_2TO1 ) {//reached closed MatchTeam( ent, MOVER_POS1, level.time ); //SetMoverState( ent, MOVER_POS1, level.time ); } if ( ent->blocked == Blocked_Mover ) { ent->blocked = 0; } // if ( !Q_stricmp( "misc_model_breakable", ent->classname ) && ent->physicsBounce ) // {//a gravity-affected model // misc_model_breakable_gravity_init( ent, qfalse ); // } } void Blocked_Mover( gentity_t *ent, gentity_t *other ) { // remove anything other than a client -- no longer the case // don't remove security keys or goodie keys if ( (other->s.eType == ET_ITEM) ) { // should we be doing anything special if a key blocks it... move it somehow..? } // if your not a client, or your a dead client remove yourself... else if ( other->s.number && (!other->client || (other->client && other->health <= 0 && other->r.contents == CONTENTS_CORPSE && !other->message)) ) { //if ( !other->taskManager || !other->taskManager->IsRunning() ) { // if an item or weapon can we do a little explosion..? G_FreeEntity( other ); return; } } if ( ent->damage ) { G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH ); } } /* ============= moveAndRotateCallback Utility function ============= */ void moveAndRotateCallback( gentity_t *ent ) { //stop turning anglerCallback( ent ); //stop moving moverCallback( ent ); } /* ============= Q3_Lerp2Start Lerps the origin of an entity to its starting position ============= */ void Q3_Lerp2Start( int entID, int taskID, float duration ) { gentity_t *ent = &g_entities[entID]; if(!ent) { G_DebugPrint( WL_WARNING, "Q3_Lerp2Start: invalid entID %d\n", entID); return; } if ( ent->client || Q_stricmp(ent->classname, "target_scriptrunner") == 0 ) { G_DebugPrint( WL_ERROR, "Q3_Lerp2Start: ent %d is NOT a mover!\n", entID); return; } if ( ent->s.eType != ET_MOVER ) { ent->s.eType = ET_MOVER; } //FIXME: set up correctly!!! ent->moverState = MOVER_2TO1; ent->s.eType = ET_MOVER; ent->reached = moverCallback; //Callsback the the completion of the move if ( ent->damage ) { ent->blocked = Blocked_Mover; } ent->s.pos.trDuration = duration * 10; //In seconds ent->s.pos.trTime = level.time; trap_ICARUS_TaskIDSet( ent, TID_MOVE_NAV, taskID ); // starting sound G_PlayDoorLoopSound( ent ); G_PlayDoorSound( ent, BMS_START ); //?? trap_LinkEntity( ent ); } /* ============= Q3_Lerp2End Lerps the origin of an entity to its ending position ============= */ void Q3_Lerp2End( int entID, int taskID, float duration ) { gentity_t *ent = &g_entities[entID]; if(!ent) { G_DebugPrint( WL_WARNING, "Q3_Lerp2End: invalid entID %d\n", entID); return; } if ( ent->client || Q_stricmp(ent->classname, "target_scriptrunner") == 0 ) { G_DebugPrint( WL_ERROR, "Q3_Lerp2End: ent %d is NOT a mover!\n", entID); return; } if ( ent->s.eType != ET_MOVER ) { ent->s.eType = ET_MOVER; } //FIXME: set up correctly!!! ent->moverState = MOVER_1TO2; ent->s.eType = ET_MOVER; ent->reached = moverCallback; //Callsback the the completion of the move if ( ent->damage ) { ent->blocked = Blocked_Mover; } ent->s.pos.trDuration = duration * 10; //In seconds ent->s.time = level.time; trap_ICARUS_TaskIDSet( ent, TID_MOVE_NAV, taskID ); // starting sound G_PlayDoorLoopSound( ent ); G_PlayDoorSound( ent, BMS_START ); //?? trap_LinkEntity( ent ); } void InitMoverTrData( gentity_t *ent ); /* ============= Q3_Lerp2Pos Lerps the origin and angles of an entity to the destination values ============= */ void Q3_Lerp2Pos( int taskID, int entID, vec3_t origin, vec3_t angles, float duration ) { gentity_t *ent = &g_entities[entID]; vec3_t ang; int i; moverState_t moverState; if(!ent) { G_DebugPrint( WL_WARNING, "Q3_Lerp2Pos: invalid entID %d\n", entID); return; } if ( ent->client || Q_stricmp(ent->classname, "target_scriptrunner") == 0 ) { G_DebugPrint( WL_ERROR, "Q3_Lerp2Pos: ent %d is NOT a mover!\n", entID); return; } if ( ent->s.eType != ET_MOVER ) { ent->s.eType = ET_MOVER; } //Don't allow a zero duration if ( duration == 0 ) duration = 1; // // Movement moverState = ent->moverState; if ( moverState == MOVER_POS1 || moverState == MOVER_2TO1 ) { VectorCopy( ent->r.currentOrigin, ent->pos1 ); VectorCopy( origin, ent->pos2 ); moverState = MOVER_1TO2; } else { VectorCopy( ent->r.currentOrigin, ent->pos2 ); VectorCopy( origin, ent->pos1 ); moverState = MOVER_2TO1; } InitMoverTrData( ent ); ent->s.pos.trDuration = duration; // start it going MatchTeam( ent, moverState, level.time ); //SetMoverState( ent, moverState, level.time ); //Only do the angles if specified if ( angles != NULL ) { // // Rotation for ( i = 0; i < 3; i++ ) { ang[i] = AngleDelta( angles[i], ent->r.currentAngles[i] ); ent->s.apos.trDelta[i] = ( ang[i] / ( duration * 0.001f ) ); } VectorCopy( ent->r.currentAngles, ent->s.apos.trBase ); if ( ent->alt_fire ) { ent->s.apos.trType = TR_LINEAR_STOP; } else { ent->s.apos.trType = TR_NONLINEAR_STOP; } ent->s.apos.trDuration = duration; ent->s.apos.trTime = level.time; ent->reached = moveAndRotateCallback; trap_ICARUS_TaskIDSet( ent, TID_ANGLE_FACE, taskID ); } else { //Setup the last bits of information ent->reached = moverCallback; } if ( ent->damage ) { ent->blocked = Blocked_Mover; } trap_ICARUS_TaskIDSet( ent, TID_MOVE_NAV, taskID ); // starting sound G_PlayDoorLoopSound( ent ); G_PlayDoorSound( ent, BMS_START ); //?? trap_LinkEntity( ent ); } /* ============= Q3_LerpAngles Lerps the angles to the destination value ============= */ void Q3_Lerp2Angles( int taskID, int entID, vec3_t angles, float duration ) { gentity_t *ent = &g_entities[entID]; vec3_t ang; int i; if(!ent) { G_DebugPrint( WL_WARNING, "Q3_Lerp2Angles: invalid entID %d\n", entID); return; } if ( ent->client || Q_stricmp(ent->classname, "target_scriptrunner") == 0 ) { G_DebugPrint( WL_ERROR, "Q3_Lerp2Angles: ent %d is NOT a mover!\n", entID); return; } //If we want an instant move, don't send 0... ent->s.apos.trDuration = (duration>0) ? duration : 1; for ( i = 0; i < 3; i++ ) { ang [i] = AngleSubtract( angles[i], ent->r.currentAngles[i]); ent->s.apos.trDelta[i] = ( ang[i] / ( ent->s.apos.trDuration * 0.001f ) ); } VectorCopy( ent->r.currentAngles, ent->s.apos.trBase ); if ( ent->alt_fire ) { ent->s.apos.trType = TR_LINEAR_STOP; } else { ent->s.apos.trType = TR_NONLINEAR_STOP; } ent->s.apos.trTime = level.time; trap_ICARUS_TaskIDSet( ent, TID_ANGLE_FACE, taskID ); //ent->e_ReachedFunc = reachedF_NULL; ent->think = anglerCallback; ent->nextthink = level.time + duration; trap_LinkEntity( ent ); } /* ============= Q3_GetTag Gets the value of a tag by the give name ============= */ int Q3_GetTag( int entID, const char *name, int lookup, vec3_t info ) { gentity_t *ent = &g_entities[entID]; if (!ent->inuse) { assert(0); return 0; } switch ( lookup ) { case TYPE_ORIGIN: return TAG_GetOrigin( ent->ownername, name, info ); break; case TYPE_ANGLES: return TAG_GetAngles( ent->ownername, name, info ); break; } return 0; } //----------------------------------------------- /* ============ Q3_Use Uses an entity ============ */ void Q3_Use( int entID, const char *target ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_Use: invalid entID %d\n", entID); return; } if( !target || !target[0] ) { G_DebugPrint( WL_WARNING, "Q3_Use: string is NULL!\n" ); return; } G_UseTargets2(ent, ent, target); } /* ============ Q3_Kill Description : Return type : void Argument : int entID Argument : const char *name ============ */ void Q3_Kill( int entID, const char *name ) { gentity_t *ent = &g_entities[entID]; gentity_t *victim = NULL; int o_health; if( !Q_stricmp( name, "self") ) { victim = ent; } else if( !Q_stricmp( name, "enemy" ) ) { victim = ent->enemy; } else { victim = G_Find (NULL, FOFS(targetname), (char *) name ); } if ( !victim ) { G_DebugPrint( WL_WARNING, "Q3_Kill: can't find %s\n", name); return; } //rww - I guess this would only apply to NPCs anyway. I'm not going to bother. //if ( victim == ent ) //{//don't ICARUS_FreeEnt me, I'm in the middle of a script! (FIXME: shouldn't ICARUS handle this internally?) // victim->svFlags |= SVF_KILLED_SELF; //} o_health = victim->health; victim->health = 0; if ( victim->client ) { victim->flags |= FL_NO_KNOCKBACK; } //G_SetEnemy(victim, ent); if( victim->die != NULL ) // check can be omitted { //GEntity_DieFunc( victim, NULL, NULL, o_health, MOD_UNKNOWN ); victim->die(victim, victim, victim, o_health, MOD_UNKNOWN); } } /* ============ Q3_RemoveEnt Description : Return type : void Argument : sharedEntity_t *victim ============ */ void Q3_RemoveEnt( gentity_t *victim ) { if( victim->client ) { if ( victim->s.eType != ET_NPC ) { G_DebugPrint( WL_WARNING, "Q3_RemoveEnt: You can't remove clients in MP!\n" ); assert(0); //can't remove clients in MP } else {//remove the NPC if ( victim->client->NPC_class == CLASS_VEHICLE ) {//eject everyone out of a vehicle that's about to remove itself Vehicle_t *pVeh = victim->m_pVehicle; if ( pVeh && pVeh->m_pVehicleInfo ) { pVeh->m_pVehicleInfo->EjectAll( pVeh ); } } victim->think = G_FreeEntity; victim->nextthink = level.time + 100; } /* //ClientDisconnect(ent); victim->s.eFlags |= EF_NODRAW; victim->s.eType = ET_INVISIBLE; victim->contents = 0; victim->health = 0; victim->targetname = NULL; if ( victim->NPC && victim->NPC->tempGoal != NULL ) { G_FreeEntity( victim->NPC->tempGoal ); victim->NPC->tempGoal = NULL; } if ( victim->client->ps.saberEntityNum != ENTITYNUM_NONE && victim->client->ps.saberEntityNum > 0 ) { if ( g_entities[victim->client->ps.saberEntityNum].inuse ) { G_FreeEntity( &g_entities[victim->client->ps.saberEntityNum] ); } victim->client->ps.saberEntityNum = ENTITYNUM_NONE; } //Disappear in half a second victim->e_ThinkFunc = thinkF_G_FreeEntity; victim->nextthink = level.time + 500; return; */ } else { victim->think = G_FreeEntity; victim->nextthink = level.time + 100; } } /* ============ Q3_Remove Description : Return type : void Argument : int entID Argument : const char *name ============ */ void Q3_Remove( int entID, const char *name ) { gentity_t *ent = &g_entities[entID]; gentity_t *victim = NULL; if( !Q_stricmp( "self", name ) ) { victim = ent; if ( !victim ) { G_DebugPrint( WL_WARNING, "Q3_Remove: can't find %s\n", name ); return; } Q3_RemoveEnt( victim ); } else if( !Q_stricmp( "enemy", name ) ) { victim = ent->enemy; if ( !victim ) { G_DebugPrint( WL_WARNING, "Q3_Remove: can't find %s\n", name ); return; } Q3_RemoveEnt( victim ); } else { victim = G_Find( NULL, FOFS(targetname), (char *) name ); if ( !victim ) { G_DebugPrint( WL_WARNING, "Q3_Remove: can't find %s\n", name ); return; } while ( victim ) { Q3_RemoveEnt( victim ); victim = G_Find( victim, FOFS(targetname), (char *) name ); } } } /* ================================================= Get / Set Functions ================================================= */ /* ============ Q3_GetFloat Description : Return type : int Argument : int entID Argument : int type Argument : const char *name Argument : float *value ============ */ int Q3_GetFloat( int entID, int type, const char *name, float *value ) { gentity_t *ent = &g_entities[entID]; int toGet = 0; if ( !ent ) { return 0; } toGet = GetIDForString( setTable, name ); //FIXME: May want to make a "getTable" as well //FIXME: I'm getting really sick of these huge switch statements! //NOTENOTE: return true if the value was correctly obtained switch ( toGet ) { case SET_PARM1: case SET_PARM2: case SET_PARM3: case SET_PARM4: case SET_PARM5: case SET_PARM6: case SET_PARM7: case SET_PARM8: case SET_PARM9: case SET_PARM10: case SET_PARM11: case SET_PARM12: case SET_PARM13: case SET_PARM14: case SET_PARM15: case SET_PARM16: if (ent->parms == NULL) { G_DebugPrint( WL_ERROR, "GET_PARM: %s %s did not have any parms set!\n", ent->classname, ent->targetname ); return 0; // would prefer qfalse, but I'm fitting in with what's here } *value = atof( ent->parms->parm[toGet - SET_PARM1] ); break; case SET_COUNT: *value = ent->count; break; case SET_HEALTH: *value = ent->health; break; case SET_SKILL: return 0; break; case SET_XVELOCITY://## %f="0.0" # Velocity along X axis if ( ent->client == NULL ) { G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_XVELOCITY, %s not a client\n", ent->targetname ); return 0; } *value = ent->client->ps.velocity[0]; break; case SET_YVELOCITY://## %f="0.0" # Velocity along Y axis if ( ent->client == NULL ) { G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_YVELOCITY, %s not a client\n", ent->targetname ); return 0; } *value = ent->client->ps.velocity[1]; break; case SET_ZVELOCITY://## %f="0.0" # Velocity along Z axis if ( ent->client == NULL ) { G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ZVELOCITY, %s not a client\n", ent->targetname ); return 0; } *value = ent->client->ps.velocity[2]; break; case SET_Z_OFFSET: *value = ent->r.currentOrigin[2] - ent->s.origin[2]; break; case SET_DPITCH://## %f="0.0" # Pitch for NPC to turn to return 0; break; case SET_DYAW://## %f="0.0" # Yaw for NPC to turn to return 0; break; case SET_WIDTH://## %f="0.0" # Width of NPC bounding box *value = ent->r.mins[0]; break; case SET_TIMESCALE://## %f="0.0" # Speed-up slow down game (0 - 1.0) return 0; break; case SET_CAMERA_GROUP_Z_OFS://## %s="NULL" # all ents with this cameraGroup will be focused on return 0; break; case SET_VISRANGE://## %f="0.0" # How far away NPC can see return 0; break; case SET_EARSHOT://## %f="0.0" # How far an NPC can hear return 0; break; case SET_VIGILANCE://## %f="0.0" # How often to look for enemies (0 - 1.0) return 0; break; case SET_GRAVITY://## %f="0.0" # Change this ent's gravity - 800 default *value = g_gravity.value; break; case SET_FACEEYESCLOSED: case SET_FACEEYESOPENED: case SET_FACEAUX: //## %f="0.0" # Set face to Aux expression for number of seconds case SET_FACEBLINK: //## %f="0.0" # Set face to Blink expression for number of seconds case SET_FACEBLINKFROWN: //## %f="0.0" # Set face to Blinkfrown expression for number of seconds case SET_FACEFROWN: //## %f="0.0" # Set face to Frown expression for number of seconds case SET_FACENORMAL: //## %f="0.0" # Set face to Normal expression for number of seconds G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_FACE___ not implemented\n" ); return 0; break; case SET_WAIT: //## %f="0.0" # Change an entity's wait field *value = ent->wait; break; case SET_FOLLOWDIST: //## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER return 0; break; //# #sep ints case SET_ANIM_HOLDTIME_LOWER://## %d="0" # Hold lower anim for number of milliseconds if ( ent->client == NULL ) { G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ANIM_HOLDTIME_LOWER, %s not a client\n", ent->targetname ); return 0; } *value = ent->client->ps.legsTimer; break; case SET_ANIM_HOLDTIME_UPPER://## %d="0" # Hold upper anim for number of milliseconds if ( ent->client == NULL ) { G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ANIM_HOLDTIME_UPPER, %s not a client\n", ent->targetname ); return 0; } *value = ent->client->ps.torsoTimer; break; case SET_ANIM_HOLDTIME_BOTH://## %d="0" # Hold lower and upper anims for number of milliseconds G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ANIM_HOLDTIME_BOTH not implemented\n" ); return 0; break; case SET_ARMOR://## %d="0" # Change armor if ( ent->client == NULL ) { G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ARMOR, %s not a client\n", ent->targetname ); return 0; } *value = ent->client->ps.stats[STAT_ARMOR]; break; case SET_WALKSPEED://## %d="0" # Change walkSpeed return 0; break; case SET_RUNSPEED://## %d="0" # Change runSpeed return 0; break; case SET_YAWSPEED://## %d="0" # Change yawSpeed return 0; break; case SET_AGGRESSION://## %d="0" # Change aggression 1-5 return 0; break; case SET_AIM://## %d="0" # Change aim 1-5 return 0; break; case SET_FRICTION://## %d="0" # Change ent's friction - 6 default return 0; break; case SET_SHOOTDIST://## %d="0" # How far the ent can shoot - 0 uses weapon return 0; break; case SET_HFOV://## %d="0" # Horizontal field of view return 0; break; case SET_VFOV://## %d="0" # Vertical field of view return 0; break; case SET_DELAYSCRIPTTIME://## %d="0" # How many seconds to wait before running delayscript return 0; break; case SET_FORWARDMOVE://## %d="0" # NPC move forward -127(back) to 127 return 0; break; case SET_RIGHTMOVE://## %d="0" # NPC move right -127(left) to 127 return 0; break; case SET_STARTFRAME: //## %d="0" # frame to start animation sequence on return 0; break; case SET_ENDFRAME: //## %d="0" # frame to end animation sequence on return 0; break; case SET_ANIMFRAME: //## %d="0" # of current frame return 0; break; case SET_SHOT_SPACING://## %d="1000" # Time between shots for an NPC - reset to defaults when changes weapon return 0; break; case SET_MISSIONSTATUSTIME://## %d="0" # Amount of time until Mission Status should be shown after death return 0; break; //# #sep booleans case SET_IGNOREPAIN://## %t="BOOL_TYPES" # Do not react to pain return 0; break; case SET_IGNOREENEMIES://## %t="BOOL_TYPES" # Do not acquire enemies return 0; break; case SET_IGNOREALERTS://## Do not get enemy set by allies in area(ambush) return 0; break; case SET_DONTSHOOT://## %t="BOOL_TYPES" # Others won't shoot you return 0; break; case SET_NOTARGET://## %t="BOOL_TYPES" # Others won't pick you as enemy *value = (ent->flags&FL_NOTARGET); break; case SET_DONTFIRE://## %t="BOOL_TYPES" # Don't fire your weapon return 0; break; case SET_LOCKED_ENEMY://## %t="BOOL_TYPES" # Keep current enemy until dead return 0; break; case SET_CROUCHED://## %t="BOOL_TYPES" # Force NPC to crouch return 0; break; case SET_WALKING://## %t="BOOL_TYPES" # Force NPC to move at walkSpeed return 0; break; case SET_RUNNING://## %t="BOOL_TYPES" # Force NPC to move at runSpeed return 0; break; case SET_CHASE_ENEMIES://## %t="BOOL_TYPES" # NPC will chase after enemies return 0; break; case SET_LOOK_FOR_ENEMIES://## %t="BOOL_TYPES" # NPC will be on the lookout for enemies return 0; break; case SET_FACE_MOVE_DIR://## %t="BOOL_TYPES" # NPC will face in the direction it's moving return 0; break; case SET_FORCED_MARCH://## %t="BOOL_TYPES" # Force NPC to move at runSpeed return 0; break; case SET_UNDYING://## %t="BOOL_TYPES" # Can take damage down to 1 but not die return 0; break; case SET_NOAVOID://## %t="BOOL_TYPES" # Will not avoid other NPCs or architecture return 0; break; case SET_SOLID://## %t="BOOL_TYPES" # Make yourself notsolid or solid *value = ent->r.contents; break; case SET_PLAYER_USABLE://## %t="BOOL_TYPES" # Can be activateby the player's "use" button *value = (ent->r.svFlags&SVF_PLAYER_USABLE); break; case SET_LOOP_ANIM://## %t="BOOL_TYPES" # For non-NPCs: loop your animation sequence return 0; break; case SET_INTERFACE://## %t="BOOL_TYPES" # Player interface on/off G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_INTERFACE not implemented\n" ); return 0; break; case SET_SHIELDS://## %t="BOOL_TYPES" # NPC has no shields (Borg do not adapt) return 0; break; case SET_INVISIBLE://## %t="BOOL_TYPES" # Makes an NPC not solid and not visible *value = (ent->s.eFlags&EF_NODRAW); break; case SET_VAMPIRE://## %t="BOOL_TYPES" # Makes an NPC not solid and not visible return 0; break; case SET_FORCE_INVINCIBLE://## %t="BOOL_TYPES" # Makes an NPC not solid and not visible return 0; break; case SET_GREET_ALLIES://## %t="BOOL_TYPES" # Makes an NPC greet teammates return 0; break; case SET_VIDEO_FADE_IN://## %t="BOOL_TYPES" # Makes video playback fade in G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_VIDEO_FADE_IN not implemented\n" ); return 0; break; case SET_VIDEO_FADE_OUT://## %t="BOOL_TYPES" # Makes video playback fade out G_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_VIDEO_FADE_OUT not implemented\n" ); return 0; break; case SET_PLAYER_LOCKED://## %t="BOOL_TYPES" # Makes it so player cannot move return 0; break; case SET_LOCK_PLAYER_WEAPONS://## %t="BOOL_TYPES" # Makes it so player cannot switch weapons return 0; break; case SET_NO_IMPACT_DAMAGE://## %t="BOOL_TYPES" # Makes it so player cannot switch weapons return 0; break; case SET_NO_KNOCKBACK://## %t="BOOL_TYPES" # Stops this ent from taking knockback from weapons *value = (ent->flags&FL_NO_KNOCKBACK); break; case SET_ALT_FIRE://## %t="BOOL_TYPES" # Force NPC to use altfire when shooting return 0; break; case SET_NO_RESPONSE://## %t="BOOL_TYPES" # NPCs will do generic responses when this is on (usescripts override generic responses as well) return 0; break; case SET_INVINCIBLE://## %t="BOOL_TYPES" # Completely unkillable *value = (ent->flags&FL_GODMODE); break; case SET_MISSIONSTATUSACTIVE: //# Turns on Mission Status Screen return 0; break; case SET_NO_COMBAT_TALK://## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on return 0; break; case SET_NO_ALERT_TALK://## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on return 0; break; case SET_USE_CP_NEAREST://## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player return 0; break; case SET_DISMEMBERABLE://## %t="BOOL_TYPES" # NPC will not be affected by force powers return 0; break; case SET_NO_FORCE: return 0; break; case SET_NO_ACROBATICS: return 0; break; case SET_USE_SUBTITLES: return 0; break; case SET_NO_FALLTODEATH://## %t="BOOL_TYPES" # NPC will not be affected by force powers return 0; break; case SET_MORELIGHT://## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player return 0; break; case SET_TREASONED://## %t="BOOL_TYPES" # Player has turned on his own- scripts will stop: NPCs will turn on him and level changes load the brig return 0; break; case SET_DISABLE_SHADER_ANIM: //## %t="BOOL_TYPES" # Shaders won't animate return 0; break; case SET_SHADER_ANIM: //## %t="BOOL_TYPES" # Shader will be under frame control return 0; break; default: if ( trap_ICARUS_VariableDeclared( name ) != VTYPE_FLOAT ) return 0; return trap_ICARUS_GetFloatVariable( name, value ); } return 1; } /* ============ Q3_GetVector Description : Return type : int Argument : int entID Argument : int type Argument : const char *name Argument : vec3_t value ============ */ int Q3_GetVector( int entID, int type, const char *name, vec3_t value ) { gentity_t *ent = &g_entities[entID]; int toGet = 0; if ( !ent ) { return 0; } toGet = GetIDForString( setTable, name ); //FIXME: May want to make a "getTable" as well //FIXME: I'm getting really sick of these huge switch statements! //NOTENOTE: return true if the value was correctly obtained switch ( toGet ) { case SET_PARM1: case SET_PARM2: case SET_PARM3: case SET_PARM4: case SET_PARM5: case SET_PARM6: case SET_PARM7: case SET_PARM8: case SET_PARM9: case SET_PARM10: case SET_PARM11: case SET_PARM12: case SET_PARM13: case SET_PARM14: case SET_PARM15: case SET_PARM16: sscanf( ent->parms->parm[toGet - SET_PARM1], "%f %f %f", &value[0], &value[1], &value[2] ); break; case SET_ORIGIN: VectorCopy(ent->r.currentOrigin, value); break; case SET_ANGLES: VectorCopy(ent->r.currentAngles, value); break; case SET_TELEPORT_DEST://## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear G_DebugPrint( WL_WARNING, "Q3_GetVector: SET_TELEPORT_DEST not implemented\n" ); return 0; break; default: if ( trap_ICARUS_VariableDeclared( name ) != VTYPE_VECTOR ) return 0; return trap_ICARUS_GetVectorVariable( name, value ); } return 1; } /* ============ Q3_GetString Description : Return type : int Argument : int entID Argument : int type Argument : const char *name Argument : char **value ============ */ int Q3_GetString( int entID, int type, const char *name, char **value ) { gentity_t *ent = &g_entities[entID]; int toGet = 0; if ( !ent ) { return 0; } toGet = GetIDForString( setTable, name ); //FIXME: May want to make a "getTable" as well switch ( toGet ) { case SET_ANIM_BOTH: *value = (char *) Q3_GetAnimBoth( ent ); if ( !value || !value[0] ) return 0; break; case SET_PARM1: case SET_PARM2: case SET_PARM3: case SET_PARM4: case SET_PARM5: case SET_PARM6: case SET_PARM7: case SET_PARM8: case SET_PARM9: case SET_PARM10: case SET_PARM11: case SET_PARM12: case SET_PARM13: case SET_PARM14: case SET_PARM15: case SET_PARM16: if ( ent->parms ) { *value = (char *) ent->parms->parm[toGet - SET_PARM1]; } else { G_DebugPrint( WL_WARNING, "Q3_GetString: invalid ent %s has no parms!\n", ent->targetname ); return 0; } break; case SET_TARGET: *value = (char *) ent->target; break; case SET_LOCATION: return 0; break; //# #sep Scripts and other file paths case SET_SPAWNSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when spawned //0 - do not change these, these are equal to BSET_SPAWN, etc *value = ent->behaviorSet[BSET_SPAWN]; break; case SET_USESCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used *value = ent->behaviorSet[BSET_USE]; break; case SET_AWAKESCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled *value = ent->behaviorSet[BSET_AWAKE]; break; case SET_ANGERSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time *value = ent->behaviorSet[BSET_ANGER]; break; case SET_ATTACKSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot *value = ent->behaviorSet[BSET_ATTACK]; break; case SET_VICTORYSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone *value = ent->behaviorSet[BSET_VICTORY]; break; case SET_LOSTENEMYSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy *value = ent->behaviorSet[BSET_LOSTENEMY]; break; case SET_PAINSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit *value = ent->behaviorSet[BSET_PAIN]; break; case SET_FLEESCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health *value = ent->behaviorSet[BSET_FLEE]; break; case SET_DEATHSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed *value = ent->behaviorSet[BSET_DEATH]; break; case SET_DELAYEDSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay *value = ent->behaviorSet[BSET_DELAYED]; break; case SET_BLOCKEDSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate *value = ent->behaviorSet[BSET_BLOCKED]; break; case SET_FFIRESCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly *value = ent->behaviorSet[BSET_FFIRE]; break; case SET_FFDEATHSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate *value = ent->behaviorSet[BSET_FFDEATH]; break; //# #sep Standard strings case SET_ENEMY://## %s="NULL" # Set enemy by targetname return 0; break; case SET_LEADER://## %s="NULL" # Set for BS_FOLLOW_LEADER return 0; break; case SET_CAPTURE://## %s="NULL" # Set captureGoal by targetname return 0; break; case SET_TARGETNAME://## %s="NULL" # Set/change your targetname *value = ent->targetname; break; case SET_PAINTARGET://## %s="NULL" # Set/change what to use when hit return 0; break; case SET_CAMERA_GROUP://## %s="NULL" # all ents with this cameraGroup will be focused on return 0; break; case SET_CAMERA_GROUP_TAG://## %s="NULL" # all ents with this cameraGroup will be focused on return 0; break; case SET_LOOK_TARGET://## %s="NULL" # object for NPC to look at G_DebugPrint( WL_WARNING, "Q3_GetString: SET_LOOK_TARGET, NOT SUPPORTED IN MULTIPLAYER\n" ); break; case SET_TARGET2://## %s="NULL" # Set/change your target2: on NPC's: this fires when they're knocked out by the red hypo return 0; break; case SET_REMOVE_TARGET://## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState return 0; break; case SET_WEAPON: return 0; break; case SET_ITEM: return 0; break; case SET_MUSIC_STATE: return 0; break; //The below cannot be gotten case SET_NAVGOAL://## %s="NULL" # *Move to this navgoal then continue script G_DebugPrint( WL_WARNING, "Q3_GetString: SET_NAVGOAL not implemented\n" ); return 0; break; case SET_VIEWTARGET://## %s="NULL" # Set angles toward ent by targetname G_DebugPrint( WL_WARNING, "Q3_GetString: SET_VIEWTARGET not implemented\n" ); return 0; break; case SET_WATCHTARGET://## %s="NULL" # Set angles toward ent by targetname return 0; break; case SET_VIEWENTITY: G_DebugPrint( WL_WARNING, "Q3_GetString: SET_VIEWENTITY not implemented\n" ); return 0; break; case SET_CAPTIONTEXTCOLOR: //## %s="" # Color of text RED:WHITE:BLUE: YELLOW G_DebugPrint( WL_WARNING, "Q3_GetString: SET_CAPTIONTEXTCOLOR not implemented\n" ); return 0; break; case SET_CENTERTEXTCOLOR: //## %s="" # Color of text RED:WHITE:BLUE: YELLOW G_DebugPrint( WL_WARNING, "Q3_GetString: SET_CENTERTEXTCOLOR not implemented\n" ); return 0; break; case SET_SCROLLTEXTCOLOR: //## %s="" # Color of text RED:WHITE:BLUE: YELLOW G_DebugPrint( WL_WARNING, "Q3_GetString: SET_SCROLLTEXTCOLOR not implemented\n" ); return 0; break; case SET_COPY_ORIGIN://## %s="targetname" # Copy the origin of the ent with targetname to your origin G_DebugPrint( WL_WARNING, "Q3_GetString: SET_COPY_ORIGIN not implemented\n" ); return 0; break; case SET_DEFEND_TARGET://## %s="targetname" # This NPC will attack the target NPC's enemies G_DebugPrint( WL_WARNING, "Q3_GetString: SET_COPY_ORIGIN not implemented\n" ); return 0; break; case SET_VIDEO_PLAY://## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a Video (inGame) G_DebugPrint( WL_WARNING, "Q3_GetString: SET_VIDEO_PLAY not implemented\n" ); return 0; break; case SET_LOADGAME://## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck G_DebugPrint( WL_WARNING, "Q3_GetString: SET_LOADGAME not implemented\n" ); return 0; break; case SET_LOCKYAW://## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current) G_DebugPrint( WL_WARNING, "Q3_GetString: SET_LOCKYAW not implemented\n" ); return 0; break; case SET_SCROLLTEXT: //## %s="" # key of text string to print G_DebugPrint( WL_WARNING, "Q3_GetString: SET_SCROLLTEXT not implemented\n" ); return 0; break; case SET_LCARSTEXT: //## %s="" # key of text string to print in LCARS frame G_DebugPrint( WL_WARNING, "Q3_GetString: SET_LCARSTEXT not implemented\n" ); return 0; break; case SET_FULLNAME://## %s="NULL" # Set/change your targetname *value = ent->fullName; break; default: if ( trap_ICARUS_VariableDeclared( name ) != VTYPE_STRING ) return 0; return trap_ICARUS_GetStringVariable( name, (const char *) *value ); } return 1; } /* ============ MoveOwner Description : Return type : void Argument : sharedEntity_t *self ============ */ qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest ); void MoveOwner( gentity_t *self ) { gentity_t *owner = &g_entities[self->r.ownerNum]; self->nextthink = level.time + FRAMETIME; self->think = G_FreeEntity; if ( !owner || !owner->inuse ) { return; } if ( SpotWouldTelefrag2( owner, self->r.currentOrigin ) ) { self->think = MoveOwner; } else { G_SetOrigin( owner, self->r.currentOrigin ); trap_ICARUS_TaskIDComplete( owner, TID_MOVE_NAV ); } } /* ============= Q3_SetTeleportDest Copies passed origin to ent running script once there is nothing there blocking the spot ============= */ static qboolean Q3_SetTeleportDest( int entID, vec3_t org ) { gentity_t *teleEnt = &g_entities[entID]; if ( teleEnt ) { if ( SpotWouldTelefrag2( teleEnt, org ) ) { gentity_t *teleporter = G_Spawn(); G_SetOrigin( teleporter, org ); teleporter->r.ownerNum = teleEnt->s.number; teleporter->think = MoveOwner; teleporter->nextthink = level.time + FRAMETIME; return qfalse; } else { G_SetOrigin( teleEnt, org ); } } return qtrue; } /* ============= Q3_SetOrigin Sets the origin of an entity directly ============= */ static void Q3_SetOrigin( int entID, vec3_t origin ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetOrigin: bad ent %d\n", entID); return; } trap_UnlinkEntity (ent); if(ent->client) { VectorCopy(origin, ent->client->ps.origin); VectorCopy(origin, ent->r.currentOrigin); ent->client->ps.origin[2] += 1; VectorClear (ent->client->ps.velocity); ent->client->ps.pm_time = 160; // hold time ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; ent->client->ps.eFlags ^= EF_TELEPORT_BIT; // G_KillBox (ent); } else { G_SetOrigin( ent, origin ); } trap_LinkEntity( ent ); } /* ============= Q3_SetCopyOrigin Copies origin of found ent into ent running script =============` */ static void Q3_SetCopyOrigin( int entID, const char *name ) { gentity_t *found = G_Find( NULL, FOFS(targetname), (char *) name); if(found) { Q3_SetOrigin( entID, found->r.currentOrigin ); SetClientViewAngle( &g_entities[entID], found->s.angles ); } else { G_DebugPrint( WL_WARNING, "Q3_SetCopyOrigin: ent %s not found!\n", name); } } /* ============= Q3_SetVelocity Set the velocity of an entity directly ============= */ static void Q3_SetVelocity( int entID, int axis, float speed ) { gentity_t *found = &g_entities[entID]; //FIXME: Not supported if(!found) { G_DebugPrint( WL_WARNING, "Q3_SetVelocity invalid entID %d\n", entID); return; } if(!found->client) { G_DebugPrint( WL_WARNING, "Q3_SetVelocity: not a client %d\n", entID); return; } //FIXME: add or set? found->client->ps.velocity[axis] += speed; found->client->ps.pm_time = 500; found->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; } /* ============= Q3_SetAngles Sets the angles of an entity directly ============= */ static void Q3_SetAngles( int entID, vec3_t angles ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetAngles: bad ent %d\n", entID); return; } if (ent->client) { SetClientViewAngle( ent, angles ); } else { VectorCopy( angles, ent->s.angles ); } trap_LinkEntity( ent ); } /* ============= Q3_Lerp2Origin Lerps the origin to the destination value ============= */ void Q3_Lerp2Origin( int taskID, int entID, vec3_t origin, float duration ) { gentity_t *ent = &g_entities[entID]; moverState_t moverState; if(!ent) { G_DebugPrint( WL_WARNING, "Q3_Lerp2Origin: invalid entID %d\n", entID); return; } if ( ent->client || Q_stricmp(ent->classname, "target_scriptrunner") == 0 ) { G_DebugPrint( WL_ERROR, "Q3_Lerp2Origin: ent %d is NOT a mover!\n", entID); return; } if ( ent->s.eType != ET_MOVER ) { ent->s.eType = ET_MOVER; } moverState = ent->moverState; if ( moverState == MOVER_POS1 || moverState == MOVER_2TO1 ) { VectorCopy( ent->r.currentOrigin, ent->pos1 ); VectorCopy( origin, ent->pos2 ); moverState = MOVER_1TO2; } else if ( moverState == MOVER_POS2 || moverState == MOVER_1TO2 ) { VectorCopy( ent->r.currentOrigin, ent->pos2 ); VectorCopy( origin, ent->pos1 ); moverState = MOVER_2TO1; } InitMoverTrData( ent ); //FIXME: This will probably break normal things that are being moved... ent->s.pos.trDuration = duration; // start it going MatchTeam( ent, moverState, level.time ); //SetMoverState( ent, moverState, level.time ); ent->reached = moverCallback; if ( ent->damage ) { ent->blocked = Blocked_Mover; } if ( taskID != -1 ) { trap_ICARUS_TaskIDSet( ent, TID_MOVE_NAV, taskID ); } // starting sound G_PlayDoorLoopSound( ent );//start looping sound G_PlayDoorSound( ent, BMS_START ); //play start sound trap_LinkEntity( ent ); } static void Q3_SetOriginOffset( int entID, int axis, float offset ) { gentity_t *ent = &g_entities[entID]; vec3_t origin; float duration; if(!ent) { G_DebugPrint( WL_WARNING, "Q3_SetOriginOffset: invalid entID %d\n", entID); return; } if ( ent->client || Q_stricmp(ent->classname, "target_scriptrunner") == 0 ) { G_DebugPrint( WL_ERROR, "Q3_SetOriginOffset: ent %d is NOT a mover!\n", entID); return; } VectorCopy( ent->s.origin, origin ); origin[axis] += offset; duration = 0; if ( ent->speed ) { duration = fabs(offset)/fabs(ent->speed)*1000.0f; } Q3_Lerp2Origin( -1, entID, origin, duration ); } /* ============= Q3_SetEnemy Sets the enemy of an entity ============= */ static void Q3_SetEnemy( int entID, const char *name ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetEnemy: invalid entID %d\n", entID); return; } if( !Q_stricmp("NONE", name) || !Q_stricmp("NULL", name)) { if(ent->NPC) { G_ClearEnemy(ent); } else { ent->enemy = NULL; } } else { gentity_t *enemy = G_Find( NULL, FOFS(targetname), (char *) name); if(enemy == NULL) { G_DebugPrint( WL_ERROR, "Q3_SetEnemy: no such enemy: '%s'\n", name ); return; } /*else if(enemy->health <= 0) { //G_DebugPrint( WL_ERROR, "Q3_SetEnemy: ERROR - desired enemy has health %d\n", enemy->health ); return; }*/ else { if(ent->NPC) { G_SetEnemy( ent, enemy ); ent->cantHitEnemyCounter = 0; } else { G_SetEnemy(ent, enemy); } } } } /* ============= Q3_SetLeader Sets the leader of an NPC ============= */ static void Q3_SetLeader( int entID, const char *name ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetLeader: invalid entID %d\n", entID); return; } if ( !ent->client ) { G_DebugPrint( WL_ERROR, "Q3_SetLeader: ent %d is NOT a player or NPC!\n", entID); return; } if( !Q_stricmp("NONE", name) || !Q_stricmp("NULL", name)) { ent->client->leader = NULL; } else { gentity_t *leader = G_Find( NULL, FOFS(targetname), (char *) name); if(leader == NULL) { //G_DebugPrint( WL_ERROR,"Q3_SetEnemy: unable to locate enemy: '%s'\n", name ); return; } else if(leader->health <= 0) { //G_DebugPrint( WL_ERROR,"Q3_SetEnemy: ERROR - desired enemy has health %d\n", enemy->health ); return; } else { ent->client->leader = leader; } } } /* ============= Q3_SetNavGoal Sets the navigational goal of an entity ============= */ static qboolean Q3_SetNavGoal( int entID, const char *name ) { gentity_t *ent = &g_entities[ entID ]; vec3_t goalPos; if ( !ent->health ) { G_DebugPrint( WL_ERROR, "Q3_SetNavGoal: tried to set a navgoal (\"%s\") on a corpse! \"%s\"\n", name, ent->script_targetname ); return qfalse; } if ( !ent->NPC ) { G_DebugPrint( WL_ERROR, "Q3_SetNavGoal: tried to set a navgoal (\"%s\") on a non-NPC: \"%s\"\n", name, ent->script_targetname ); return qfalse; } if ( !ent->NPC->tempGoal ) { G_DebugPrint( WL_ERROR, "Q3_SetNavGoal: tried to set a navgoal (\"%s\") on a dead NPC: \"%s\"\n", name, ent->script_targetname ); return qfalse; } if ( !ent->NPC->tempGoal->inuse ) { G_DebugPrint( WL_ERROR, "Q3_SetNavGoal: NPC's (\"%s\") navgoal is freed: \"%s\"\n", name, ent->script_targetname ); return qfalse; } if( Q_stricmp( "null", name) == 0 || Q_stricmp( "NULL", name) == 0 ) { ent->NPC->goalEntity = NULL; trap_ICARUS_TaskIDComplete( ent, TID_MOVE_NAV ); return qfalse; } else { //Get the position of the goal if ( TAG_GetOrigin2( NULL, name, goalPos ) == qfalse ) { gentity_t *targ = G_Find(NULL, FOFS(targetname), (char*)name); if ( !targ ) { G_DebugPrint( WL_ERROR, "Q3_SetNavGoal: can't find NAVGOAL \"%s\"\n", name ); return qfalse; } else { ent->NPC->goalEntity = targ; ent->NPC->goalRadius = sqrt(ent->r.maxs[0]+ent->r.maxs[0]) + sqrt(targ->r.maxs[0]+targ->r.maxs[0]); ent->NPC->aiFlags &= ~NPCAI_TOUCHED_GOAL; } } else { int goalRadius = TAG_GetRadius( NULL, name ); NPC_SetMoveGoal( ent, goalPos, goalRadius, qtrue, -1, NULL ); //We know we want to clear the lastWaypoint here ent->NPC->goalEntity->lastWaypoint = WAYPOINT_NONE; ent->NPC->aiFlags &= ~NPCAI_TOUCHED_GOAL; #ifdef _DEBUG //this is *only* for debugging navigation ent->NPC->tempGoal->target = G_NewString( name ); #endif// _DEBUG return qtrue; } } return qfalse; } /* ============ SetLowerAnim Description : Return type : static void Argument : int entID Argument : int animID ============ */ static void SetLowerAnim( int entID, int animID) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "SetLowerAnim: invalid entID %d\n", entID); return; } if ( !ent->client ) { G_DebugPrint( WL_ERROR, "SetLowerAnim: ent %d is NOT a player or NPC!\n", entID); return; } G_SetAnim(ent,NULL,SETANIM_LEGS,animID,SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE,0); } /* ============ SetUpperAnim Description : Return type : static void Argument : int entID Argument : int animID ============ */ static void SetUpperAnim ( int entID, int animID) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "SetUpperAnim: invalid entID %d\n", entID); return; } if ( !ent->client ) { G_DebugPrint( WL_ERROR, "SetLowerAnim: ent %d is NOT a player or NPC!\n", entID); return; } G_SetAnim(ent,NULL,SETANIM_TORSO,animID,SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE,0); } /* ============= Q3_SetAnimUpper Sets the upper animation of an entity ============= */ static qboolean Q3_SetAnimUpper( int entID, const char *anim_name ) { int animID = 0; animID = GetIDForString( animTable, anim_name ); if( animID == -1 ) { G_DebugPrint( WL_WARNING, "Q3_SetAnimUpper: unknown animation sequence '%s'\n", anim_name ); return qfalse; } /* if ( !PM_HasAnimation( SV_GentityNum(entID), animID ) ) { return qfalse; } */ SetUpperAnim( entID, animID ); return qtrue; } /* ============= Q3_SetAnimLower Sets the lower animation of an entity ============= */ static qboolean Q3_SetAnimLower( int entID, const char *anim_name ) { int animID = 0; //FIXME: Setting duck anim does not actually duck! animID = GetIDForString( animTable, anim_name ); if( animID == -1 ) { G_DebugPrint( WL_WARNING, "Q3_SetAnimLower: unknown animation sequence '%s'\n", anim_name ); return qfalse; } /* if ( !PM_HasAnimation( SV_GentityNum(entID), animID ) ) { return qfalse; } */ SetLowerAnim( entID, animID ); return qtrue; } /* ============ Q3_SetAnimHoldTime Description : Return type : static void Argument : int entID Argument : int int_data Argument : qboolean lower ============ */ static void Q3_SetAnimHoldTime( int entID, int int_data, qboolean lower ) { G_DebugPrint( WL_WARNING, "Q3_SetAnimHoldTime is not currently supported in MP\n"); /* gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetAnimHoldTime: invalid entID %d\n", entID); return; } if ( !ent->client ) { G_DebugPrint( WL_ERROR, "Q3_SetAnimHoldTime: ent %d is NOT a player or NPC!\n", entID); return; } if(lower) { PM_SetLegsAnimTimer( ent, &ent->client->ps.legsAnimTimer, int_data ); } else { PM_SetTorsoAnimTimer( ent, &ent->client->ps.torsoAnimTimer, int_data ); } */ } /* ============ Q3_SetHealth Description : Return type : static void Argument : int entID Argument : int data ============ */ static void Q3_SetHealth( int entID, int data ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetHealth: invalid entID %d\n", entID); return; } if ( data < 0 ) { data = 0; } ent->health = data; if(!ent->client) { return; } ent->client->ps.stats[STAT_HEALTH] = data; if ( ent->client->ps.stats[STAT_HEALTH] > ent->client->ps.stats[STAT_MAX_HEALTH] ) { ent->health = ent->client->ps.stats[STAT_HEALTH] = ent->client->ps.stats[STAT_MAX_HEALTH]; } if ( data == 0 ) { ent->health = 1; if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { //this would be silly return; } ent->flags &= ~FL_GODMODE; ent->client->ps.stats[STAT_HEALTH] = ent->health = -999; player_die (ent, ent, ent, 100000, MOD_FALLING); } } /* ============ Q3_SetArmor Description : Return type : static void Argument : int entID Argument : int data ============ */ static void Q3_SetArmor( int entID, int data ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetArmor: invalid entID %d\n", entID); return; } if(!ent->client) { return; } ent->client->ps.stats[STAT_ARMOR] = data; if ( ent->client->ps.stats[STAT_ARMOR] > ent->client->ps.stats[STAT_MAX_HEALTH] ) { ent->client->ps.stats[STAT_ARMOR] = ent->client->ps.stats[STAT_MAX_HEALTH]; } } /* ============ Q3_SetBState Description : Return type : static qboolean Argument : int entID Argument : const char *bs_name FIXME: this should be a general NPC wrapper function that is called ANY time a bState is changed... ============ */ static qboolean Q3_SetBState( int entID, const char *bs_name ) { gentity_t *ent = &g_entities[entID]; bState_t bSID; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetBState: invalid entID %d\n", entID); return qtrue; } if ( !ent->NPC ) { G_DebugPrint( WL_ERROR, "Q3_SetBState: '%s' is not an NPC\n", ent->targetname ); return qtrue;//ok to complete } bSID = (bState_t)(GetIDForString( BSTable, bs_name )); if ( bSID > -1 ) { if ( bSID == BS_SEARCH || bSID == BS_WANDER ) { //FIXME: Reimplement if( ent->waypoint != WAYPOINT_NONE ) { NPC_BSSearchStart( ent->waypoint, bSID ); } else { ent->waypoint = NAV_FindClosestWaypointForEnt( ent, WAYPOINT_NONE ); if( ent->waypoint != WAYPOINT_NONE ) { NPC_BSSearchStart( ent->waypoint, bSID ); } /*else if( ent->lastWaypoint >=0 && ent->lastWaypoint < num_waypoints ) { NPC_BSSearchStart( ent->lastWaypoint, bSID ); } else if( ent->lastValidWaypoint >=0 && ent->lastValidWaypoint < num_waypoints ) { NPC_BSSearchStart( ent->lastValidWaypoint, bSID ); }*/ else { G_DebugPrint( WL_ERROR, "Q3_SetBState: '%s' is not in a valid waypoint to search from!\n", ent->targetname ); return qtrue; } } } ent->NPC->tempBehavior = BS_DEFAULT;//need to clear any temp behaviour if ( ent->NPC->behaviorState == BS_NOCLIP && bSID != BS_NOCLIP ) {//need to rise up out of the floor after noclipping ent->r.currentOrigin[2] += 0.125; G_SetOrigin( ent, ent->r.currentOrigin ); } ent->NPC->behaviorState = bSID; if ( bSID == BS_DEFAULT ) { ent->NPC->defaultBehavior = bSID; } } ent->NPC->aiFlags &= ~NPCAI_TOUCHED_GOAL; // if ( bSID == BS_FLY ) // {//FIXME: need a set bState wrapper // ent->client->moveType = MT_FLYSWIM; // } // else { //FIXME: these are presumptions! //Q3_SetGravity( entID, g_gravity->value ); //ent->client->moveType = MT_RUNJUMP; } if ( bSID == BS_NOCLIP ) { ent->client->noclip = qtrue; } else { ent->client->noclip = qfalse; } /* if ( bSID == BS_FACE || bSID == BS_POINT_AND_SHOOT || bSID == BS_FACE_ENEMY ) { ent->NPC->aimTime = level.time + 5 * 1000;//try for 5 seconds return qfalse;//need to wait for task complete message } */ // if ( bSID == BS_SNIPER || bSID == BS_ADVANCE_FIGHT ) if ( bSID == BS_ADVANCE_FIGHT ) { return qfalse;//need to wait for task complete message } /* if ( bSID == BS_SHOOT || bSID == BS_POINT_AND_SHOOT ) {//Let them shoot right NOW ent->NPC->shotTime = ent->attackDebounceTime = level.time; } */ if ( bSID == BS_JUMP ) { ent->NPC->jumpState = JS_FACING; } return qtrue;//ok to complete } /* ============ Q3_SetTempBState Description : Return type : static qboolean Argument : int entID Argument : const char *bs_name ============ */ static qboolean Q3_SetTempBState( int entID, const char *bs_name ) { gentity_t *ent = &g_entities[entID]; bState_t bSID; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetTempBState: invalid entID %d\n", entID); return qtrue; } if ( !ent->NPC ) { G_DebugPrint( WL_ERROR, "Q3_SetTempBState: '%s' is not an NPC\n", ent->targetname ); return qtrue;//ok to complete } bSID = (bState_t)(GetIDForString( BSTable, bs_name )); if ( bSID > -1 ) { ent->NPC->tempBehavior = bSID; } /* if ( bSID == BS_FACE || bSID == BS_POINT_AND_SHOOT || bSID == BS_FACE_ENEMY ) { ent->NPC->aimTime = level.time + 5 * 1000;//try for 5 seconds return qfalse;//need to wait for task complete message } */ /* if ( bSID == BS_SHOOT || bSID == BS_POINT_AND_SHOOT ) {//Let them shoot right NOW ent->NPC->shotTime = ent->attackDebounceTime = level.time; } */ return qtrue;//ok to complete } /* ============ Q3_SetDefaultBState Description : Return type : static void Argument : int entID Argument : const char *bs_name ============ */ static void Q3_SetDefaultBState( int entID, const char *bs_name ) { gentity_t *ent = &g_entities[entID]; bState_t bSID; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetDefaultBState: invalid entID %d\n", entID); return; } if ( !ent->NPC ) { G_DebugPrint( WL_ERROR, "Q3_SetDefaultBState: '%s' is not an NPC\n", ent->targetname ); return; } bSID = (bState_t)(GetIDForString( BSTable, bs_name )); if ( bSID > -1 ) { ent->NPC->defaultBehavior = bSID; } } /* ============ Q3_SetDPitch Description : Return type : static void Argument : int entID Argument : float data ============ */ static void Q3_SetDPitch( int entID, float data ) { G_DebugPrint( WL_WARNING, "Q3_SetDPitch: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetDYaw Description : Return type : static void Argument : int entID Argument : float data ============ */ static void Q3_SetDYaw( int entID, float data ) { G_DebugPrint( WL_WARNING, "Q3_SetDYaw: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetShootDist Description : Return type : static void Argument : int entID Argument : float data ============ */ static void Q3_SetShootDist( int entID, float data ) { G_DebugPrint( WL_WARNING, "Q3_SetShootDist: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetVisrange Description : Return type : static void Argument : int entID Argument : float data ============ */ static void Q3_SetVisrange( int entID, float data ) { G_DebugPrint( WL_WARNING, "Q3_SetVisrange: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetEarshot Description : Return type : static void Argument : int entID Argument : float data ============ */ static void Q3_SetEarshot( int entID, float data ) { G_DebugPrint( WL_WARNING, "Q3_SetEarshot: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetVigilance Description : Return type : static void Argument : int entID Argument : float data ============ */ static void Q3_SetVigilance( int entID, float data ) { G_DebugPrint( WL_WARNING, "Q3_SetVigilance: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetVFOV Description : Return type : static void Argument : int entID Argument : int data ============ */ static void Q3_SetVFOV( int entID, int data ) { G_DebugPrint( WL_WARNING, "Q3_SetVFOV: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetHFOV Description : Return type : static void Argument : int entID Argument : int data ============ */ static void Q3_SetHFOV( int entID, int data ) { G_DebugPrint( WL_WARNING, "Q3_SetHFOV: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetWidth Description : Return type : static void Argument : int entID Argument : float data ============ */ static void Q3_SetWidth( int entID, int data ) { G_DebugPrint( WL_WARNING, "Q3_SetWidth: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetTimeScale Description : Return type : static void Argument : int entID Argument : const char *data ============ */ static void Q3_SetTimeScale( int entID, const char *data ) { trap_Cvar_Set("timescale", data); } /* ============ Q3_SetInvisible Description : Return type : static void Argument : int entID Argument : qboolean invisible ============ */ static void Q3_SetInvisible( int entID, qboolean invisible ) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetInvisible: invalid entID %d\n", entID); return; } if ( invisible ) { self->s.eFlags |= EF_NODRAW; if ( self->client ) { self->client->ps.eFlags |= EF_NODRAW; } self->r.contents = 0; } else { self->s.eFlags &= ~EF_NODRAW; if ( self->client ) { self->client->ps.eFlags &= ~EF_NODRAW; } } } /* ============ Q3_SetVampire Description : Return type : static void Argument : int entID Argument : qboolean vampire ============ */ static void Q3_SetVampire( int entID, qboolean vampire ) { G_DebugPrint( WL_WARNING, "Q3_SetVampire: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetGreetAllies Description : Return type : static void Argument : int entID Argument : qboolean greet ============ */ static void Q3_SetGreetAllies( int entID, qboolean greet ) { G_DebugPrint( WL_WARNING, "Q3_SetGreetAllies: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetViewTarget Description : Return type : static void Argument : int entID Argument : const char *name ============ */ static void Q3_SetViewTarget (int entID, const char *name) { G_DebugPrint( WL_WARNING, "Q3_SetViewTarget: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetWatchTarget Description : Return type : static void Argument : int entID Argument : const char *name ============ */ static void Q3_SetWatchTarget (int entID, const char *name) { G_DebugPrint( WL_WARNING, "Q3_SetWatchTarget: NOT SUPPORTED IN MP\n"); return; } void Q3_SetLoopSound(int entID, const char *name) { sfxHandle_t index; gentity_t *self = &g_entities[entID]; if ( Q_stricmp( "NULL", name ) == 0 || Q_stricmp( "NONE", name )==0) { self->s.loopSound = 0; self->s.loopIsSoundset = qfalse; return; } index = G_SoundIndex( (char*)name ); if (index) { self->s.loopSound = index; self->s.loopIsSoundset = qfalse; } else { G_DebugPrint( WL_WARNING, "Q3_SetLoopSound: can't find sound file: '%s'\n", name ); } } void Q3_SetICARUSFreeze( int entID, const char *name, qboolean freeze ) { gentity_t *self = G_Find( NULL, FOFS(targetname), name ); if ( !self ) {//hmm, targetname failed, try script_targetname? self = G_Find( NULL, FOFS(script_targetname), name ); } if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetICARUSFreeze: invalid ent %s\n", name); return; } if ( freeze ) { self->r.svFlags |= SVF_ICARUS_FREEZE; } else { self->r.svFlags &= ~SVF_ICARUS_FREEZE; } } /* ============ Q3_SetViewEntity Description : Return type : static void Argument : int entID Argument : const char *name ============ */ void Q3_SetViewEntity(int entID, const char *name) { G_DebugPrint( WL_WARNING, "Q3_SetViewEntity currently unsupported in MP, ask if you need it.\n"); } /* ============ Q3_SetWeapon Description : Return type : static void Argument : int entID Argument : const char *wp_name ============ */ extern void ChangeWeapon( gentity_t *ent, int newWeapon ); static void Q3_SetWeapon (int entID, const char *wp_name) { gentity_t *ent = &g_entities[entID]; int wp = GetIDForString( WPTable, wp_name ); ent->client->ps.stats[STAT_WEAPONS] = (1<NPC ) { G_DebugPrint( WL_ERROR, "Q3_SetWalkSpeed: '%s' is not an NPC!\n", self->targetname ); return; } if(int_data == 0) { self->NPC->stats.walkSpeed = self->client->ps.speed = 1; } self->NPC->stats.walkSpeed = self->client->ps.speed = int_data; } /* ============ Q3_SetRunSpeed Description : Return type : static void Argument : int entID Argument : int int_data ============ */ static void Q3_SetRunSpeed (int entID, int int_data) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetRunSpeed: invalid entID %d\n", entID); return; } if ( !self->NPC ) { G_DebugPrint( WL_ERROR, "Q3_SetRunSpeed: '%s' is not an NPC!\n", self->targetname ); return; } if(int_data == 0) { self->NPC->stats.runSpeed = self->client->ps.speed = 1; } self->NPC->stats.runSpeed = self->client->ps.speed = int_data; } /* ============ Q3_SetYawSpeed Description : Return type : static void Argument : int entID Argument : float float_data ============ */ static void Q3_SetYawSpeed (int entID, float float_data) { G_DebugPrint( WL_WARNING, "Q3_SetYawSpeed: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetAggression Description : Return type : static void Argument : int entID Argument : int int_data ============ */ static void Q3_SetAggression(int entID, int int_data) { G_DebugPrint( WL_WARNING, "Q3_SetAggression: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetAim Description : Return type : static void Argument : int entID Argument : int int_data ============ */ static void Q3_SetAim(int entID, int int_data) { G_DebugPrint( WL_WARNING, "Q3_SetAim: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetFriction Description : Return type : static void Argument : int entID Argument : int int_data ============ */ static void Q3_SetFriction(int entID, int int_data) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetFriction: invalid entID %d\n", entID); return; } if ( !self->client ) { G_DebugPrint( WL_ERROR, "Q3_SetFriction: '%s' is not an NPC/player!\n", self->targetname ); return; } G_DebugPrint( WL_WARNING, "Q3_SetFriction currently unsupported in MP\n"); // self->client->ps.friction = int_data; } /* ============ Q3_SetGravity Description : Return type : static void Argument : int entID Argument : float float_data ============ */ static void Q3_SetGravity(int entID, float float_data) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetGravity: invalid entID %d\n", entID); return; } if ( !self->client ) { G_DebugPrint( WL_ERROR, "Q3_SetGravity: '%s' is not an NPC/player!\n", self->targetname ); return; } //FIXME: what if we want to return them to normal global gravity? if ( self->NPC ) { self->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY; } self->client->ps.gravity = float_data; } /* ============ Q3_SetWait Description : Return type : static void Argument : int entID Argument : float float_data ============ */ static void Q3_SetWait(int entID, float float_data) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetWait: invalid entID %d\n", entID); return; } self->wait = float_data; } static void Q3_SetShotSpacing(int entID, int int_data) { G_DebugPrint( WL_WARNING, "Q3_SetShotSpacing: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetFollowDist Description : Return type : static void Argument : int entID Argument : float float_data ============ */ static void Q3_SetFollowDist(int entID, float float_data) { G_DebugPrint( WL_WARNING, "Q3_SetFollowDist: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetScale Description : Return type : static void Argument : int entID Argument : float float_data ============ */ static void Q3_SetScale(int entID, float float_data) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetScale: invalid entID %d\n", entID); return; } if (self->client) { if ( float_data < 0 ) { self->client->ps.iModelScale = float_data; } else { self->client->ps.iModelScale = float_data*100.0f; } } else { if ( float_data < 0 ) { self->s.iModelScale = float_data; } else { self->s.iModelScale = float_data*100.0f; } } } /* ============ Q3_GameSideCheckStringCounterIncrement Description : Return type : static float Argument : const char *string ============ */ static float Q3_GameSideCheckStringCounterIncrement( const char *string ) { char *numString; float val = 0.0f; if ( string[0] == '+' ) {//We want to increment whatever the value is by whatever follows the + if ( string[1] ) { numString = (char *)&string[1]; val = atof( numString ); } } else if ( string[0] == '-' ) {//we want to decrement if ( string[1] ) { numString = (char *)&string[1]; val = atof( numString ) * -1; } } return val; } /* ============ Q3_SetCount Description : Return type : static void Argument : int entID Argument : const char *data ============ */ static void Q3_SetCount(int entID, const char *data) { gentity_t *self = &g_entities[entID]; float val = 0.0f; //FIXME: use FOFS() stuff here to make a generic entity field setting? if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetCount: invalid entID %d\n", entID); return; } if ( (val = Q3_GameSideCheckStringCounterIncrement( data )) ) { self->count += (int)(val); } else { self->count = atoi((char *) data); } } /* ============ Q3_SetTargetName Description : Return type : static void Argument : int entID Argument : const char *targetname ============ */ static void Q3_SetTargetName (int entID, const char *targetname) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetTargetName: invalid entID %d\n", entID); return; } if(!Q_stricmp("NULL", ((char *)targetname))) { self->targetname = NULL; } else { self->targetname = G_NewString( targetname ); } } /* ============ Q3_SetTarget Description : Return type : static void Argument : int entID Argument : const char *target ============ */ static void Q3_SetTarget (int entID, const char *target) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetTarget: invalid entID %d\n", entID); return; } if(!Q_stricmp("NULL", ((char *)target))) { self->target = NULL; } else { self->target = G_NewString( target ); } } /* ============ Q3_SetTarget2 Description : Return type : static void Argument : int entID Argument : const char *target ============ */ static void Q3_SetTarget2 (int entID, const char *target2) { G_DebugPrint( WL_WARNING, "Q3_SetTarget2 does not exist in MP\n"); /* sharedEntity_t *self = SV_GentityNum(entID); if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetTarget2: invalid entID %d\n", entID); return; } if(!Q_stricmp("NULL", ((char *)target2))) { self->target2 = NULL; } else { self->target2 = G_NewString( target2 ); } */ } /* ============ Q3_SetRemoveTarget Description : Return type : static void Argument : int entID Argument : const char *target ============ */ static void Q3_SetRemoveTarget (int entID, const char *target) { G_DebugPrint( WL_WARNING, "Q3_SetRemoveTarget: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetPainTarget Description : Return type : void Argument : int entID Argument : const char *targetname ============ */ static void Q3_SetPainTarget (int entID, const char *targetname) { G_DebugPrint( WL_WARNING, "Q3_SetPainTarget: NOT SUPPORTED IN MP\n"); /* sharedEntity_t *self = SV_GentityNum(entID); if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetPainTarget: invalid entID %d\n", entID); return; } if(Q_stricmp("NULL", ((char *)targetname)) == 0) { self->paintarget = NULL; } else { self->paintarget = G_NewString((char *)targetname); } */ } /* ============ Q3_SetFullName Description : Return type : static void Argument : int entID Argument : const char *fullName ============ */ static void Q3_SetFullName (int entID, const char *fullName) { gentity_t *self = &g_entities[entID]; if ( !self ) { G_DebugPrint( WL_WARNING, "Q3_SetFullName: invalid entID %d\n", entID); return; } if(!Q_stricmp("NULL", ((char *)fullName))) { self->fullName = NULL; } else { self->fullName = G_NewString( fullName ); } } static void Q3_SetMusicState( const char *dms ) { G_DebugPrint( WL_WARNING, "Q3_SetMusicState: NOT SUPPORTED IN MP\n"); return; } static void Q3_SetForcePowerLevel ( int entID, int forcePower, int forceLevel ) { G_DebugPrint( WL_WARNING, "Q3_SetForcePowerLevel: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetParm Description : Return type : void Argument : int entID Argument : int parmNum Argument : const char *parmValue ============ */ void Q3_SetParm (int entID, int parmNum, const char *parmValue) { gentity_t *ent = &g_entities[entID]; float val; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetParm: invalid entID %d\n", entID); return; } if ( parmNum < 0 || parmNum >= MAX_PARMS ) { G_DebugPrint( WL_WARNING, "SET_PARM: parmNum %d out of range!\n", parmNum ); return; } if( !ent->parms ) { ent->parms = (parms_t *)G_Alloc( sizeof(parms_t) ); memset( ent->parms, 0, sizeof(parms_t) ); } if ( (val = Q3_GameSideCheckStringCounterIncrement( parmValue )) ) { val += atof( ent->parms->parm[parmNum] ); Com_sprintf( ent->parms->parm[parmNum], sizeof(ent->parms->parm), "%f", val ); } else {//Just copy the string //copy only 16 characters strncpy( ent->parms->parm[parmNum], parmValue, sizeof(ent->parms->parm[0]) ); //set the last charcter to null in case we had to truncate their passed string if ( ent->parms->parm[parmNum][sizeof(ent->parms->parm[0]) - 1] != 0 ) {//Tried to set a string that is too long ent->parms->parm[parmNum][sizeof(ent->parms->parm[0]) - 1] = 0; G_DebugPrint( WL_WARNING, "SET_PARM: parm%d string too long, truncated to '%s'!\n", parmNum, ent->parms->parm[parmNum] ); } } } /* ============= Q3_SetCaptureGoal Sets the capture spot goal of an entity ============= */ static void Q3_SetCaptureGoal( int entID, const char *name ) { G_DebugPrint( WL_WARNING, "Q3_SetCaptureGoal: NOT SUPPORTED IN MP\n"); return; } /* ============= Q3_SetEvent ? ============= */ static void Q3_SetEvent( int entID, const char *event_name ) { //rwwFIXMEFIXME: Use in MP? G_DebugPrint( WL_WARNING, "Q3_SetEvent: NOT SUPPORTED IN MP (may be in future, ask if needed)\n"); return; } /* ============ Q3_SetIgnorePain ? ============ */ static void Q3_SetIgnorePain( int entID, qboolean data) { G_DebugPrint( WL_WARNING, "Q3_SetIgnorePain: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetIgnoreEnemies ? ============ */ static void Q3_SetIgnoreEnemies( int entID, qboolean data) { G_DebugPrint( WL_WARNING, "Q3_SetIgnoreEnemies: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetIgnoreAlerts ? ============ */ static void Q3_SetIgnoreAlerts( int entID, qboolean data) { G_DebugPrint( WL_WARNING, "Q3_SetIgnoreAlerts: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetNoTarget ? ============ */ static void Q3_SetNoTarget( int entID, qboolean data) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetNoTarget: invalid entID %d\n", entID); return; } if(data) ent->flags |= FL_NOTARGET; else ent->flags &= ~FL_NOTARGET; } /* ============ Q3_SetDontShoot ? ============ */ static void Q3_SetDontShoot( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetDontShoot: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetDontFire ? ============ */ static void Q3_SetDontFire( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetDontFire: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetFireWeapon ? ============ */ static void Q3_SetFireWeapon(int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetFireWeapon: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetInactive ? ============ */ static void Q3_SetInactive(int entID, qboolean add) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetInactive: invalid entID %d\n", entID); return; } if(add) { ent->flags |= FL_INACTIVE; } else { ent->flags &= ~FL_INACTIVE; } } /* ============ Q3_SetFuncUsableVisible ? ============ */ static void Q3_SetFuncUsableVisible(int entID, qboolean visible ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetFuncUsableVisible: invalid entID %d\n", entID); return; } // Yeah, I know that this doesn't even do half of what the func_usable use code does, but if I've got two things on top of each other...and only // one is visible at a time....and neither can ever be used......and finally, the shader on it has the shader_anim stuff going on....It doesn't seem // like I can easily use the other version without nasty side effects. if( visible ) { ent->r.svFlags &= ~SVF_NOCLIENT; ent->s.eFlags &= ~EF_NODRAW; } else { ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; } } /* ============ Q3_SetLockedEnemy ? ============ */ static void Q3_SetLockedEnemy ( int entID, qboolean locked) { G_DebugPrint( WL_WARNING, "Q3_SetLockedEnemy: NOT SUPPORTED IN MP\n"); return; } char cinematicSkipScript[1024]; /* ============ Q3_SetCinematicSkipScript ============ */ static void Q3_SetCinematicSkipScript( char *scriptname ) { G_DebugPrint( WL_WARNING, "Q3_SetCinematicSkipScript: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetNoMindTrick ? ============ */ static void Q3_SetNoMindTrick( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetNoMindTrick: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetCrouched ? ============ */ static void Q3_SetCrouched( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetCrouched: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetWalking ? ============ */ static void Q3_SetWalking( int entID, qboolean add) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetWalking: invalid entID %d\n", entID); return; } if ( !ent->NPC ) { G_DebugPrint( WL_ERROR, "Q3_SetWalking: '%s' is not an NPC!\n", ent->targetname ); return; } if(add) { ent->NPC->scriptFlags |= SCF_WALKING; } else { ent->NPC->scriptFlags &= ~SCF_WALKING; } return; } /* ============ Q3_SetRunning ? ============ */ static void Q3_SetRunning( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetRunning: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetForcedMarch ? ============ */ static void Q3_SetForcedMarch( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetForcedMarch: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetChaseEnemies indicates whether the npc should chase after an enemy ============ */ static void Q3_SetChaseEnemies( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetChaseEnemies: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetLookForEnemies if set npc will be on the look out for potential enemies if not set, npc will ignore enemies ============ */ static void Q3_SetLookForEnemies( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetLookForEnemies: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetFaceMoveDir ============ */ static void Q3_SetFaceMoveDir( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetFaceMoveDir: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetAltFire ? ============ */ static void Q3_SetAltFire( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetAltFire: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetDontFlee ? ============ */ static void Q3_SetDontFlee( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetDontFlee: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetNoResponse ? ============ */ static void Q3_SetNoResponse( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetNoResponse: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetCombatTalk ? ============ */ static void Q3_SetCombatTalk( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetCombatTalk: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetAlertTalk ? ============ */ static void Q3_SetAlertTalk( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetAlertTalk: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetUseCpNearest ? ============ */ static void Q3_SetUseCpNearest( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetUseCpNearest: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetNoForce ? ============ */ static void Q3_SetNoForce( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetNoForce: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetNoAcrobatics ? ============ */ static void Q3_SetNoAcrobatics( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetNoAcrobatics: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetUseSubtitles ? ============ */ static void Q3_SetUseSubtitles( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetUseSubtitles: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetNoFallToDeath ? ============ */ static void Q3_SetNoFallToDeath( int entID, qboolean add) { G_DebugPrint( WL_WARNING, "Q3_SetNoFallToDeath: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetDismemberable ? ============ */ static void Q3_SetDismemberable( int entID, qboolean dismemberable) { G_DebugPrint( WL_WARNING, "Q3_SetDismemberable: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetMoreLight ? ============ */ static void Q3_SetMoreLight( int entID, qboolean add ) { G_DebugPrint( WL_WARNING, "Q3_SetMoreLight: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetUndying ? ============ */ static void Q3_SetUndying( int entID, qboolean undying) { G_DebugPrint( WL_WARNING, "Q3_SetUndying: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetInvincible ? ============ */ static void Q3_SetInvincible( int entID, qboolean invincible) { G_DebugPrint( WL_WARNING, "Q3_SetInvicible: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetForceInvincible Description : Return type : static void Argument : int entID Argument : qboolean forceInv ============ */ static void Q3_SetForceInvincible( int entID, qboolean forceInv ) { G_DebugPrint( WL_WARNING, "Q3_SetForceInvicible: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetNoAvoid ? ============ */ static void Q3_SetNoAvoid( int entID, qboolean noAvoid) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetNoAvoid: invalid entID %d\n", entID); return; } if ( !ent->NPC ) { G_DebugPrint( WL_ERROR, "Q3_SetNoAvoid: '%s' is not an NPC!\n", ent->targetname ); return; } if(noAvoid) { ent->NPC->aiFlags |= NPCAI_NO_COLL_AVOID; } else { ent->NPC->aiFlags &= ~NPCAI_NO_COLL_AVOID; } } /* ============ SolidifyOwner Description : Return type : void Argument : sharedEntity_t *self ============ */ void SolidifyOwner( gentity_t *self ) { int oldContents; gentity_t *owner = &g_entities[self->r.ownerNum]; self->nextthink = level.time + FRAMETIME; self->think = G_FreeEntity; if ( !owner || !owner->inuse ) { return; } oldContents = owner->r.contents; owner->r.contents = CONTENTS_BODY; if ( SpotWouldTelefrag2( owner, owner->r.currentOrigin ) ) { owner->r.contents = oldContents; self->think = SolidifyOwner; } else { trap_ICARUS_TaskIDComplete( owner, TID_RESIZE ); } } /* ============ Q3_SetSolid ? ============ */ static qboolean Q3_SetSolid( int entID, qboolean solid) { gentity_t *ent = &g_entities[entID]; if ( !ent || !ent->inuse ) { G_DebugPrint( WL_WARNING, "Q3_SetSolid: invalid entID %d\n", entID); return qtrue; } if ( solid ) {//FIXME: Presumption int oldContents = ent->r.contents; ent->r.contents = CONTENTS_BODY; if ( SpotWouldTelefrag2( ent, ent->r.currentOrigin ) ) { gentity_t *solidifier = G_Spawn(); solidifier->r.ownerNum = ent->s.number; solidifier->think = SolidifyOwner; solidifier->nextthink = level.time + FRAMETIME; ent->r.contents = oldContents; return qfalse; } ent->clipmask |= CONTENTS_BODY; } else {//FIXME: Presumption if ( ent->s.eFlags & EF_NODRAW ) {//We're invisible too, so set contents to none ent->r.contents = 0; } else { ent->r.contents = CONTENTS_CORPSE; } } return qtrue; } /* ============ Q3_SetForwardMove ? ============ */ static void Q3_SetForwardMove( int entID, int fmoveVal) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetForwardMove: invalid entID %d\n", entID); return; } if ( !ent->client ) { G_DebugPrint( WL_ERROR, "Q3_SetForwardMove: '%s' is not an NPC/player!\n", ent->targetname ); return; } G_DebugPrint( WL_WARNING, "Q3_SetForwardMove: NOT SUPPORTED IN MP\n"); //ent->client->forced_forwardmove = fmoveVal; } /* ============ Q3_SetRightMove ? ============ */ static void Q3_SetRightMove( int entID, int rmoveVal) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetRightMove: invalid entID %d\n", entID); return; } if ( !ent->client ) { G_DebugPrint( WL_ERROR, "Q3_SetRightMove: '%s' is not an NPC/player!\n", ent->targetname ); return; } G_DebugPrint( WL_WARNING, "Q3_SetRightMove: NOT SUPPORTED IN MP\n"); //ent->client->forced_rightmove = rmoveVal; } /* ============ Q3_SetLockAngle ? ============ */ static void Q3_SetLockAngle( int entID, const char *lockAngle) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetLockAngle: invalid entID %d\n", entID); return; } if ( !ent->client ) { G_DebugPrint( WL_ERROR, "Q3_SetLockAngle: '%s' is not an NPC/player!\n", ent->targetname ); return; } G_DebugPrint( WL_WARNING, "Q3_SetLockAngle is not currently available. Ask if you really need it.\n"); /* if(Q_stricmp("off", lockAngle) == 0) {//free it ent->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; } else { ent->client->renderInfo.renderFlags |= RF_LOCKEDANGLE; if(Q_stricmp("auto", lockAngle) == 0) {//use current yaw ent->client->renderInfo.lockYaw = ent->client->ps.viewangles[YAW]; } else {//specified yaw ent->client->renderInfo.lockYaw = atof((char *)lockAngle); } } */ } /* ============ Q3_CameraGroup ? ============ */ static void Q3_CameraGroup( int entID, char *camG) { G_DebugPrint( WL_WARNING, "Q3_CameraGroup: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_CameraGroupZOfs ? ============ */ static void Q3_CameraGroupZOfs( float camGZOfs ) { G_DebugPrint( WL_WARNING, "Q3_CameraGroupZOfs: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_CameraGroup ? ============ */ static void Q3_CameraGroupTag( char *camGTag ) { G_DebugPrint( WL_WARNING, "Q3_CameraGroupTag: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_RemoveRHandModel ============ */ static void Q3_RemoveRHandModel( int entID, char *addModel) { G_DebugPrint( WL_WARNING, "Q3_RemoveRHandModel: NOT SUPPORTED IN MP\n"); } /* ============ Q3_AddRHandModel ============ */ static void Q3_AddRHandModel( int entID, char *addModel) { G_DebugPrint( WL_WARNING, "Q3_AddRHandModel: NOT SUPPORTED IN MP\n"); } /* ============ Q3_AddLHandModel ============ */ static void Q3_AddLHandModel( int entID, char *addModel) { G_DebugPrint( WL_WARNING, "Q3_AddLHandModel: NOT SUPPORTED IN MP\n"); } /* ============ Q3_RemoveLHandModel ============ */ static void Q3_RemoveLHandModel( int entID, char *addModel) { G_DebugPrint( WL_WARNING, "Q3_RemoveLHandModel: NOT SUPPORTED IN MP\n"); } /* ============ Q3_LookTarget ? ============ */ static void Q3_LookTarget( int entID, char *targetName) { G_DebugPrint( WL_WARNING, "Q3_LookTarget: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_Face ? ============ */ static void Q3_Face( int entID,int expression, float holdtime) { G_DebugPrint( WL_WARNING, "Q3_Face: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetLocation Description : Return type : qboolean Argument : int entID Argument : const char *location ============ */ static qboolean Q3_SetLocation( int entID, const char *location ) { G_DebugPrint( WL_WARNING, "Q3_SetLocation: NOT SUPPORTED IN MP\n"); return qtrue; } /* ============ Q3_SetPlayerLocked Description : Return type : void Argument : int entID Argument : qboolean locked ============ */ qboolean player_locked = qfalse; static void Q3_SetPlayerLocked( int entID, qboolean locked ) { G_DebugPrint( WL_WARNING, "Q3_SetPlayerLocked: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetLockPlayerWeapons Description : Return type : void Argument : int entID Argument : qboolean locked ============ */ static void Q3_SetLockPlayerWeapons( int entID, qboolean locked ) { G_DebugPrint( WL_WARNING, "Q3_SetLockPlayerWeapons: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetNoImpactDamage Description : Return type : void Argument : int entID Argument : qboolean locked ============ */ static void Q3_SetNoImpactDamage( int entID, qboolean noImp ) { G_DebugPrint( WL_WARNING, "Q3_SetNoImpactDamage: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetBehaviorSet ? ============ */ static qboolean Q3_SetBehaviorSet( int entID, int toSet, const char *scriptname) { gentity_t *ent = &g_entities[entID]; bSet_t bSet = BSET_INVALID; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetBehaviorSet: invalid entID %d\n", entID); return qfalse; } switch(toSet) { case SET_SPAWNSCRIPT: bSet = BSET_SPAWN; break; case SET_USESCRIPT: bSet = BSET_USE; break; case SET_AWAKESCRIPT: bSet = BSET_AWAKE; break; case SET_ANGERSCRIPT: bSet = BSET_ANGER; break; case SET_ATTACKSCRIPT: bSet = BSET_ATTACK; break; case SET_VICTORYSCRIPT: bSet = BSET_VICTORY; break; case SET_LOSTENEMYSCRIPT: bSet = BSET_LOSTENEMY; break; case SET_PAINSCRIPT: bSet = BSET_PAIN; break; case SET_FLEESCRIPT: bSet = BSET_FLEE; break; case SET_DEATHSCRIPT: bSet = BSET_DEATH; break; case SET_DELAYEDSCRIPT: bSet = BSET_DELAYED; break; case SET_BLOCKEDSCRIPT: bSet = BSET_BLOCKED; break; case SET_FFIRESCRIPT: bSet = BSET_FFIRE; break; case SET_FFDEATHSCRIPT: bSet = BSET_FFDEATH; break; case SET_MINDTRICKSCRIPT: bSet = BSET_MINDTRICK; break; } if(bSet < BSET_SPAWN || bSet >= NUM_BSETS) { return qfalse; } if(!Q_stricmp("NULL", scriptname)) { if ( ent->behaviorSet[bSet] != NULL ) { // gi.TagFree( ent->behaviorSet[bSet] ); } ent->behaviorSet[bSet] = NULL; //memset( &ent->behaviorSet[bSet], 0, sizeof(ent->behaviorSet[bSet]) ); } else { if ( scriptname ) { if ( ent->behaviorSet[bSet] != NULL ) { // gi.TagFree( ent->behaviorSet[bSet] ); } ent->behaviorSet[bSet] = G_NewString( (char *) scriptname ); //FIXME: This really isn't good... } //ent->behaviorSet[bSet] = scriptname; //strncpy( (char *) &ent->behaviorSet[bSet], scriptname, MAX_BSET_LENGTH ); } return qtrue; } /* ============ Q3_SetDelayScriptTime ? ============ */ static void Q3_SetDelayScriptTime(int entID, int delayTime) { G_DebugPrint( WL_WARNING, "Q3_SetDelayScriptTime: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetPlayerUsable Description : Return type : void Argument : int entID Argument : qboolean usable ============ */ static void Q3_SetPlayerUsable( int entID, qboolean usable ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetPlayerUsable: invalid entID %d\n", entID); return; } if(usable) { ent->r.svFlags |= SVF_PLAYER_USABLE; } else { ent->r.svFlags &= ~SVF_PLAYER_USABLE; } } /* ============ Q3_SetDisableShaderAnims Description : Return type : static void Argument : int entID Argument : int disabled ============ */ static void Q3_SetDisableShaderAnims( int entID, int disabled ) { G_DebugPrint( WL_WARNING, "Q3_SetDisableShaderAnims: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetShaderAnim Description : Return type : static void Argument : int entID Argument : int disabled ============ */ static void Q3_SetShaderAnim( int entID, int disabled ) { G_DebugPrint( WL_WARNING, "Q3_SetShaderAnim: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetStartFrame Description : Return type : static void Argument : int entID Argument : int startFrame ============ */ static void Q3_SetStartFrame( int entID, int startFrame ) { G_DebugPrint( WL_WARNING, "Q3_SetStartFrame: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetEndFrame Description : Return type : static void Argument : int entID Argument : int endFrame ============ */ static void Q3_SetEndFrame( int entID, int endFrame ) { G_DebugPrint( WL_WARNING, "Q3_SetEndFrame: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetAnimFrame Description : Return type : static void Argument : int entID Argument : int startFrame ============ */ static void Q3_SetAnimFrame( int entID, int animFrame ) { G_DebugPrint( WL_WARNING, "Q3_SetAnimFrame: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetLoopAnim Description : Return type : void Argument : int entID Argument : qboolean loopAnim ============ */ static void Q3_SetLoopAnim( int entID, qboolean loopAnim ) { G_DebugPrint( WL_WARNING, "Q3_SetLoopAnim: NOT SUPPORTED IN MP\n"); } /* ============ Q3_SetShields Description : Return type : void Argument : int entID Argument : qboolean shields ============ */ static void Q3_SetShields( int entID, qboolean shields ) { G_DebugPrint( WL_WARNING, "Q3_SetShields: NOT SUPPORTED IN MP\n"); return; } /* ============ Q3_SetSaberActive Description : Return type : void Argument : int entID Argument : qboolean shields ============ */ static void Q3_SetSaberActive( int entID, qboolean active ) { gentity_t *ent = &g_entities[entID]; if (!ent || !ent->inuse) { return; } if (!ent->client) { G_DebugPrint( WL_WARNING, "Q3_SetSaberActive: %d is not a client\n", entID); } //fixme: Take into account player being in state where saber won't toggle? For now we simply won't care. if (!ent->client->ps.saberHolstered && active) { Cmd_ToggleSaber_f(ent); } else if (BG_SabersOff( &ent->client->ps ) && !active) { Cmd_ToggleSaber_f(ent); } } /* ============ Q3_SetNoKnockback Description : Return type : void Argument : int entID Argument : qboolean noKnockback ============ */ static void Q3_SetNoKnockback( int entID, qboolean noKnockback ) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { G_DebugPrint( WL_WARNING, "Q3_SetNoKnockback: invalid entID %d\n", entID); return; } if ( noKnockback ) { ent->flags |= FL_NO_KNOCKBACK; } else { ent->flags &= ~FL_NO_KNOCKBACK; } } /* ============ Q3_SetCleanDamagingEnts Description : Return type : void ============ */ static void Q3_SetCleanDamagingEnts( void ) { G_DebugPrint( WL_WARNING, "Q3_SetCleanDamagingEnts: NOT SUPPORTED IN MP\n"); return; } vec4_t textcolor_caption; vec4_t textcolor_center; vec4_t textcolor_scroll; /* ------------------------- SetTextColor ------------------------- */ static void SetTextColor ( vec4_t textcolor,const char *color) { G_DebugPrint( WL_WARNING, "SetTextColor: NOT SUPPORTED IN MP\n"); return; } /* ============= Q3_SetCaptionTextColor Change color text prints in ============= */ static void Q3_SetCaptionTextColor ( const char *color) { SetTextColor(textcolor_caption,color); } /* ============= Q3_SetCenterTextColor Change color text prints in ============= */ static void Q3_SetCenterTextColor ( const char *color) { SetTextColor(textcolor_center,color); } /* ============= Q3_SetScrollTextColor Change color text prints in ============= */ static void Q3_SetScrollTextColor ( const char *color) { SetTextColor(textcolor_scroll,color); } /* ============= Q3_ScrollText Prints a message in the center of the screen ============= */ static void Q3_ScrollText ( const char *id) { G_DebugPrint( WL_WARNING, "Q3_ScrollText: NOT SUPPORTED IN MP\n"); //trap_SendServerCommand( -1, va("st \"%s\"", id)); return; } /* ============= Q3_LCARSText Prints a message in the center of the screen giving it an LCARS frame around it ============= */ static void Q3_LCARSText ( const char *id) { G_DebugPrint( WL_WARNING, "Q3_ScrollText: NOT SUPPORTED IN MP\n"); //trap_SendServerCommand( -1, va("lt \"%s\"", id)); return; } void UnLockDoors(gentity_t *const ent); void LockDoors(gentity_t *const ent); //returns qtrue if it got to the end, otherwise qfalse. qboolean Q3_Set( int taskID, int entID, const char *type_name, const char *data ) { gentity_t *ent = &g_entities[entID]; float float_data; int int_data, toSet; vec3_t vector_data; //Set this for callbacks toSet = GetIDForString( setTable, type_name ); //TODO: Throw in a showscript command that will list each command and what they're doing... // maybe as simple as printing that line of the script to the console preceeded by the person's name? // showscript can take any number of targetnames or "all"? Groupname? switch ( toSet ) { case SET_ORIGIN: sscanf( data, "%f %f %f", &vector_data[0], &vector_data[1], &vector_data[2] ); G_SetOrigin( ent, vector_data ); if ( Q_strncmp( "NPC_", ent->classname, 4 ) == 0 ) {//hack for moving spawners VectorCopy( vector_data, ent->s.origin); } break; case SET_TELEPORT_DEST: sscanf( data, "%f %f %f", &vector_data[0], &vector_data[1], &vector_data[2] ); if ( !Q3_SetTeleportDest( entID, vector_data ) ) { trap_ICARUS_TaskIDSet( ent, TID_MOVE_NAV, taskID ); return qfalse; } break; case SET_COPY_ORIGIN: Q3_SetCopyOrigin( entID, (char *) data ); break; case SET_ANGLES: //Q3_SetAngles( entID, *(vec3_t *) data); sscanf( data, "%f %f %f", &vector_data[0], &vector_data[1], &vector_data[2] ); Q3_SetAngles( entID, vector_data); break; case SET_XVELOCITY: float_data = atof((char *) data); Q3_SetVelocity( entID, 0, float_data); break; case SET_YVELOCITY: float_data = atof((char *) data); Q3_SetVelocity( entID, 1, float_data); break; case SET_ZVELOCITY: float_data = atof((char *) data); Q3_SetVelocity( entID, 2, float_data); break; case SET_Z_OFFSET: float_data = atof((char *) data); Q3_SetOriginOffset( entID, 2, float_data); break; case SET_ENEMY: Q3_SetEnemy( entID, (char *) data ); break; case SET_LEADER: Q3_SetLeader( entID, (char *) data ); break; case SET_NAVGOAL: if ( Q3_SetNavGoal( entID, (char *) data ) ) { trap_ICARUS_TaskIDSet( ent, TID_MOVE_NAV, taskID ); return qfalse; //Don't call it back } break; case SET_ANIM_UPPER: if ( Q3_SetAnimUpper( entID, (char *) data ) ) { Q3_TaskIDClear( &ent->taskID[TID_ANIM_BOTH] );//We only want to wait for the top trap_ICARUS_TaskIDSet( ent, TID_ANIM_UPPER, taskID ); return qfalse; //Don't call it back } break; case SET_ANIM_LOWER: if ( Q3_SetAnimLower( entID, (char *) data ) ) { Q3_TaskIDClear( &ent->taskID[TID_ANIM_BOTH] );//We only want to wait for the bottom trap_ICARUS_TaskIDSet( ent, TID_ANIM_LOWER, taskID ); return qfalse; //Don't call it back } break; case SET_ANIM_BOTH: { int both = 0; if ( Q3_SetAnimUpper( entID, (char *) data ) ) { trap_ICARUS_TaskIDSet( ent, TID_ANIM_UPPER, taskID ); both++; } else { G_DebugPrint( WL_ERROR, "Q3_SetAnimUpper: %s does not have anim %s!\n", ent->targetname, (char *)data ); } if ( Q3_SetAnimLower( entID, (char *) data ) ) { trap_ICARUS_TaskIDSet( ent, TID_ANIM_LOWER, taskID ); both++; } else { G_DebugPrint( WL_ERROR, "Q3_SetAnimLower: %s does not have anim %s!\n", ent->targetname, (char *)data ); } if ( both >= 2 ) { trap_ICARUS_TaskIDSet( ent, TID_ANIM_BOTH, taskID ); } if ( both ) { return qfalse; //Don't call it back } } break; case SET_ANIM_HOLDTIME_LOWER: int_data = atoi((char *) data); Q3_SetAnimHoldTime( entID, int_data, qtrue ); Q3_TaskIDClear( &ent->taskID[TID_ANIM_BOTH] );//We only want to wait for the bottom trap_ICARUS_TaskIDSet( ent, TID_ANIM_LOWER, taskID ); return qfalse; //Don't call it back break; case SET_ANIM_HOLDTIME_UPPER: int_data = atoi((char *) data); Q3_SetAnimHoldTime( entID, int_data, qfalse ); Q3_TaskIDClear( &ent->taskID[TID_ANIM_BOTH] );//We only want to wait for the top trap_ICARUS_TaskIDSet( ent, TID_ANIM_UPPER, taskID ); return qfalse; //Don't call it back break; case SET_ANIM_HOLDTIME_BOTH: int_data = atoi((char *) data); Q3_SetAnimHoldTime( entID, int_data, qfalse ); Q3_SetAnimHoldTime( entID, int_data, qtrue ); trap_ICARUS_TaskIDSet( ent, TID_ANIM_BOTH, taskID ); trap_ICARUS_TaskIDSet( ent, TID_ANIM_UPPER, taskID ); trap_ICARUS_TaskIDSet( ent, TID_ANIM_LOWER, taskID ); return qfalse; //Don't call it back break; case SET_PLAYER_TEAM: G_DebugPrint( WL_WARNING, "Q3_SetPlayerTeam: Not in MP ATM, let a programmer (ideally Rich) know if you need it\n"); break; case SET_ENEMY_TEAM: G_DebugPrint( WL_WARNING, "Q3_SetEnemyTeam: NOT SUPPORTED IN MP\n"); break; case SET_HEALTH: int_data = atoi((char *) data); Q3_SetHealth( entID, int_data ); break; case SET_ARMOR: int_data = atoi((char *) data); Q3_SetArmor( entID, int_data ); break; case SET_BEHAVIOR_STATE: if( !Q3_SetBState( entID, (char *) data ) ) { trap_ICARUS_TaskIDSet( ent, TID_BSTATE, taskID ); return qfalse;//don't complete } break; case SET_DEFAULT_BSTATE: Q3_SetDefaultBState( entID, (char *) data ); break; case SET_TEMP_BSTATE: if( !Q3_SetTempBState( entID, (char *) data ) ) { trap_ICARUS_TaskIDSet( ent, TID_BSTATE, taskID ); return qfalse;//don't complete } break; case SET_CAPTURE: Q3_SetCaptureGoal( entID, (char *) data ); break; case SET_DPITCH://FIXME: make these set tempBehavior to BS_FACE and await completion? Or set lockedDesiredPitch/Yaw and aimTime? float_data = atof((char *) data); Q3_SetDPitch( entID, float_data ); trap_ICARUS_TaskIDSet( ent, TID_ANGLE_FACE, taskID ); return qfalse; break; case SET_DYAW: float_data = atof((char *) data); Q3_SetDYaw( entID, float_data ); trap_ICARUS_TaskIDSet( ent, TID_ANGLE_FACE, taskID ); return qfalse; break; case SET_EVENT: Q3_SetEvent( entID, (char *) data ); break; case SET_VIEWTARGET: Q3_SetViewTarget( entID, (char *) data ); trap_ICARUS_TaskIDSet( ent, TID_ANGLE_FACE, taskID ); return qfalse; break; case SET_WATCHTARGET: Q3_SetWatchTarget( entID, (char *) data ); break; case SET_VIEWENTITY: Q3_SetViewEntity( entID, (char *) data ); break; case SET_LOOPSOUND: Q3_SetLoopSound( entID, (char *) data ); break; case SET_ICARUS_FREEZE: case SET_ICARUS_UNFREEZE: Q3_SetICARUSFreeze( entID, (char *) data, (qboolean)(toSet==SET_ICARUS_FREEZE) ); break; case SET_WEAPON: Q3_SetWeapon ( entID, (char *) data); break; case SET_ITEM: Q3_SetItem ( entID, (char *) data); break; case SET_WALKSPEED: int_data = atoi((char *) data); Q3_SetWalkSpeed ( entID, int_data); break; case SET_RUNSPEED: int_data = atoi((char *) data); Q3_SetRunSpeed ( entID, int_data); break; case SET_WIDTH: int_data = atoi((char *) data); Q3_SetWidth( entID, int_data ); return qfalse; break; case SET_YAWSPEED: float_data = atof((char *) data); Q3_SetYawSpeed ( entID, float_data); break; case SET_AGGRESSION: int_data = atoi((char *) data); Q3_SetAggression ( entID, int_data); break; case SET_AIM: int_data = atoi((char *) data); Q3_SetAim ( entID, int_data); break; case SET_FRICTION: int_data = atoi((char *) data); Q3_SetFriction ( entID, int_data); break; case SET_GRAVITY: float_data = atof((char *) data); Q3_SetGravity ( entID, float_data); break; case SET_WAIT: float_data = atof((char *) data); Q3_SetWait( entID, float_data); break; case SET_FOLLOWDIST: float_data = atof((char *) data); Q3_SetFollowDist( entID, float_data); break; case SET_SCALE: float_data = atof((char *) data); Q3_SetScale( entID, float_data); break; case SET_COUNT: Q3_SetCount( entID, (char *) data); break; case SET_SHOT_SPACING: int_data = atoi((char *) data); Q3_SetShotSpacing( entID, int_data ); break; case SET_IGNOREPAIN: if(!Q_stricmp("true", ((char *)data))) Q3_SetIgnorePain( entID, qtrue); else if(!Q_stricmp("false", ((char *)data))) Q3_SetIgnorePain( entID, qfalse); break; case SET_IGNOREENEMIES: if(!Q_stricmp("true", ((char *)data))) Q3_SetIgnoreEnemies( entID, qtrue); else if(!Q_stricmp("false", ((char *)data))) Q3_SetIgnoreEnemies( entID, qfalse); break; case SET_IGNOREALERTS: if(!Q_stricmp("true", ((char *)data))) Q3_SetIgnoreAlerts( entID, qtrue); else if(!Q_stricmp("false", ((char *)data))) Q3_SetIgnoreAlerts( entID, qfalse); break; case SET_DONTSHOOT: if(!Q_stricmp("true", ((char *)data))) Q3_SetDontShoot( entID, qtrue); else if(!Q_stricmp("false", ((char *)data))) Q3_SetDontShoot( entID, qfalse); break; case SET_DONTFIRE: if(!Q_stricmp("true", ((char *)data))) Q3_SetDontFire( entID, qtrue); else if(!Q_stricmp("false", ((char *)data))) Q3_SetDontFire( entID, qfalse); break; case SET_LOCKED_ENEMY: if(!Q_stricmp("true", ((char *)data))) Q3_SetLockedEnemy( entID, qtrue); else if(!Q_stricmp("false", ((char *)data))) Q3_SetLockedEnemy( entID, qfalse); break; case SET_NOTARGET: if(!Q_stricmp("true", ((char *)data))) Q3_SetNoTarget( entID, qtrue); else if(!Q_stricmp("false", ((char *)data))) Q3_SetNoTarget( entID, qfalse); break; case SET_LEAN: G_DebugPrint( WL_WARNING, "SET_LEAN NOT SUPPORTED IN MP\n" ); break; case SET_SHOOTDIST: float_data = atof((char *) data); Q3_SetShootDist( entID, float_data ); break; case SET_TIMESCALE: Q3_SetTimeScale( entID, (char *) data ); break; case SET_VISRANGE: float_data = atof((char *) data); Q3_SetVisrange( entID, float_data ); break; case SET_EARSHOT: float_data = atof((char *) data); Q3_SetEarshot( entID, float_data ); break; case SET_VIGILANCE: float_data = atof((char *) data); Q3_SetVigilance( entID, float_data ); break; case SET_VFOV: int_data = atoi((char *) data); Q3_SetVFOV( entID, int_data ); break; case SET_HFOV: int_data = atoi((char *) data); Q3_SetHFOV( entID, int_data ); break; case SET_TARGETNAME: Q3_SetTargetName( entID, (char *) data ); break; case SET_TARGET: Q3_SetTarget( entID, (char *) data ); break; case SET_TARGET2: Q3_SetTarget2( entID, (char *) data ); break; case SET_LOCATION: if ( !Q3_SetLocation( entID, (char *) data ) ) { trap_ICARUS_TaskIDSet( ent, TID_LOCATION, taskID ); return qfalse; } break; case SET_PAINTARGET: Q3_SetPainTarget( entID, (char *) data ); break; case SET_DEFEND_TARGET: G_DebugPrint( WL_WARNING, "Q3_SetDefendTarget unimplemented\n", entID ); //Q3_SetEnemy( entID, (char *) data); break; case SET_PARM1: case SET_PARM2: case SET_PARM3: case SET_PARM4: case SET_PARM5: case SET_PARM6: case SET_PARM7: case SET_PARM8: case SET_PARM9: case SET_PARM10: case SET_PARM11: case SET_PARM12: case SET_PARM13: case SET_PARM14: case SET_PARM15: case SET_PARM16: Q3_SetParm( entID, (toSet-SET_PARM1), (char *) data ); break; case SET_SPAWNSCRIPT: case SET_USESCRIPT: case SET_AWAKESCRIPT: case SET_ANGERSCRIPT: case SET_ATTACKSCRIPT: case SET_VICTORYSCRIPT: case SET_PAINSCRIPT: case SET_FLEESCRIPT: case SET_DEATHSCRIPT: case SET_DELAYEDSCRIPT: case SET_BLOCKEDSCRIPT: case SET_FFIRESCRIPT: case SET_FFDEATHSCRIPT: case SET_MINDTRICKSCRIPT: if( !Q3_SetBehaviorSet(entID, toSet, (char *) data) ) G_DebugPrint( WL_ERROR, "Q3_SetBehaviorSet: Invalid bSet %s\n", type_name ); break; case SET_NO_MINDTRICK: if(!Q_stricmp("true", ((char *)data))) Q3_SetNoMindTrick( entID, qtrue); else Q3_SetNoMindTrick( entID, qfalse); break; case SET_CINEMATIC_SKIPSCRIPT : Q3_SetCinematicSkipScript((char *) data); break; case SET_DELAYSCRIPTTIME: int_data = atoi((char *) data); Q3_SetDelayScriptTime( entID, int_data ); break; case SET_CROUCHED: if(!Q_stricmp("true", ((char *)data))) Q3_SetCrouched( entID, qtrue); else Q3_SetCrouched( entID, qfalse); break; case SET_WALKING: if(!Q_stricmp("true", ((char *)data))) Q3_SetWalking( entID, qtrue); else Q3_SetWalking( entID, qfalse); break; case SET_RUNNING: if(!Q_stricmp("true", ((char *)data))) Q3_SetRunning( entID, qtrue); else Q3_SetRunning( entID, qfalse); break; case SET_CHASE_ENEMIES: if(!Q_stricmp("true", ((char *)data))) Q3_SetChaseEnemies( entID, qtrue); else Q3_SetChaseEnemies( entID, qfalse); break; case SET_LOOK_FOR_ENEMIES: if(!Q_stricmp("true", ((char *)data))) Q3_SetLookForEnemies( entID, qtrue); else Q3_SetLookForEnemies( entID, qfalse); break; case SET_FACE_MOVE_DIR: if(!Q_stricmp("true", ((char *)data))) Q3_SetFaceMoveDir( entID, qtrue); else Q3_SetFaceMoveDir( entID, qfalse); break; case SET_ALT_FIRE: if(!Q_stricmp("true", ((char *)data))) Q3_SetAltFire( entID, qtrue); else Q3_SetAltFire( entID, qfalse); break; case SET_DONT_FLEE: if(!Q_stricmp("true", ((char *)data))) Q3_SetDontFlee( entID, qtrue); else Q3_SetDontFlee( entID, qfalse); break; case SET_FORCED_MARCH: if(!Q_stricmp("true", ((char *)data))) Q3_SetForcedMarch( entID, qtrue); else Q3_SetForcedMarch( entID, qfalse); break; case SET_NO_RESPONSE: if(!Q_stricmp("true", ((char *)data))) Q3_SetNoResponse( entID, qtrue); else Q3_SetNoResponse( entID, qfalse); break; case SET_NO_COMBAT_TALK: if(!Q_stricmp("true", ((char *)data))) Q3_SetCombatTalk( entID, qtrue); else Q3_SetCombatTalk( entID, qfalse); break; case SET_NO_ALERT_TALK: if(!Q_stricmp("true", ((char *)data))) Q3_SetAlertTalk( entID, qtrue); else Q3_SetAlertTalk( entID, qfalse); break; case SET_USE_CP_NEAREST: if(!Q_stricmp("true", ((char *)data))) Q3_SetUseCpNearest( entID, qtrue); else Q3_SetUseCpNearest( entID, qfalse); break; case SET_NO_FORCE: if(!Q_stricmp("true", ((char *)data))) Q3_SetNoForce( entID, qtrue); else Q3_SetNoForce( entID, qfalse); break; case SET_NO_ACROBATICS: if(!Q_stricmp("true", ((char *)data))) Q3_SetNoAcrobatics( entID, qtrue); else Q3_SetNoAcrobatics( entID, qfalse); break; case SET_USE_SUBTITLES: if(!Q_stricmp("true", ((char *)data))) Q3_SetUseSubtitles( entID, qtrue); else Q3_SetUseSubtitles( entID, qfalse); break; case SET_NO_FALLTODEATH: if(!Q_stricmp("true", ((char *)data))) Q3_SetNoFallToDeath( entID, qtrue); else Q3_SetNoFallToDeath( entID, qfalse); break; case SET_DISMEMBERABLE: if(!Q_stricmp("true", ((char *)data))) Q3_SetDismemberable( entID, qtrue); else Q3_SetDismemberable( entID, qfalse); break; case SET_MORELIGHT: if(!Q_stricmp("true", ((char *)data))) Q3_SetMoreLight( entID, qtrue); else Q3_SetMoreLight( entID, qfalse); break; case SET_TREASONED: G_DebugPrint( WL_VERBOSE, "SET_TREASONED is disabled, do not use\n" ); /* G_TeamRetaliation( NULL, SV_GentityNum(0), qfalse ); ffireLevel = FFIRE_LEVEL_RETALIATION; */ break; case SET_UNDYING: if(!Q_stricmp("true", ((char *)data))) Q3_SetUndying( entID, qtrue); else Q3_SetUndying( entID, qfalse); break; case SET_INVINCIBLE: if(!Q_stricmp("true", ((char *)data))) Q3_SetInvincible( entID, qtrue); else Q3_SetInvincible( entID, qfalse); break; case SET_NOAVOID: if(!Q_stricmp("true", ((char *)data))) Q3_SetNoAvoid( entID, qtrue); else Q3_SetNoAvoid( entID, qfalse); break; case SET_SOLID: if(!Q_stricmp("true", ((char *)data))) { if ( !Q3_SetSolid( entID, qtrue) ) { trap_ICARUS_TaskIDSet( ent, TID_RESIZE, taskID ); return qfalse; } } else { Q3_SetSolid( entID, qfalse); } break; case SET_INVISIBLE: if( !Q_stricmp("true", ((char *)data)) ) Q3_SetInvisible( entID, qtrue ); else Q3_SetInvisible( entID, qfalse ); break; case SET_VAMPIRE: if( !Q_stricmp("true", ((char *)data)) ) Q3_SetVampire( entID, qtrue ); else Q3_SetVampire( entID, qfalse ); break; case SET_FORCE_INVINCIBLE: if( !Q_stricmp("true", ((char *)data)) ) Q3_SetForceInvincible( entID, qtrue ); else Q3_SetForceInvincible( entID, qfalse ); break; case SET_GREET_ALLIES: if( !Q_stricmp("true", ((char *)data)) ) Q3_SetGreetAllies( entID, qtrue ); else Q3_SetGreetAllies( entID, qfalse ); break; case SET_PLAYER_LOCKED: if( !Q_stricmp("true", ((char *)data)) ) Q3_SetPlayerLocked( entID, qtrue ); else Q3_SetPlayerLocked( entID, qfalse ); break; case SET_LOCK_PLAYER_WEAPONS: if( !Q_stricmp("true", ((char *)data)) ) Q3_SetLockPlayerWeapons( entID, qtrue ); else Q3_SetLockPlayerWeapons( entID, qfalse ); break; case SET_NO_IMPACT_DAMAGE: if( !Q_stricmp("true", ((char *)data)) ) Q3_SetNoImpactDamage( entID, qtrue ); else Q3_SetNoImpactDamage( entID, qfalse ); break; case SET_FORWARDMOVE: int_data = atoi((char *) data); Q3_SetForwardMove( entID, int_data); break; case SET_RIGHTMOVE: int_data = atoi((char *) data); Q3_SetRightMove( entID, int_data); break; case SET_LOCKYAW: Q3_SetLockAngle( entID, data); break; case SET_CAMERA_GROUP: Q3_CameraGroup(entID, (char *)data); break; case SET_CAMERA_GROUP_Z_OFS: float_data = atof((char *) data); Q3_CameraGroupZOfs( float_data ); break; case SET_CAMERA_GROUP_TAG: Q3_CameraGroupTag( (char *)data ); break; //FIXME: put these into camera commands case SET_LOOK_TARGET: Q3_LookTarget(entID, (char *)data); break; case SET_ADDRHANDBOLT_MODEL: Q3_AddRHandModel(entID, (char *)data); break; case SET_REMOVERHANDBOLT_MODEL: Q3_RemoveRHandModel(entID, (char *)data); break; case SET_ADDLHANDBOLT_MODEL: Q3_AddLHandModel(entID, (char *)data); break; case SET_REMOVELHANDBOLT_MODEL: Q3_RemoveLHandModel(entID, (char *)data); break; case SET_FACEEYESCLOSED: case SET_FACEEYESOPENED: case SET_FACEAUX: case SET_FACEBLINK: case SET_FACEBLINKFROWN: case SET_FACEFROWN: case SET_FACENORMAL: float_data = atof((char *) data); Q3_Face(entID, toSet, float_data); break; case SET_SCROLLTEXT: Q3_ScrollText( (char *)data ); break; case SET_LCARSTEXT: Q3_LCARSText( (char *)data ); break; case SET_CAPTIONTEXTCOLOR: Q3_SetCaptionTextColor ( (char *)data ); break; case SET_CENTERTEXTCOLOR: Q3_SetCenterTextColor ( (char *)data ); break; case SET_SCROLLTEXTCOLOR: Q3_SetScrollTextColor ( (char *)data ); break; case SET_PLAYER_USABLE: if(!Q_stricmp("true", ((char *)data))) { Q3_SetPlayerUsable(entID, qtrue); } else { Q3_SetPlayerUsable(entID, qfalse); } break; case SET_STARTFRAME: int_data = atoi((char *) data); Q3_SetStartFrame(entID, int_data); break; case SET_ENDFRAME: int_data = atoi((char *) data); Q3_SetEndFrame(entID, int_data); trap_ICARUS_TaskIDSet( ent, TID_ANIM_BOTH, taskID ); return qfalse; break; case SET_ANIMFRAME: int_data = atoi((char *) data); Q3_SetAnimFrame(entID, int_data); return qfalse; break; case SET_LOOP_ANIM: if(!Q_stricmp("true", ((char *)data))) { Q3_SetLoopAnim(entID, qtrue); } else { Q3_SetLoopAnim(entID, qfalse); } break; case SET_INTERFACE: G_DebugPrint( WL_WARNING, "Q3_SetInterface: NOT SUPPORTED IN MP\n"); break; case SET_SHIELDS: if(!Q_stricmp("true", ((char *)data))) { Q3_SetShields(entID, qtrue); } else { Q3_SetShields(entID, qfalse); } break; case SET_SABERACTIVE: if(!Q_stricmp("true", ((char *)data))) { Q3_SetSaberActive( entID, qtrue ); } else { Q3_SetSaberActive( entID, qfalse ); } break; case SET_ADJUST_AREA_PORTALS: G_DebugPrint( WL_WARNING, "Q3_SetAdjustAreaPortals: NOT SUPPORTED IN MP\n"); break; case SET_DMG_BY_HEAVY_WEAP_ONLY: G_DebugPrint( WL_WARNING, "Q3_SetDmgByHeavyWeapOnly: NOT SUPPORTED IN MP\n"); break; case SET_SHIELDED: G_DebugPrint( WL_WARNING, "Q3_SetShielded: NOT SUPPORTED IN MP\n"); break; case SET_NO_GROUPS: G_DebugPrint( WL_WARNING, "Q3_SetNoGroups: NOT SUPPORTED IN MP\n"); break; case SET_FIRE_WEAPON: if(!Q_stricmp("true", ((char *)data))) { Q3_SetFireWeapon( entID, qtrue); } else if(!Q_stricmp("false", ((char *)data))) { Q3_SetFireWeapon( entID, qfalse); } break; case SET_INACTIVE: if(!Q_stricmp("true", ((char *)data))) { Q3_SetInactive( entID, qtrue); } else if(!Q_stricmp("false", ((char *)data))) { Q3_SetInactive( entID, qfalse); } else if(!Q_stricmp("unlocked", ((char *)data))) { UnLockDoors(&g_entities[entID]); } else if(!Q_stricmp("locked", ((char *)data))) { LockDoors(&g_entities[entID]); } break; case SET_END_SCREENDISSOLVE: G_DebugPrint( WL_WARNING, "SET_END_SCREENDISSOLVE: NOT SUPPORTED IN MP\n"); break; case SET_MISSION_STATUS_SCREEN: //Cvar_Set("cg_missionstatusscreen", "1"); G_DebugPrint( WL_WARNING, "SET_MISSION_STATUS_SCREEN: NOT SUPPORTED IN MP\n"); break; case SET_FUNC_USABLE_VISIBLE: if(!Q_stricmp("true", ((char *)data))) { Q3_SetFuncUsableVisible( entID, qtrue); } else if(!Q_stricmp("false", ((char *)data))) { Q3_SetFuncUsableVisible( entID, qfalse); } break; case SET_NO_KNOCKBACK: if(!Q_stricmp("true", ((char *)data))) { Q3_SetNoKnockback(entID, qtrue); } else { Q3_SetNoKnockback(entID, qfalse); } break; case SET_VIDEO_PLAY: // don't do this check now, James doesn't want a scripted cinematic to also skip any Video cinematics as well, // the "timescale" and "skippingCinematic" cvars will be set back to normal in the Video code, so doing a // skip will now only skip one section of a multiple-part story (eg VOY1 bridge sequence) // // if ( g_timescale->value <= 1.0f ) { G_DebugPrint( WL_WARNING, "SET_VIDEO_PLAY: NOT SUPPORTED IN MP\n"); //SV_SendConsoleCommand( va("inGameCinematic %s\n", (char *)data) ); } break; case SET_VIDEO_FADE_IN: G_DebugPrint( WL_WARNING, "SET_VIDEO_FADE_IN: NOT SUPPORTED IN MP\n"); break; case SET_VIDEO_FADE_OUT: G_DebugPrint( WL_WARNING, "SET_VIDEO_FADE_OUT: NOT SUPPORTED IN MP\n"); break; case SET_REMOVE_TARGET: Q3_SetRemoveTarget( entID, (const char *) data ); break; case SET_LOADGAME: //gi.SendConsoleCommand( va("load %s\n", (const char *) data ) ); G_DebugPrint( WL_WARNING, "SET_LOADGAME: NOT SUPPORTED IN MP\n"); break; case SET_MENU_SCREEN: //UI_SetActiveMenu( (const char *) data ); break; case SET_OBJECTIVE_SHOW: G_DebugPrint( WL_WARNING, "SET_OBJECTIVE_SHOW: NOT SUPPORTED IN MP\n"); break; case SET_OBJECTIVE_HIDE: G_DebugPrint( WL_WARNING, "SET_OBJECTIVE_HIDE: NOT SUPPORTED IN MP\n"); break; case SET_OBJECTIVE_SUCCEEDED: G_DebugPrint( WL_WARNING, "SET_OBJECTIVE_SUCCEEDED: NOT SUPPORTED IN MP\n"); break; case SET_OBJECTIVE_FAILED: G_DebugPrint( WL_WARNING, "SET_OBJECTIVE_FAILED: NOT SUPPORTED IN MP\n"); break; case SET_OBJECTIVE_CLEARALL: G_DebugPrint( WL_WARNING, "SET_OBJECTIVE_CLEARALL: NOT SUPPORTED IN MP\n"); break; case SET_MISSIONFAILED: G_DebugPrint( WL_WARNING, "SET_MISSIONFAILED: NOT SUPPORTED IN MP\n"); break; case SET_MISSIONSTATUSTEXT: G_DebugPrint( WL_WARNING, "SET_MISSIONSTATUSTEXT: NOT SUPPORTED IN MP\n"); break; case SET_MISSIONSTATUSTIME: G_DebugPrint( WL_WARNING, "SET_MISSIONSTATUSTIME: NOT SUPPORTED IN MP\n"); break; case SET_CLOSINGCREDITS: G_DebugPrint( WL_WARNING, "SET_CLOSINGCREDITS: NOT SUPPORTED IN MP\n"); break; case SET_SKILL: // //can never be set break; case SET_FULLNAME: Q3_SetFullName( entID, (char *) data ); break; case SET_DISABLE_SHADER_ANIM: if(!Q_stricmp("true", ((char *)data))) { Q3_SetDisableShaderAnims( entID, qtrue); } else { Q3_SetDisableShaderAnims( entID, qfalse); } break; case SET_SHADER_ANIM: if(!Q_stricmp("true", ((char *)data))) { Q3_SetShaderAnim( entID, qtrue); } else { Q3_SetShaderAnim( entID, qfalse); } break; case SET_MUSIC_STATE: Q3_SetMusicState( (char *) data ); break; case SET_CLEAN_DAMAGING_ENTS: Q3_SetCleanDamagingEnts(); break; case SET_HUD: G_DebugPrint( WL_WARNING, "SET_HUD: NOT SUPPORTED IN MP\n"); break; case SET_FORCE_HEAL_LEVEL: case SET_FORCE_JUMP_LEVEL: case SET_FORCE_SPEED_LEVEL: case SET_FORCE_PUSH_LEVEL: case SET_FORCE_PULL_LEVEL: case SET_FORCE_MINDTRICK_LEVEL: case SET_FORCE_GRIP_LEVEL: case SET_FORCE_LIGHTNING_LEVEL: case SET_SABER_THROW: case SET_SABER_DEFENSE: case SET_SABER_OFFENSE: int_data = atoi((char *) data); Q3_SetForcePowerLevel( entID, (toSet-SET_FORCE_HEAL_LEVEL), int_data ); break; default: //G_DebugPrint( WL_ERROR, "Q3_Set: '%s' is not a valid set field\n", type_name ); trap_ICARUS_SetVar( taskID, entID, type_name, data ); break; } return qtrue; }