// /* ======================================================================= USER INTERFACE SABER LOADING & DISPLAY CODE ======================================================================= */ // leave this at the top of all UI_xxxx files for PCH reasons... // #include "../server/exe_headers.h" #include "ui_local.h" #include "ui_shared.h" #include "../ghoul2/G2.h" #define MAX_SABER_DATA_SIZE 0x80000 // On Xbox, static linking lets us steal the buffer from wp_saberLoad // Just make sure that the saber data size is the same #ifdef _XBOX extern char SaberParms[MAX_SABER_DATA_SIZE]; #else char SaberParms[MAX_SABER_DATA_SIZE]; #endif qboolean ui_saber_parms_parsed = qfalse; static qhandle_t redSaberGlowShader; static qhandle_t redSaberCoreShader; static qhandle_t orangeSaberGlowShader; static qhandle_t orangeSaberCoreShader; static qhandle_t yellowSaberGlowShader; static qhandle_t yellowSaberCoreShader; static qhandle_t greenSaberGlowShader; static qhandle_t greenSaberCoreShader; static qhandle_t blueSaberGlowShader; static qhandle_t blueSaberCoreShader; static qhandle_t purpleSaberGlowShader; static qhandle_t purpleSaberCoreShader; void UI_CacheSaberGlowGraphics( void ) {//FIXME: these get fucked by vid_restarts redSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/red_glow" ); redSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/red_line" ); orangeSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/orange_glow" ); orangeSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/orange_line" ); yellowSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/yellow_glow" ); yellowSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/yellow_line" ); greenSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/green_glow" ); greenSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/green_line" ); blueSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/blue_glow" ); blueSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/blue_line" ); purpleSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/purple_glow" ); purpleSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/purple_line" ); } qboolean UI_ParseLiteral( const char **data, const char *string ) { const char *token; token = COM_ParseExt( data, qtrue ); if ( token[0] == 0 ) { ui.Printf( "unexpected EOF\n" ); return qtrue; } if ( Q_stricmp( token, string ) ) { ui.Printf( "required string '%s' missing\n", string ); return qtrue; } return qfalse; } qboolean UI_SaberParseParm( const char *saberName, const char *parmname, char *saberData ) { const char *token; const char *value; const char *p; if ( !saberName || !saberName[0] ) { return qfalse; } //try to parse it out p = SaberParms; COM_BeginParseSession(); // look for the right saber while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { return qfalse; } if ( !Q_stricmp( token, saberName ) ) { break; } SkipBracedSection( &p ); } if ( !p ) { return qfalse; } if ( UI_ParseLiteral( &p, "{" ) ) { return qfalse; } // parse the saber info block while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) { ui.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", saberName ); return qfalse; } if ( !Q_stricmp( token, "}" ) ) { break; } if ( !Q_stricmp( token, parmname ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } strcpy( saberData, value ); return qtrue; } SkipRestOfLine( &p ); continue; } return qfalse; } qboolean UI_SaberProperNameForSaber( const char *saberName, char *saberProperName ) { return UI_SaberParseParm( saberName, "name", saberProperName ); } qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel ) { return UI_SaberParseParm( saberName, "saberModel", saberModel ); } qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin ) { return UI_SaberParseParm( saberName, "customSkin", saberSkin ); } qboolean UI_SaberTypeForSaber( const char *saberName, char *saberType ) { return UI_SaberParseParm( saberName, "saberType", saberType ); } int UI_SaberNumBladesForSaber( const char *saberName ) { char numBladesString[8]={0}; UI_SaberParseParm( saberName, "numBlades", numBladesString ); int numBlades = atoi( numBladesString ); if ( numBlades < 1 ) { numBlades = 1; } else if ( numBlades > 8 ) { numBlades = 8; } return numBlades; } qboolean UI_SaberShouldDrawBlade( const char *saberName, int bladeNum ) { int bladeStyle2Start = 0, noBlade = 0; char bladeStyle2StartString[8]={0}; char noBladeString[8]={0}; UI_SaberParseParm( saberName, "bladeStyle2Start", bladeStyle2StartString ); if ( bladeStyle2StartString && bladeStyle2StartString[0] ) { bladeStyle2Start = atoi( bladeStyle2StartString ); } if ( bladeStyle2Start && bladeNum >= bladeStyle2Start ) {//use second blade style UI_SaberParseParm( saberName, "noBlade2", noBladeString ); if ( noBladeString && noBladeString[0] ) { noBlade = atoi( noBladeString ); } } else {//use first blade style UI_SaberParseParm( saberName, "noBlade", noBladeString ); if ( noBladeString && noBladeString[0] ) { noBlade = atoi( noBladeString ); } } return ((qboolean)(noBlade==0)); } float UI_SaberBladeLengthForSaber( const char *saberName, int bladeNum ) { char lengthString[8]={0}; float length = 40.0f; UI_SaberParseParm( saberName, "saberLength", lengthString ); if ( lengthString[0] ) { length = atof( lengthString ); if ( length < 0.0f ) { length = 0.0f; } } UI_SaberParseParm( saberName, va("saberLength%d", bladeNum+1), lengthString ); if ( lengthString[0] ) { length = atof( lengthString ); if ( length < 0.0f ) { length = 0.0f; } } return length; } float UI_SaberBladeRadiusForSaber( const char *saberName, int bladeNum ) { char radiusString[8]={0}; float radius = 3.0f; UI_SaberParseParm( saberName, "saberRadius", radiusString ); if ( radiusString[0] ) { radius = atof( radiusString ); if ( radius < 0.0f ) { radius = 0.0f; } } UI_SaberParseParm( saberName, va("saberRadius%d", bladeNum+1), radiusString ); if ( radiusString[0] ) { radius = atof( radiusString ); if ( radius < 0.0f ) { radius = 0.0f; } } return radius; } void UI_SaberLoadParms( void ) { int len, totallen, saberExtFNLen, fileCnt, i; char *buffer, *holdChar, *marker; char saberExtensionListBuf[2048]; // The list of file names read in //ui.Printf( "UI Parsing *.sab saber definitions\n" ); ui_saber_parms_parsed = qtrue; UI_CacheSaberGlowGraphics(); //set where to store the first one totallen = 0; marker = SaberParms; marker[0] = '\0'; //now load in the sabers fileCnt = ui.FS_GetFileList("ext_data/sabers", ".sab", saberExtensionListBuf, sizeof(saberExtensionListBuf) ); holdChar = saberExtensionListBuf; for ( i = 0; i < fileCnt; i++, holdChar += saberExtFNLen + 1 ) { saberExtFNLen = strlen( holdChar ); len = ui.FS_ReadFile( va( "ext_data/sabers/%s", holdChar), (void **) &buffer ); if ( len == -1 ) { ui.Printf( "UI_SaberLoadParms: error reading %s\n", holdChar ); } else { if ( totallen && *(marker-1) == '}' ) {//don't let it end on a } because that should be a stand-alone token strcat( marker, " " ); totallen++; marker++; } len = COM_Compress( buffer ); if ( totallen + len >= MAX_SABER_DATA_SIZE ) { Com_Error( ERR_FATAL, "UI_SaberLoadParms: ran out of space before reading %s\n(you must make the .npc files smaller)", holdChar ); } strcat( marker, buffer ); ui.FS_FreeFile( buffer ); totallen += len; marker += len; } } } void UI_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, float radius, saber_colors_t color ) { vec3_t mid, rgb={1,1,1}; qhandle_t blade = 0, glow = 0; refEntity_t saber; float radiusmult; if ( length < 0.5f ) { // if the thing is so short, just forget even adding me. return; } // Find the midpoint of the saber for lighting purposes VectorMA( origin, length * 0.5f, dir, mid ); switch( color ) { case SABER_RED: glow = redSaberGlowShader; blade = redSaberCoreShader; VectorSet( rgb, 1.0f, 0.2f, 0.2f ); break; case SABER_ORANGE: glow = orangeSaberGlowShader; blade = orangeSaberCoreShader; VectorSet( rgb, 1.0f, 0.5f, 0.1f ); break; case SABER_YELLOW: glow = yellowSaberGlowShader; blade = yellowSaberCoreShader; VectorSet( rgb, 1.0f, 1.0f, 0.2f ); break; case SABER_GREEN: glow = greenSaberGlowShader; blade = greenSaberCoreShader; VectorSet( rgb, 0.2f, 1.0f, 0.2f ); break; case SABER_BLUE: glow = blueSaberGlowShader; blade = blueSaberCoreShader; VectorSet( rgb, 0.2f, 0.4f, 1.0f ); break; case SABER_PURPLE: glow = purpleSaberGlowShader; blade = purpleSaberCoreShader; VectorSet( rgb, 0.9f, 0.2f, 1.0f ); break; } // always add a light because sabers cast a nice glow before they slice you in half!! or something... /* if ( doLight ) {//FIXME: RGB combine all the colors of the sabers you're using into one averaged color! cgi_R_AddLightToScene( mid, (length*2.0f) + (random()*8.0f), rgb[0], rgb[1], rgb[2] ); } */ memset( &saber, 0, sizeof( refEntity_t )); // Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many // refEnts to do each glow blob individually saber.saberLength = length; // Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed. // It's not quite what I'd hoped tho. If you have any ideas, go for it! --Pat if (length < lengthMax ) { radiusmult = 1.0 + (2.0 / length); // Note this creates a curve, and length cannot be < 0.5. } else { radiusmult = 1.0; } float radiusRange = radius * 0.075f; float radiusStart = radius-radiusRange; saber.radius = (radiusStart + crandom() * radiusRange)*radiusmult; //saber.radius = (2.8f + crandom() * 0.2f)*radiusmult; VectorCopy( origin, saber.origin ); VectorCopy( dir, saber.axis[0] ); saber.reType = RT_SABER_GLOW; saber.customShader = glow; saber.shaderRGBA[0] = saber.shaderRGBA[1] = saber.shaderRGBA[2] = saber.shaderRGBA[3] = 0xff; //saber.renderfx = rfx; DC->addRefEntityToScene( &saber ); // Do the hot core VectorMA( origin, length, dir, saber.origin ); VectorMA( origin, -1, dir, saber.oldorigin ); saber.customShader = blade; saber.reType = RT_LINE; radiusStart = radius/3.0f; saber.radius = (radiusStart + crandom() * radiusRange)*radiusmult; // saber.radius = (1.0 + crandom() * 0.2f)*radiusmult; DC->addRefEntityToScene( &saber ); } saber_colors_t TranslateSaberColor( const char *name ) { if ( !Q_stricmp( name, "red" ) ) { return SABER_RED; } if ( !Q_stricmp( name, "orange" ) ) { return SABER_ORANGE; } if ( !Q_stricmp( name, "yellow" ) ) { return SABER_YELLOW; } if ( !Q_stricmp( name, "green" ) ) { return SABER_GREEN; } if ( !Q_stricmp( name, "blue" ) ) { return SABER_BLUE; } if ( !Q_stricmp( name, "purple" ) ) { return SABER_PURPLE; } if ( !Q_stricmp( name, "random" ) ) { return ((saber_colors_t)(Q_irand( SABER_ORANGE, SABER_PURPLE ))); } return SABER_BLUE; } saberType_t TranslateSaberType( const char *name ) { if ( !Q_stricmp( name, "SABER_SINGLE" ) ) { return SABER_SINGLE; } if ( !Q_stricmp( name, "SABER_STAFF" ) ) { return SABER_STAFF; } if ( !Q_stricmp( name, "SABER_BROAD" ) ) { return SABER_BROAD; } if ( !Q_stricmp( name, "SABER_PRONG" ) ) { return SABER_PRONG; } if ( !Q_stricmp( name, "SABER_DAGGER" ) ) { return SABER_DAGGER; } if ( !Q_stricmp( name, "SABER_ARC" ) ) { return SABER_ARC; } if ( !Q_stricmp( name, "SABER_SAI" ) ) { return SABER_SAI; } if ( !Q_stricmp( name, "SABER_CLAW" ) ) { return SABER_CLAW; } if ( !Q_stricmp( name, "SABER_LANCE" ) ) { return SABER_LANCE; } if ( !Q_stricmp( name, "SABER_STAR" ) ) { return SABER_STAR; } if ( !Q_stricmp( name, "SABER_TRIDENT" ) ) { return SABER_TRIDENT; } if ( !Q_stricmp( name, "SABER_SITH_SWORD" ) ) { return SABER_SITH_SWORD; } return SABER_SINGLE; } void UI_SaberDrawBlade( itemDef_t *item, char *saberName, int saberModel, saberType_t saberType, vec3_t origin, float curYaw, int bladeNum ) { char bladeColorString[MAX_QPATH]; vec3_t angles={0}; if ( item->flags&(ITF_ISANYSABER) && item->flags&(ITF_ISCHARACTER) ) { //it's bolted to a dude! angles[YAW] = curYaw; } else { angles[PITCH] = curYaw; angles[ROLL] = 90; } if ( saberModel >= item->ghoul2.size() ) {//uhh... invalid index! return; } if ( (item->flags&ITF_ISSABER) && saberModel < 2 ) { DC->getCVarString( "ui_saber_color", bladeColorString, sizeof(bladeColorString) ); } else//if ( item->flags&ITF_ISSABER2 ) - presumed { DC->getCVarString( "ui_saber2_color", bladeColorString, sizeof(bladeColorString) ); } saber_colors_t bladeColor = TranslateSaberColor( bladeColorString ); float bladeLength = UI_SaberBladeLengthForSaber( saberName, bladeNum ); float bladeRadius = UI_SaberBladeRadiusForSaber( saberName, bladeNum ); vec3_t bladeOrigin={0}; vec3_t axis[3]={0}; mdxaBone_t boltMatrix; qboolean tagHack = qfalse; char *tagName = va( "*blade%d", bladeNum+1 ); int bolt = DC->g2_AddBolt( &item->ghoul2[saberModel], tagName ); if ( bolt == -1 ) { tagHack = qtrue; //hmm, just fall back to the most basic tag (this will also make it work with pre-JKA saber models bolt = DC->g2_AddBolt( &item->ghoul2[saberModel], "*flash" ); if ( bolt == -1 ) {//no tag_flash either?!! bolt = 0; } } DC->g2_GetBoltMatrix( item->ghoul2, saberModel, bolt, &boltMatrix, angles, origin, uiInfo.uiDC.realTime, NULL, vec3_origin );//NULL was cgs.model_draw // work the matrix axis stuff into the original axis and origins used. DC->g2_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, bladeOrigin); DC->g2_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_X, axis[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful) DC->g2_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_Y, axis[1]);//right DC->g2_GiveMeVectorFromMatrix(boltMatrix, POSITIVE_Z, axis[2]);//up float scale = DC->xscale; if ( tagHack ) { switch ( saberType ) { case SABER_SINGLE: case SABER_DAGGER: case SABER_LANCE: break; case SABER_STAFF: if ( bladeNum == 1 ) { VectorScale( axis[0], -1, axis[0] ); VectorMA( bladeOrigin, 16*scale, axis[0], bladeOrigin ); } break; case SABER_BROAD: if ( bladeNum == 0 ) { VectorMA( bladeOrigin, -1*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 1 ) { VectorMA( bladeOrigin, 1*scale, axis[1], bladeOrigin ); } break; case SABER_PRONG: if ( bladeNum == 0 ) { VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 1 ) { VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin ); } break; case SABER_ARC: VectorSubtract( axis[1], axis[2], axis[1] ); VectorNormalize( axis[1] ); switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); VectorScale( axis[0], 0.75f, axis[0] ); VectorScale( axis[1], 0.25f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 1: VectorScale( axis[0], 0.25f, axis[0] ); VectorScale( axis[1], 0.75f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 2: VectorMA( bladeOrigin, -8*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -0.25f, axis[0] ); VectorScale( axis[1], 0.75f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 3: VectorMA( bladeOrigin, -16*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -0.75f, axis[0] ); VectorScale( axis[1], 0.25f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; } break; case SABER_SAI: if ( bladeNum == 1 ) { VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 2 ) { VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin ); } break; case SABER_CLAW: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); break; case 1: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[1], bladeOrigin ); break; case 2: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); VectorMA( bladeOrigin, -2*scale, axis[1], bladeOrigin ); break; } break; case SABER_STAR: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 1: VectorScale( axis[0], 0.33f, axis[0] ); VectorScale( axis[2], 0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 2: VectorScale( axis[0], -0.33f, axis[0] ); VectorScale( axis[2], 0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 3: VectorScale( axis[0], -1, axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 4: VectorScale( axis[0], -0.33f, axis[0] ); VectorScale( axis[2], -0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 5: VectorScale( axis[0], 0.33f, axis[0] ); VectorScale( axis[2], -0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; } break; case SABER_TRIDENT: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 1: VectorMA( bladeOrigin, -6*scale, axis[1], bladeOrigin ); VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 2: VectorMA( bladeOrigin, 6*scale, axis[1], bladeOrigin ); VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 3: VectorMA( bladeOrigin, -32*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -1, axis[0] ); break; } break; case SABER_SITH_SWORD: //no blade break; } } if ( saberType == SABER_SITH_SWORD ) {//draw no blade return; } UI_DoSaber( bladeOrigin, axis[0], bladeLength, bladeLength, bladeRadius, bladeColor ); } extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name ); extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName ); void UI_GetSaberForMenu( char *saber, int saberNum ) { char saberTypeString[MAX_QPATH]={0}; saberType_t saberType = SABER_NONE; if ( saberNum == 0 ) { DC->getCVarString( "g_saber", saber, MAX_QPATH ); } else { DC->getCVarString( "g_saber2", saber, MAX_QPATH ); } //read this from the sabers.cfg UI_SaberTypeForSaber( saber, saberTypeString ); if ( saberTypeString[0] ) { saberType = TranslateSaberType( saberTypeString ); } switch ( uiInfo.movesTitleIndex ) { case 0://MD_ACROBATICS: break; case 1://MD_SINGLE_FAST: case 2://MD_SINGLE_MEDIUM: case 3://MD_SINGLE_STRONG: if ( saberType != SABER_SINGLE ) { Q_strncpyz(saber,"single_1",MAX_QPATH,qtrue); } break; case 4://MD_DUAL_SABERS: if ( saberType != SABER_SINGLE ) { Q_strncpyz(saber,"single_1",MAX_QPATH,qtrue); } break; case 5://MD_SABER_STAFF: if ( saberType == SABER_SINGLE || saberType == SABER_NONE ) { Q_strncpyz(saber,"dual_1",MAX_QPATH,qtrue); } break; } } void UI_SaberDrawBlades( itemDef_t *item, vec3_t origin, float curYaw ) { //NOTE: only allows one saber type in view at a time char saber[MAX_QPATH]; int saberNum = 0; int saberModel = 0; int numSabers = 1; if ( (item->flags&ITF_ISCHARACTER)//hacked sabermoves sabers in character's hand && uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ ) { numSabers = 2; } for ( saberNum = 0; saberNum < numSabers; saberNum++ ) { if ( (item->flags&ITF_ISCHARACTER) )//hacked sabermoves sabers in character's hand { UI_GetSaberForMenu( saber, saberNum ); saberModel = saberNum + 1; } else if ( (item->flags&ITF_ISSABER) ) { DC->getCVarString( "ui_saber", saber, sizeof(saber) ); saberModel = 0; } else if ( (item->flags&ITF_ISSABER2) ) { DC->getCVarString( "ui_saber2", saber, sizeof(saber) ); saberModel = 0; } else { return; } if ( saber[0] ) { int numBlades = UI_SaberNumBladesForSaber( saber ); if ( numBlades ) {//okay, here we go, time to draw each blade... char saberTypeString[MAX_QPATH]={0}; UI_SaberTypeForSaber( saber, saberTypeString ); saberType_t saberType = TranslateSaberType( saberTypeString ); for ( int curBlade = 0; curBlade < numBlades; curBlade++ ) { if ( UI_SaberShouldDrawBlade( saber, curBlade ) ) { UI_SaberDrawBlade( item, saber, saberModel, saberType, origin, curYaw, curBlade ); } } } } } } void UI_SaberAttachToChar( itemDef_t *item ) { int numSabers = 1; int saberNum = 0; if ( item->ghoul2.size() > 2 && item->ghoul2[2].mModelindex >=0 ) {//remove any extra models DC->g2_RemoveGhoul2Model(item->ghoul2, 2); } if ( item->ghoul2.size() > 1 && item->ghoul2[1].mModelindex >=0) {//remove any extra models DC->g2_RemoveGhoul2Model(item->ghoul2, 1); } if ( uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ ) { numSabers = 2; } for ( saberNum = 0; saberNum < numSabers; saberNum++ ) { //bolt sabers char modelPath[MAX_QPATH]; char skinPath[MAX_QPATH]; char saber[MAX_QPATH]; UI_GetSaberForMenu( saber, saberNum ); if ( UI_SaberModelForSaber( saber, modelPath ) ) {//successfully found a model int g2Saber = DC->g2_InitGhoul2Model(item->ghoul2, modelPath, 0, 0, 0, 0, 0); //add the model if (g2Saber) { //get the customSkin, if any if ( UI_SaberSkinForSaber( saber, skinPath ) ) { int g2skin = DC->registerSkin(skinPath); DC->g2_SetSkin( &item->ghoul2[g2Saber], 0, g2skin );//this is going to set the surfs on/off matching the skin file } else { DC->g2_SetSkin( &item->ghoul2[g2Saber], -1, 0 );//turn off custom skin } int boltNum; if ( saberNum == 0 ) { boltNum = G2API_AddBolt(&item->ghoul2[0], "*r_hand"); } else { boltNum = G2API_AddBolt(&item->ghoul2[0], "*l_hand"); } G2API_AttachG2Model(&item->ghoul2[g2Saber], &item->ghoul2[0], boltNum, 0); } } } }