mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 23:41:52 +00:00
727 lines
19 KiB
C++
727 lines
19 KiB
C++
// sv_game.c -- interface to the game dll
|
|
|
|
// leave this as first line for PCH reasons...
|
|
//
|
|
#include "../server/exe_headers.h"
|
|
|
|
#include "../RMG/RM_Headers.h"
|
|
|
|
#include "../qcommon/cm_local.h"
|
|
|
|
#include "server.h"
|
|
#include "../client/vmachine.h"
|
|
#include "../client/client.h"
|
|
#include "../renderer/tr_local.h"
|
|
#include "../renderer/tr_WorldEffects.h"
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
#if !defined(G2_H_INC)
|
|
#include "../ghoul2/G2.h"
|
|
#endif
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
//prototypes
|
|
extern void Sys_UnloadGame( void );
|
|
extern void *Sys_GetGameAPI( void *parms);
|
|
extern void Com_WriteCam ( const char *text );
|
|
extern void Com_FlushCamFile();
|
|
|
|
#ifdef _XBOX
|
|
extern int *s_entityWavVol;
|
|
#else
|
|
extern int s_entityWavVol[MAX_GENTITIES];
|
|
#endif
|
|
|
|
|
|
// these functions must be used instead of pointer arithmetic, because
|
|
// the game allocates gentities with private information after the server shared part
|
|
/*
|
|
int SV_NumForGentity( gentity_t *ent ) {
|
|
int num;
|
|
|
|
num = ( (byte *)ent - (byte *)ge->gentities ) / ge->gentitySize;
|
|
|
|
return num;
|
|
}
|
|
*/
|
|
gentity_t *SV_GentityNum( int num ) {
|
|
gentity_t *ent;
|
|
|
|
assert (num >=0);
|
|
ent = (gentity_t *)((byte *)ge->gentities + ge->gentitySize*(num));
|
|
|
|
return ent;
|
|
}
|
|
|
|
svEntity_t *SV_SvEntityForGentity( gentity_t *gEnt ) {
|
|
if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) {
|
|
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
|
|
}
|
|
return &sv.svEntities[ gEnt->s.number ];
|
|
}
|
|
|
|
gentity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) {
|
|
int num;
|
|
|
|
num = svEnt - sv.svEntities;
|
|
return SV_GentityNum( num );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_GameSendServerCommand
|
|
|
|
Sends a command string to a client
|
|
===============
|
|
*/
|
|
void SV_GameSendServerCommand( int clientNum, const char *fmt, ... ) {
|
|
char msg[8192];
|
|
va_list argptr;
|
|
|
|
va_start (argptr,fmt);
|
|
vsprintf (msg, fmt, argptr);
|
|
va_end (argptr);
|
|
|
|
if ( clientNum == -1 ) {
|
|
SV_SendServerCommand( NULL, "%s", msg );
|
|
} else {
|
|
if ( clientNum < 0 || clientNum >= 1 ) {
|
|
return;
|
|
}
|
|
SV_SendServerCommand( svs.clients + clientNum, "%s", msg );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_GameDropClient
|
|
|
|
Disconnects the client with a message
|
|
===============
|
|
*/
|
|
void SV_GameDropClient( int clientNum, const char *reason ) {
|
|
if ( clientNum < 0 || clientNum >= 1 ) {
|
|
return;
|
|
}
|
|
SV_DropClient( svs.clients + clientNum, reason );
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
SV_SetBrushModel
|
|
|
|
sets mins and maxs for inline bmodels
|
|
=================
|
|
*/
|
|
void SV_SetBrushModel( gentity_t *ent, const char *name ) {
|
|
clipHandle_t h;
|
|
vec3_t mins, maxs;
|
|
|
|
if (!name)
|
|
{
|
|
Com_Error( ERR_DROP, "SV_SetBrushModel: NULL model for ent number %d", ent->s.number );
|
|
}
|
|
|
|
if (name[0] == '*')
|
|
{
|
|
ent->s.modelindex = atoi( name + 1 );
|
|
|
|
if (sv.mLocalSubBSPIndex != -1)
|
|
{
|
|
ent->s.modelindex += sv.mLocalSubBSPModelOffset;
|
|
}
|
|
|
|
h = CM_InlineModel( ent->s.modelindex );
|
|
|
|
if (sv.mLocalSubBSPIndex != -1)
|
|
{
|
|
CM_ModelBounds( SubBSP[sv.mLocalSubBSPIndex], h, mins, maxs );
|
|
}
|
|
else
|
|
{
|
|
CM_ModelBounds( cmg, h, mins, maxs);
|
|
}
|
|
|
|
//CM_ModelBounds( h, mins, maxs );
|
|
|
|
VectorCopy (mins, ent->mins);
|
|
VectorCopy (maxs, ent->maxs);
|
|
ent->bmodel = qtrue;
|
|
|
|
if (0) //com_RMG && com_RMG->integer //fixme: this test really should be do we have bsp instances
|
|
{
|
|
ent->contents = CM_ModelContents( h, sv.mLocalSubBSPIndex );
|
|
}
|
|
else
|
|
{
|
|
ent->contents = CM_ModelContents( h, -1 );
|
|
}
|
|
}
|
|
else if (name[0] == '#')
|
|
{
|
|
ent->s.modelindex = CM_LoadSubBSP(va("maps/%s.bsp", name + 1), qfalse);
|
|
CM_ModelBounds( SubBSP[CM_FindSubBSP(ent->s.modelindex)], ent->s.modelindex, mins, maxs );
|
|
|
|
VectorCopy (mins, ent->mins);
|
|
VectorCopy (maxs, ent->maxs);
|
|
ent->bmodel = qtrue;
|
|
|
|
//rwwNOTE: We don't ever want to set contents -1, it includes CONTENTS_LIGHTSABER.
|
|
//Lots of stuff will explode if there's a brush with CONTENTS_LIGHTSABER that isn't attached to a client owner.
|
|
//ent->contents = -1; // we don't know exactly what is in the brushes
|
|
h = CM_InlineModel( ent->s.modelindex );
|
|
ent->contents = CM_ModelContents( h, CM_FindSubBSP(ent->s.modelindex) );
|
|
// ent->contents = CONTENTS_SOLID;
|
|
}
|
|
else
|
|
{
|
|
Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model (ent %d)", name, ent->s.number );
|
|
}
|
|
}
|
|
|
|
const char *SV_SetActiveSubBSP(int index)
|
|
{
|
|
if (index >= 0)
|
|
{
|
|
sv.mLocalSubBSPIndex = CM_FindSubBSP(index);
|
|
sv.mLocalSubBSPModelOffset = index;
|
|
sv.mLocalSubBSPEntityParsePoint = CM_SubBSPEntityString (sv.mLocalSubBSPIndex);
|
|
return sv.mLocalSubBSPEntityParsePoint;
|
|
}
|
|
else
|
|
{
|
|
sv.mLocalSubBSPIndex = -1;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
SV_inPVS
|
|
|
|
Also checks portalareas so that doors block sight
|
|
=================
|
|
*/
|
|
qboolean SV_inPVS (const vec3_t p1, const vec3_t p2)
|
|
{
|
|
int leafnum;
|
|
int cluster;
|
|
int area1, area2;
|
|
#ifdef _XBOX
|
|
const byte *mask;
|
|
#else
|
|
byte *mask;
|
|
#endif
|
|
int start=0;
|
|
|
|
if ( com_speeds->integer ) {
|
|
start = Sys_Milliseconds ();
|
|
}
|
|
leafnum = CM_PointLeafnum (p1);
|
|
cluster = CM_LeafCluster (leafnum);
|
|
area1 = CM_LeafArea (leafnum);
|
|
mask = CM_ClusterPVS (cluster);
|
|
|
|
leafnum = CM_PointLeafnum (p2);
|
|
cluster = CM_LeafCluster (leafnum);
|
|
area2 = CM_LeafArea (leafnum);
|
|
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
|
|
{
|
|
if ( com_speeds->integer ) {
|
|
timeInPVSCheck += Sys_Milliseconds () - start;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
if (!CM_AreasConnected (area1, area2))
|
|
{
|
|
timeInPVSCheck += Sys_Milliseconds() - start;
|
|
return qfalse; // a door blocks sight
|
|
}
|
|
|
|
if ( com_speeds->integer ) {
|
|
timeInPVSCheck += Sys_Milliseconds() - start;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
SV_inPVSIgnorePortals
|
|
|
|
Does NOT check portalareas
|
|
=================
|
|
*/
|
|
qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2)
|
|
{
|
|
int leafnum;
|
|
int cluster;
|
|
int area1, area2;
|
|
#ifdef _XBOX
|
|
const byte *mask;
|
|
#else
|
|
byte *mask;
|
|
#endif
|
|
int start=0;
|
|
|
|
if ( com_speeds->integer ) {
|
|
start = Sys_Milliseconds ();
|
|
}
|
|
|
|
leafnum = CM_PointLeafnum (p1);
|
|
cluster = CM_LeafCluster (leafnum);
|
|
area1 = CM_LeafArea (leafnum);
|
|
mask = CM_ClusterPVS (cluster);
|
|
|
|
leafnum = CM_PointLeafnum (p2);
|
|
cluster = CM_LeafCluster (leafnum);
|
|
area2 = CM_LeafArea (leafnum);
|
|
|
|
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
|
|
{
|
|
if ( com_speeds->integer ) {
|
|
timeInPVSCheck += Sys_Milliseconds() - start;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
if ( com_speeds->integer ) {
|
|
timeInPVSCheck += Sys_Milliseconds() - start;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
SV_AdjustAreaPortalState
|
|
========================
|
|
*/
|
|
void SV_AdjustAreaPortalState( gentity_t *ent, qboolean open ) {
|
|
if ( !(ent->contents&CONTENTS_OPAQUE) ) {
|
|
#ifndef FINAL_BUILD
|
|
// Com_Printf( "INFO: entity number %d not opaque: not affecting area portal!\n", ent->s.number );
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
svEntity_t *svEnt;
|
|
|
|
svEnt = SV_SvEntityForGentity( ent );
|
|
if ( svEnt->areanum2 == -1 ) {
|
|
return;
|
|
}
|
|
CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_GameAreaEntities
|
|
==================
|
|
*/
|
|
qboolean SV_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *gEnt ) {
|
|
const float *origin, *angles;
|
|
clipHandle_t ch;
|
|
trace_t trace;
|
|
|
|
// check for exact collision
|
|
origin = gEnt->currentOrigin;
|
|
angles = gEnt->currentAngles;
|
|
|
|
ch = SV_ClipHandleForEntity( gEnt );
|
|
CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs,
|
|
ch, -1, origin, angles );
|
|
|
|
return trace.startsolid;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_GetServerinfo
|
|
|
|
===============
|
|
*/
|
|
void SV_GetServerinfo( char *buffer, int bufferSize ) {
|
|
if ( bufferSize < 1 ) {
|
|
Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize );
|
|
}
|
|
Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize );
|
|
}
|
|
|
|
qboolean SV_GetEntityToken( char *buffer, int bufferSize )
|
|
{
|
|
char *s;
|
|
|
|
if (sv.mLocalSubBSPIndex == -1)
|
|
{
|
|
s = COM_Parse( (const char **)&sv.entityParsePoint );
|
|
Q_strncpyz( buffer, s, bufferSize );
|
|
if ( !sv.entityParsePoint && !s[0] )
|
|
{
|
|
return qfalse;
|
|
}
|
|
else
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
s = COM_Parse( (const char **)&sv.mLocalSubBSPEntityParsePoint);
|
|
Q_strncpyz( buffer, s, bufferSize );
|
|
if ( !sv.mLocalSubBSPEntityParsePoint && !s[0] )
|
|
{
|
|
return qfalse;
|
|
}
|
|
else
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==============================================
|
|
|
|
/*
|
|
===============
|
|
SV_ShutdownGameProgs
|
|
|
|
Called when either the entire server is being killed, or
|
|
it is changing to a different game directory.
|
|
===============
|
|
*/
|
|
void SV_ShutdownGameProgs (qboolean shutdownCin) {
|
|
if (!ge) {
|
|
return;
|
|
}
|
|
ge->Shutdown ();
|
|
|
|
#ifdef _XBOX
|
|
if(shutdownCin) {
|
|
SCR_StopCinematic();
|
|
}
|
|
#else
|
|
SCR_StopCinematic();
|
|
#endif
|
|
CL_ShutdownCGame(); //we have cgame burried in here.
|
|
|
|
Sys_UnloadGame (); //this kills cgame as well.
|
|
|
|
ge = NULL;
|
|
cgvm.entryPoint = 0;
|
|
}
|
|
|
|
// this is a compile-helper function since Z_Malloc can now become a macro with __LINE__ etc
|
|
//
|
|
static void *G_ZMalloc_Helper( int iSize, memtag_t eTag, qboolean bZeroit)
|
|
{
|
|
return Z_Malloc( iSize, eTag, bZeroit );
|
|
}
|
|
|
|
//rww - RAGDOLL_BEGIN
|
|
void G2API_SetRagDoll(CGhoul2Info_v &ghoul2,CRagDollParams *parms);
|
|
void G2API_AnimateG2Models(CGhoul2Info_v &ghoul2, int AcurrentTime,CRagDollUpdateParams *params);
|
|
|
|
qboolean G2API_RagPCJConstraint(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t min, vec3_t max);
|
|
qboolean G2API_RagPCJGradientSpeed(CGhoul2Info_v &ghoul2, const char *boneName, const float speed);
|
|
qboolean G2API_RagEffectorGoal(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos);
|
|
qboolean G2API_GetRagBonePos(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale);
|
|
qboolean G2API_RagEffectorKick(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t velocity);
|
|
qboolean G2API_RagForceSolve(CGhoul2Info_v &ghoul2, qboolean force);
|
|
|
|
qboolean G2API_SetBoneIKState(CGhoul2Info_v &ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params);
|
|
qboolean G2API_IKMove(CGhoul2Info_v &ghoul2, int time, sharedIKMoveParams_t *params);
|
|
//rww - RAGDOLL_END
|
|
|
|
//This is as good a place as any I guess.
|
|
#ifndef _XBOX // Removing terrain from Xbox
|
|
void RMG_Init(int terrainID)
|
|
{
|
|
if (!TheRandomMissionManager)
|
|
{
|
|
TheRandomMissionManager = new CRMManager;
|
|
}
|
|
TheRandomMissionManager->SetLandScape(cmg.landScape);
|
|
if (TheRandomMissionManager->LoadMission(qtrue))
|
|
{
|
|
TheRandomMissionManager->SpawnMission(qtrue);
|
|
}
|
|
// cmg.landScapes[args[1]]->UpdatePatches();
|
|
//sv.mRMGChecksum = cm.landScapes[terrainID]->get_rand_seed();
|
|
}
|
|
|
|
CCMLandScape *CM_RegisterTerrain(const char *config, bool server);
|
|
|
|
int InterfaceCM_RegisterTerrain (const char *info)
|
|
{
|
|
return CM_RegisterTerrain(info, false)->GetTerrainId();
|
|
}
|
|
#endif // _XBOX
|
|
|
|
/*
|
|
===============
|
|
SV_InitGameProgs
|
|
|
|
Init the game subsystem for a new map
|
|
===============
|
|
*/
|
|
void SV_InitGameProgs (void) {
|
|
game_import_t import;
|
|
int i;
|
|
|
|
// unload anything we have now
|
|
if ( ge ) {
|
|
SV_ShutdownGameProgs (qtrue);
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
if ( !Cvar_VariableIntegerValue("fs_restrict") && !Sys_CheckCD() )
|
|
{
|
|
Com_Error( ERR_NEED_CD, SE_GetString("CON_TEXT_NEED_CD") ); //"Game CD not in drive" );
|
|
}
|
|
#endif
|
|
|
|
// load a new game dll
|
|
import.Printf = Com_Printf;
|
|
import.WriteCam = Com_WriteCam;
|
|
import.FlushCamFile = Com_FlushCamFile;
|
|
import.Error = Com_Error;
|
|
|
|
import.Milliseconds = Sys_Milliseconds;
|
|
|
|
import.DropClient = SV_GameDropClient;
|
|
|
|
import.SendServerCommand = SV_GameSendServerCommand;
|
|
|
|
|
|
import.linkentity = SV_LinkEntity;
|
|
import.unlinkentity = SV_UnlinkEntity;
|
|
import.EntitiesInBox = SV_AreaEntities;
|
|
import.EntityContact = SV_EntityContact;
|
|
import.trace = SV_Trace;
|
|
import.pointcontents = SV_PointContents;
|
|
import.totalMapContents = CM_TotalMapContents;
|
|
import.SetBrushModel = SV_SetBrushModel;
|
|
|
|
import.inPVS = SV_inPVS;
|
|
import.inPVSIgnorePortals = SV_inPVSIgnorePortals;
|
|
|
|
import.SetConfigstring = SV_SetConfigstring;
|
|
import.GetConfigstring = SV_GetConfigstring;
|
|
|
|
import.SetUserinfo = SV_SetUserinfo;
|
|
import.GetUserinfo = SV_GetUserinfo;
|
|
|
|
import.GetServerinfo = SV_GetServerinfo;
|
|
|
|
import.cvar = Cvar_Get;
|
|
import.cvar_set = Cvar_Set;
|
|
import.Cvar_VariableIntegerValue = Cvar_VariableIntegerValue;
|
|
import.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
|
|
|
|
import.argc = Cmd_Argc;
|
|
import.argv = Cmd_Argv;
|
|
import.SendConsoleCommand = Cbuf_AddText;
|
|
|
|
import.FS_FOpenFile = FS_FOpenFileByMode;
|
|
import.FS_Read = FS_Read;
|
|
import.FS_Write = FS_Write;
|
|
import.FS_FCloseFile = FS_FCloseFile;
|
|
import.FS_ReadFile = FS_ReadFile;
|
|
import.FS_FreeFile = FS_FreeFile;
|
|
import.FS_GetFileList = FS_GetFileList;
|
|
|
|
import.AppendToSaveGame = SG_Append;
|
|
#if defined(_XBOX) || defined(__GNUC__)
|
|
import._ReadFromSaveGame = SG_Read;
|
|
import._ReadFromSaveGameOptional = SG_ReadOptional;
|
|
#else
|
|
import.ReadFromSaveGame = SG_Read;
|
|
import.ReadFromSaveGameOptional = SG_ReadOptional;
|
|
#endif
|
|
|
|
import.AdjustAreaPortalState = SV_AdjustAreaPortalState;
|
|
import.AreasConnected = CM_AreasConnected;
|
|
|
|
import.VoiceVolume = s_entityWavVol;
|
|
|
|
import.Malloc = G_ZMalloc_Helper;
|
|
import.Free = Z_Free;
|
|
import.bIsFromZone = Z_IsFromZone;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
import.G2API_AddBolt = G2API_AddBolt;
|
|
import.G2API_AttachEnt = G2API_AttachEnt;
|
|
import.G2API_AttachG2Model = G2API_AttachG2Model;
|
|
import.G2API_CollisionDetect = G2API_CollisionDetect;
|
|
import.G2API_DetachEnt = G2API_DetachEnt;
|
|
import.G2API_DetachG2Model = G2API_DetachG2Model;
|
|
import.G2API_GetAnimFileName = G2API_GetAnimFileName;
|
|
import.G2API_GetBoltMatrix = G2API_GetBoltMatrix;
|
|
import.G2API_GetBoneAnim = G2API_GetBoneAnim;
|
|
import.G2API_GetBoneAnimIndex = G2API_GetBoneAnimIndex;
|
|
import.G2API_AddSurface = G2API_AddSurface;
|
|
import.G2API_HaveWeGhoul2Models =G2API_HaveWeGhoul2Models;
|
|
#if defined(_XBOX) || defined(__GNUC__)
|
|
import._G2API_InitGhoul2Model = G2API_InitGhoul2Model;
|
|
import._G2API_SetBoneAngles = G2API_SetBoneAngles;
|
|
import._G2API_SetBoneAnglesMatrix = G2API_SetBoneAnglesMatrix;
|
|
import._G2API_SetBoneAnim = G2API_SetBoneAnim;
|
|
import._G2API_SetSkin = G2API_SetSkin;
|
|
import._G2API_CopyGhoul2Instance = G2API_CopyGhoul2Instance;
|
|
import._G2API_SetBoneAnglesIndex = G2API_SetBoneAnglesIndex;
|
|
import._G2API_SetBoneAnimIndex = G2API_SetBoneAnimIndex;
|
|
#else
|
|
import.G2API_InitGhoul2Model = G2API_InitGhoul2Model;
|
|
import.G2API_SetBoneAngles = G2API_SetBoneAngles;
|
|
import.G2API_SetBoneAnglesMatrix = G2API_SetBoneAnglesMatrix;
|
|
import.G2API_SetBoneAnim = G2API_SetBoneAnim;
|
|
import.G2API_SetSkin = G2API_SetSkin;
|
|
import.G2API_CopyGhoul2Instance = G2API_CopyGhoul2Instance;
|
|
import.G2API_SetBoneAnglesIndex = G2API_SetBoneAnglesIndex;
|
|
import.G2API_SetBoneAnimIndex = G2API_SetBoneAnimIndex;
|
|
#endif
|
|
import.G2API_IsPaused = G2API_IsPaused;
|
|
import.G2API_ListBones = G2API_ListBones;
|
|
import.G2API_ListSurfaces = G2API_ListSurfaces;
|
|
import.G2API_PauseBoneAnim = G2API_PauseBoneAnim;
|
|
import.G2API_PauseBoneAnimIndex = G2API_PauseBoneAnimIndex;
|
|
import.G2API_PrecacheGhoul2Model = G2API_PrecacheGhoul2Model;
|
|
import.G2API_RemoveBolt = G2API_RemoveBolt;
|
|
import.G2API_RemoveBone = G2API_RemoveBone;
|
|
import.G2API_RemoveGhoul2Model = G2API_RemoveGhoul2Model;
|
|
import.G2API_SetLodBias = G2API_SetLodBias;
|
|
import.G2API_SetRootSurface = G2API_SetRootSurface;
|
|
import.G2API_SetShader = G2API_SetShader;
|
|
import.G2API_SetSurfaceOnOff = G2API_SetSurfaceOnOff;
|
|
import.G2API_StopBoneAngles = G2API_StopBoneAngles;
|
|
import.G2API_StopBoneAnim = G2API_StopBoneAnim;
|
|
import.G2API_SetGhoul2ModelFlags = G2API_SetGhoul2ModelFlags;
|
|
import.G2API_AddBoltSurfNum = G2API_AddBoltSurfNum;
|
|
import.G2API_RemoveSurface = G2API_RemoveSurface;
|
|
import.G2API_GetAnimRange = G2API_GetAnimRange;
|
|
import.G2API_GetAnimRangeIndex = G2API_GetAnimRangeIndex;
|
|
import.G2API_GiveMeVectorFromMatrix = G2API_GiveMeVectorFromMatrix;
|
|
import.G2API_GetGhoul2ModelFlags = G2API_GetGhoul2ModelFlags;
|
|
import.G2API_CleanGhoul2Models = G2API_CleanGhoul2Models;
|
|
import.TheGhoul2InfoArray = TheGhoul2InfoArray;
|
|
import.G2API_GetParentSurface = G2API_GetParentSurface;
|
|
import.G2API_GetSurfaceIndex = G2API_GetSurfaceIndex;
|
|
import.G2API_GetSurfaceName = G2API_GetSurfaceName;
|
|
import.G2API_GetGLAName = G2API_GetGLAName;
|
|
import.G2API_SetNewOrigin = G2API_SetNewOrigin;
|
|
import.G2API_GetBoneIndex = G2API_GetBoneIndex;
|
|
import.G2API_StopBoneAnglesIndex = G2API_StopBoneAnglesIndex;
|
|
import.G2API_StopBoneAnimIndex = G2API_StopBoneAnimIndex;
|
|
import.G2API_SetBoneAnglesMatrixIndex = G2API_SetBoneAnglesMatrixIndex;
|
|
import.G2API_SetAnimIndex = G2API_SetAnimIndex;
|
|
import.G2API_GetAnimIndex = G2API_GetAnimIndex;
|
|
|
|
import.G2API_SaveGhoul2Models = G2API_SaveGhoul2Models;
|
|
import.G2API_LoadGhoul2Models = G2API_LoadGhoul2Models;
|
|
import.G2API_LoadSaveCodeDestructGhoul2Info = G2API_LoadSaveCodeDestructGhoul2Info;
|
|
import.G2API_GetAnimFileNameIndex = G2API_GetAnimFileNameIndex;
|
|
import.G2API_GetAnimFileInternalNameIndex = G2API_GetAnimFileInternalNameIndex;
|
|
import.G2API_GetSurfaceRenderStatus = G2API_GetSurfaceRenderStatus;
|
|
|
|
//rww - RAGDOLL_BEGIN
|
|
import.G2API_SetRagDoll = G2API_SetRagDoll;
|
|
import.G2API_AnimateG2Models = G2API_AnimateG2Models;
|
|
|
|
import.G2API_RagPCJConstraint = G2API_RagPCJConstraint;
|
|
import.G2API_RagPCJGradientSpeed = G2API_RagPCJGradientSpeed;
|
|
import.G2API_RagEffectorGoal = G2API_RagEffectorGoal;
|
|
import.G2API_GetRagBonePos = G2API_GetRagBonePos;
|
|
import.G2API_RagEffectorKick = G2API_RagEffectorKick;
|
|
import.G2API_RagForceSolve = G2API_RagForceSolve;
|
|
|
|
import.G2API_SetBoneIKState = G2API_SetBoneIKState;
|
|
import.G2API_IKMove = G2API_IKMove;
|
|
//rww - RAGDOLL_END
|
|
|
|
import.G2API_AddSkinGore = G2API_AddSkinGore;
|
|
import.G2API_ClearSkinGore = G2API_ClearSkinGore;
|
|
|
|
#ifndef _XBOX
|
|
import.RMG_Init = RMG_Init;
|
|
import.CM_RegisterTerrain = InterfaceCM_RegisterTerrain;
|
|
#endif
|
|
import.SetActiveSubBSP = SV_SetActiveSubBSP;
|
|
|
|
import.RE_RegisterSkin = RE_RegisterSkin;
|
|
import.RE_GetAnimationCFG = RE_GetAnimationCFG;
|
|
|
|
|
|
import.WE_GetWindVector = R_GetWindVector;
|
|
import.WE_GetWindGusting = R_GetWindGusting;
|
|
import.WE_IsOutside = R_IsOutside;
|
|
import.WE_IsOutsideCausingPain = R_IsOutsideCausingPain;
|
|
import.WE_GetChanceOfSaberFizz = R_GetChanceOfSaberFizz;
|
|
import.WE_IsShaking = R_IsShaking;
|
|
import.WE_AddWeatherZone = R_AddWeatherZone;
|
|
import.WE_SetTempGlobalFogColor = R_SetTempGlobalFogColor;
|
|
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
ge = (game_export_t *)Sys_GetGameAPI (&import);
|
|
|
|
if (!ge)
|
|
Com_Error (ERR_DROP, "failed to load game DLL");
|
|
|
|
//hook up the client while we're here
|
|
#ifdef _XBOX
|
|
VM_Create("cl");
|
|
#else
|
|
if (!VM_Create("cl"))
|
|
Com_Error (ERR_DROP, "failed to attach to the client DLL");
|
|
#endif
|
|
|
|
if (ge->apiversion != GAME_API_VERSION)
|
|
Com_Error (ERR_DROP, "game is version %i, not %i", ge->apiversion,
|
|
GAME_API_VERSION);
|
|
|
|
sv.entityParsePoint = CM_EntityString();
|
|
|
|
// use the current msec count for a random seed
|
|
Z_TagFree(TAG_G_ALLOC);
|
|
ge->Init( sv_mapname->string, sv_spawntarget->string, sv_mapChecksum->integer, CM_EntityString(), sv.time, com_frameTime, Com_Milliseconds(), eSavedGameJustLoaded, qbLoadTransition );
|
|
|
|
// clear all gentity pointers that might still be set from
|
|
// a previous level
|
|
for ( i = 0 ; i < 1 ; i++ ) {
|
|
svs.clients[i].gentity = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
====================
|
|
SV_GameCommand
|
|
|
|
See if the current console command is claimed by the game
|
|
====================
|
|
*/
|
|
qboolean SV_GameCommand( void ) {
|
|
if ( sv.state != SS_GAME ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return ge->ConsoleCommand();
|
|
}
|
|
|