mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-14 00:40:32 +00:00
646 lines
18 KiB
C++
646 lines
18 KiB
C++
// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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// this file is only included when building a dll
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#ifdef _IMMERSION
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#include "../ff/ff.h"
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#else
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///////////////////// this is a bit kludgy, but it only gives access to one
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// enum table because of the #define. May get changed.
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#define CGAME_ONLY
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#include "../client/fffx.h"
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//
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/////////////////////
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#endif // _IMMERSION
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//prototypes
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extern void CG_PreInit();
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static int (*syscall)( int arg, ... ) = (int (*)( int, ...))-1;
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#ifdef _XBOX
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void cg_dllEntry( int (*syscallptr)( int arg,... ) ) {
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#else
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void dllEntry( int (*syscallptr)( int arg,... ) ) {
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#endif
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syscall = syscallptr;
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CG_PreInit();
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}
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inline int PASSFLOAT( float x ) {
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float floatTemp;
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floatTemp = x;
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return *(int *)&floatTemp;
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}
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void cgi_Printf( const char *fmt ) {
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syscall( CG_PRINT, fmt );
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}
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void cgi_Error( const char *fmt ) {
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syscall( CG_ERROR, fmt );
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}
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int cgi_Milliseconds( void ) {
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return syscall( CG_MILLISECONDS );
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}
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void cgi_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) {
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syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags );
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}
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void cgi_Cvar_Update( vmCvar_t *vmCvar ) {
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syscall( CG_CVAR_UPDATE, vmCvar );
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}
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void cgi_Cvar_Set( const char *var_name, const char *value ) {
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syscall( CG_CVAR_SET, var_name, value );
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}
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int cgi_Argc( void ) {
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return syscall( CG_ARGC );
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}
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void cgi_Argv( int n, char *buffer, int bufferLength ) {
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syscall( CG_ARGV, n, buffer, bufferLength );
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}
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void cgi_Args( char *buffer, int bufferLength ) {
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syscall( CG_ARGS, buffer, bufferLength );
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}
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int cgi_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) {
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return syscall( CG_FS_FOPENFILE, qpath, f, mode );
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}
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int cgi_FS_Read( void *buffer, int len, fileHandle_t f ) {
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return syscall( CG_FS_READ, buffer, len, f );
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}
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int cgi_FS_Write( const void *buffer, int len, fileHandle_t f ) {
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return syscall( CG_FS_WRITE, buffer, len, f );
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}
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void cgi_FS_FCloseFile( fileHandle_t f ) {
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syscall( CG_FS_FCLOSEFILE, f );
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}
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void cgi_SendConsoleCommand( const char *text ) {
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syscall( CG_SENDCONSOLECOMMAND, text );
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}
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void cgi_AddCommand( const char *cmdName ) {
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syscall( CG_ADDCOMMAND, cmdName );
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}
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void cgi_SendClientCommand( const char *s ) {
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syscall( CG_SENDCLIENTCOMMAND, s );
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}
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void cgi_UpdateScreen( void ) {
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syscall( CG_UPDATESCREEN );
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}
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//RMG BEGIN
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void cgi_RMG_Init(int terrainID, const char *terrainInfo)
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{
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syscall( CG_RMG_INIT, terrainID, terrainInfo);
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}
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int cgi_CM_RegisterTerrain(const char *terrainInfo)
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{
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return syscall( CG_CM_REGISTER_TERRAIN, terrainInfo);
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}
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void cgi_RE_InitRendererTerrain( const char *terrainInfo )
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{
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syscall(CG_RE_INIT_RENDERER_TERRAIN, terrainInfo);
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}
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//RMG END
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void cgi_CM_LoadMap( const char *mapname, qboolean subBSP ) {
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syscall( CG_CM_LOADMAP, mapname, subBSP );
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}
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int cgi_CM_NumInlineModels( void ) {
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return syscall( CG_CM_NUMINLINEMODELS );
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}
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clipHandle_t cgi_CM_InlineModel( int index ) {
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return syscall( CG_CM_INLINEMODEL, index );
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}
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clipHandle_t cgi_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) {//, const int contents ) {
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return syscall( CG_CM_TEMPBOXMODEL, mins, maxs );//, contents );
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}
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int cgi_CM_PointContents( const vec3_t p, clipHandle_t model ) {
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return syscall( CG_CM_POINTCONTENTS, p, model );
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}
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int cgi_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) {
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return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles );
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}
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void cgi_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask ) {
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syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask );
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}
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void cgi_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask,
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const vec3_t origin, const vec3_t angles ) {
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syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles );
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}
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int cgi_CM_MarkFragments( int numPoints, const vec3_t *points,
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const vec3_t projection,
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int maxPoints, vec3_t pointBuffer,
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int maxFragments, markFragment_t *fragmentBuffer ) {
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return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer );
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}
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void cgi_CM_SnapPVS(vec3_t origin,byte *buffer)
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{
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syscall(CG_CM_SNAPPVS,origin,buffer);
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}
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void cgi_S_StopSounds( void )
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{
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syscall( CG_S_STOPSOUNDS);
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}
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void cgi_S_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) {
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syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx );
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}
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void cgi_AS_ParseSets( void ) {
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syscall( CG_AS_PARSESETS );
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}
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void cgi_AS_AddPrecacheEntry( const char *name ) {
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syscall( CG_AS_ADDENTRY, name );
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}
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void cgi_S_UpdateAmbientSet( const char *name, vec3_t origin ) {
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syscall( CG_S_UPDATEAMBIENTSET, name, origin );
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}
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int cgi_S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time ) {
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return syscall( CG_S_ADDLOCALSET, name, listener_origin, origin, entID, time );
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}
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sfxHandle_t cgi_AS_GetBModelSound( const char *name, int stage ) {
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return syscall( CG_AS_GETBMODELSOUND, name, stage );
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}
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void cgi_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) {
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syscall( CG_S_STARTLOCALSOUND, sfx, channelNum );
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}
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void cgi_S_ClearLoopingSounds( void ) {
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syscall( CG_S_CLEARLOOPINGSOUNDS );
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}
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void cgi_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, soundChannel_t chan ) {
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syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx, chan );
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}
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void cgi_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) {
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syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin );
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}
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void cgi_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], qboolean inwater ) {
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syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater );
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}
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sfxHandle_t cgi_S_RegisterSound( const char *sample ) {
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return syscall( CG_S_REGISTERSOUND, sample );
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}
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void cgi_S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bForceStart ) {
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syscall( CG_S_STARTBACKGROUNDTRACK, intro, loop, bForceStart );
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}
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float cgi_S_GetSampleLength( sfxHandle_t sfx ) {
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return syscall( CG_S_GETSAMPLELENGTH, sfx);
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}
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#ifdef _IMMERSION
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void cgi_FF_Start( ffHandle_t ff, int clientNum ){
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syscall( CG_FF_START, ff, clientNum );
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}
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void cgi_FF_Stop( ffHandle_t ff, int clientNum ){
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syscall( CG_FF_STOP, ff, clientNum );
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}
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void cgi_FF_StopAll( void ){
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syscall( CG_FF_STOPALL );
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}
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void cgi_FF_Shake( int intensity, int duration ){
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syscall( CG_FF_SHAKE, intensity, duration );
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}
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ffHandle_t cgi_FF_Register( const char *name, int channel ){
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return syscall( CG_FF_REGISTER, name, channel );
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}
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void cgi_FF_AddLoopingForce( ffHandle_t handle, int entNum ){
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syscall( CG_FF_ADDLOOPINGFORCE, handle, entNum );
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}
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#else
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void cgi_FF_StartFX( int iFX ){
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syscall( CG_FF_STARTFX, iFX );
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}
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void cgi_FF_EnsureFX( int iFX ){
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syscall( CG_FF_ENSUREFX, iFX );
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}
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void cgi_FF_StopFX( int iFX ){
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syscall( CG_FF_STOPFX, iFX );
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}
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void cgi_FF_StopAllFX( void ){
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syscall( CG_FF_STOPALLFX );
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}
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#endif // _IMMERSION
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#ifdef _XBOX
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void cgi_FF_Xbox_Shake( float intensity, int duration ){
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syscall( CG_FF_XBOX_SHAKE, PASSFLOAT(intensity), duration );
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}
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void cgi_FF_Xbox_Damage( int damage, float xpos ) {
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syscall( CG_FF_XBOX_DAMAGE, damage, PASSFLOAT(xpos) );
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}
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#endif
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void cgi_R_LoadWorldMap( const char *mapname ) {
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syscall( CG_R_LOADWORLDMAP, mapname );
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}
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qhandle_t cgi_R_RegisterModel( const char *name ) {
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return syscall( CG_R_REGISTERMODEL, name );
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}
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qhandle_t cgi_R_RegisterSkin( const char *name ) {
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return syscall( CG_R_REGISTERSKIN, name );
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}
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qhandle_t cgi_R_RegisterShader( const char *name ) {
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qhandle_t hShader = syscall( CG_R_REGISTERSHADER, name );
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assert (hShader);
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return hShader;
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}
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qhandle_t cgi_R_RegisterShaderNoMip( const char *name ) {
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return syscall( CG_R_REGISTERSHADERNOMIP, name );
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}
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qhandle_t cgi_R_RegisterFont( const char *name ) {
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return syscall( CG_R_REGISTERFONT, name );
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}
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int cgi_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale /*= 1.0f*/) {
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return syscall( CG_R_FONTSTRLENPIXELS, text, iFontIndex, PASSFLOAT(scale) ) ;
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}
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int cgi_R_Font_StrLenChars(const char *text) {
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return syscall( CG_R_FONTSTRLENCHARS, text ) ;
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}
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int cgi_R_Font_HeightPixels(const int iFontIndex, const float scale /*= 1.0f*/) {
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return syscall( CG_R_FONTHEIGHTPIXELS, iFontIndex, PASSFLOAT(scale) );
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}
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qboolean cgi_Language_IsAsian( void )
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{
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return syscall( CG_LANGUAGE_ISASIAN );
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}
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qboolean cgi_Language_UsesSpaces(void)
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{
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return syscall( CG_LANGUAGE_USESSPACES );
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}
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unsigned int cgi_AnyLanguage_ReadCharFromString( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation /* = NULL */ )
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{
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return syscall( CG_ANYLANGUAGE_READFROMSTRING, psText, piAdvanceCount, pbIsTrailingPunctuation );
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}
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void cgi_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale /*= 1.0f*/) {
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syscall (CG_R_FONTDRAWSTRING, ox, oy, text, rgba, setIndex, iMaxPixelWidth, PASSFLOAT(scale) );
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}
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//set some properties for the draw layer for my refractive effect (here primarily for mod authors) -rww
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void cgi_R_SetRefractProp(float alpha, float stretch, qboolean prepost, qboolean negate)
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{
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syscall(CG_R_SETREFRACTIONPROP, PASSFLOAT(alpha), PASSFLOAT(stretch), prepost, negate);
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}
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void cgi_R_ClearScene( void ) {
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syscall( CG_R_CLEARSCENE );
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}
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void cgi_R_AddRefEntityToScene( const refEntity_t *re ) {
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syscall( CG_R_ADDREFENTITYTOSCENE, re );
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}
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qboolean cgi_R_inPVS( vec3_t p1, vec3_t p2 )
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{
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return syscall( CG_R_INPVS, p1, p2 );
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}
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void cgi_R_GetLighting( const vec3_t origin, vec3_t ambientLight, vec3_t directedLight, vec3_t ligthDir ) {
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syscall( CG_R_GETLIGHTING, origin, ambientLight, directedLight, ligthDir );
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}
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void cgi_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) {
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syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts );
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}
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void cgi_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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syscall( CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) );
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}
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void cgi_R_RenderScene( const refdef_t *fd ) {
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syscall( CG_R_RENDERSCENE, fd );
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}
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void cgi_R_SetColor( const float *rgba ) {
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syscall( CG_R_SETCOLOR, rgba );
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}
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void cgi_R_DrawStretchPic( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader ) {
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syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader );
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}
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//void cgi_R_DrawScreenShot( float x, float y, float w, float h){
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// syscall( CG_R_DRAWSCREENSHOT, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h) );
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//}
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void cgi_R_ModelBounds( qhandle_t model, vec3_t mins, vec3_t maxs ) {
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syscall( CG_R_MODELBOUNDS, model, mins, maxs );
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}
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void cgi_R_LerpTag( orientation_t *tag, qhandle_t mod, int startFrame, int endFrame,
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float frac, const char *tagName ) {
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syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName );
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}
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void cgi_R_DrawRotatePic( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2,float a, qhandle_t hShader )
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{
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syscall( CG_R_DRAWROTATEPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), PASSFLOAT(a), hShader );
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}
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void cgi_R_DrawRotatePic2( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2,float a, qhandle_t hShader )
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{
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syscall( CG_R_DRAWROTATEPIC2, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), PASSFLOAT(a), hShader );
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}
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//linear fogging, with settable range -rww
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void cgi_R_SetRangeFog(float range)
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{
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syscall(CG_R_SETRANGEFOG, PASSFLOAT(range));
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}
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void cgi_R_LAGoggles( void )
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{
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syscall( CG_R_LA_GOGGLES );
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}
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void cgi_R_Scissor( float x, float y, float w, float h)
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{
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syscall( CG_R_SCISSOR, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h));
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}
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void cgi_GetGlconfig( glconfig_t *glconfig ) {
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syscall( CG_GETGLCONFIG, glconfig );
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}
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void cgi_GetGameState( gameState_t *gamestate ) {
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syscall( CG_GETGAMESTATE, gamestate );
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}
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void cgi_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
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syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime );
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}
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qboolean cgi_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
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return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot );
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}
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qboolean cgi_GetDefaultState(int entityIndex, entityState_t *state )
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{
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return syscall( CG_GETDEFAULTSTATE, entityIndex, state );
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}
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qboolean cgi_GetServerCommand( int serverCommandNumber ) {
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return syscall( CG_GETSERVERCOMMAND, serverCommandNumber );
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}
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int cgi_GetCurrentCmdNumber( void ) {
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return syscall( CG_GETCURRENTCMDNUMBER );
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}
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qboolean cgi_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
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return syscall( CG_GETUSERCMD, cmdNumber, ucmd );
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}
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void cgi_SetUserCmdValue( int stateValue, float sensitivityScale, float mPitchOverride, float mYawOverride ) {
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syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale), PASSFLOAT(mPitchOverride), PASSFLOAT(mYawOverride) );
|
|
}
|
|
|
|
void cgi_SetUserCmdAngles( float pitchOverride, float yawOverride, float rollOverride ) {
|
|
syscall( CG_SETUSERCMDANGLES, PASSFLOAT(pitchOverride), PASSFLOAT(yawOverride), PASSFLOAT(rollOverride) );
|
|
}
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// CG Specific API calls
|
|
void trap_G2_SetGhoul2ModelIndexes(CGhoul2Info_v &ghoul2, qhandle_t *modelList, qhandle_t *skinList)
|
|
{
|
|
syscall( CG_G2_SETMODELS, &ghoul2, modelList, skinList);
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
void trap_Com_SetOrgAngles(vec3_t org,vec3_t angles)
|
|
{
|
|
syscall(COM_SETORGANGLES,org,angles);
|
|
}
|
|
|
|
void trap_R_GetLightStyle(int style, color4ub_t color)
|
|
{
|
|
syscall(CG_R_GET_LIGHT_STYLE, style, color);
|
|
}
|
|
|
|
void trap_R_SetLightStyle(int style, int color)
|
|
{
|
|
syscall(CG_R_SET_LIGHT_STYLE, style, color);
|
|
}
|
|
|
|
void cgi_R_GetBModelVerts(int bmodelIndex, vec3_t *verts, vec3_t normal )
|
|
{
|
|
syscall( CG_R_GET_BMODEL_VERTS, bmodelIndex, verts, normal );
|
|
}
|
|
|
|
void cgi_R_WorldEffectCommand( const char *command )
|
|
{
|
|
syscall( CG_R_WORLD_EFFECT_COMMAND, command );
|
|
}
|
|
|
|
// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate)
|
|
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */) {
|
|
return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits, psAudioFile);
|
|
}
|
|
|
|
// stops playing the cinematic and ends it. should always return FMV_EOF
|
|
// cinematics must be stopped in reverse order of when they are started
|
|
e_status trap_CIN_StopCinematic(int handle) {
|
|
return (e_status) syscall(CG_CIN_STOPCINEMATIC, handle);
|
|
}
|
|
|
|
|
|
// will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached.
|
|
e_status trap_CIN_RunCinematic (int handle) {
|
|
return (e_status) syscall(CG_CIN_RUNCINEMATIC, handle);
|
|
}
|
|
|
|
|
|
// draws the current frame
|
|
void trap_CIN_DrawCinematic (int handle) {
|
|
syscall(CG_CIN_DRAWCINEMATIC, handle);
|
|
}
|
|
|
|
|
|
// allows you to resize the animation dynamically
|
|
void trap_CIN_SetExtents (int handle, int x, int y, int w, int h) {
|
|
syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h);
|
|
}
|
|
|
|
void *cgi_Z_Malloc( int size, int tag )
|
|
{
|
|
return (void *)syscall(CG_Z_MALLOC,size,tag);
|
|
}
|
|
|
|
void cgi_Z_Free( void *ptr )
|
|
{
|
|
syscall(CG_Z_FREE,ptr);
|
|
}
|
|
|
|
void cgi_UI_SetActive_Menu(char *name)
|
|
{
|
|
syscall(CG_UI_SETACTIVE_MENU,name);
|
|
}
|
|
|
|
void cgi_UI_Menu_OpenByName(char *buf)
|
|
{
|
|
syscall(CG_UI_MENU_OPENBYNAME,buf);
|
|
}
|
|
|
|
void cgi_UI_Menu_Reset(void)
|
|
{
|
|
syscall(CG_UI_MENU_RESET);
|
|
}
|
|
|
|
void cgi_UI_Menu_New(char *buf)
|
|
{
|
|
syscall(CG_UI_MENU_NEW,buf);
|
|
}
|
|
|
|
void cgi_UI_Parse_Int(int *value)
|
|
{
|
|
syscall(CG_UI_PARSE_INT,value);
|
|
}
|
|
|
|
void cgi_UI_Parse_String(char *buf)
|
|
{
|
|
syscall(CG_UI_PARSE_STRING,buf);
|
|
}
|
|
|
|
void cgi_UI_Parse_Float(float *value)
|
|
{
|
|
syscall(CG_UI_PARSE_FLOAT,value);
|
|
}
|
|
|
|
int cgi_UI_StartParseSession(char *menuFile,char **buf)
|
|
{
|
|
return(int) syscall(CG_UI_STARTPARSESESSION,menuFile,buf);
|
|
}
|
|
|
|
void cgi_UI_EndParseSession(char *buf)
|
|
{
|
|
syscall(CG_UI_ENDPARSESESSION,buf);
|
|
}
|
|
|
|
void cgi_UI_ParseExt(char **token)
|
|
{
|
|
syscall(CG_UI_PARSEEXT,token);
|
|
}
|
|
|
|
void cgi_UI_MenuCloseAll(void)
|
|
{
|
|
syscall(CG_UI_MENUCLOSE_ALL);
|
|
}
|
|
|
|
void cgi_UI_MenuPaintAll(void)
|
|
{
|
|
syscall(CG_UI_MENUPAINT_ALL);
|
|
}
|
|
|
|
void cgi_UI_String_Init(void)
|
|
{
|
|
syscall(CG_UI_STRING_INIT);
|
|
}
|
|
|
|
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y,int *w,int *h)
|
|
{
|
|
return(int) syscall(CG_UI_GETMENUINFO,menuFile,x,y,w,h);
|
|
}
|
|
|
|
int cgi_UI_GetMenuItemInfo(const char *menuFile,const char *itemName, int *x,int *y,int *w,int *h,vec4_t color,qhandle_t *background)
|
|
{
|
|
return(int) syscall(CG_UI_GETITEMINFO,menuFile,itemName,x,y,w,h,color,background);
|
|
}
|
|
|
|
int cgi_UI_GetItemText(char *menuFile,char *itemName, char* text)
|
|
{
|
|
return(int) syscall(CG_UI_GETITEMTEXT,menuFile,itemName,text);
|
|
}
|
|
|
|
int cgi_SP_GetStringTextString(const char *text, char *buffer, int bufferLength)
|
|
{
|
|
return syscall( CG_SP_GETSTRINGTEXTSTRING, text, buffer, bufferLength );
|
|
}
|
|
|
|
int cgi_EndGame(void)
|
|
{
|
|
return syscall( CG_SENDCONSOLECOMMAND, "cam_disable; disconnect\n" );//; cinematic outcast
|
|
}
|