q3rally/engine/code/game/bg_misc.c

2005 lines
43 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
This file is part of q3rally source code.
q3rally source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
q3rally source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_misc.c -- both games misc functions, all completely stateless
#include "../qcommon/q_shared.h"
#include "bg_public.h"
/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
If an item is the target of another entity, it will not spawn in until fired.
An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
"notfree" if set to 1, don't spawn in free for all games
"notteam" if set to 1, don't spawn in team games
"notsingle" if set to 1, don't spawn in single player games
"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
"random" random number of plus or minus seconds varied from the respawn time
"count" override quantity or duration on most items.
*/
gitem_t bg_itemlist[] =
{
{
NULL,
NULL,
{ NULL,
NULL,
0, 0} ,
/* icon */ NULL,
/* pickup */ NULL,
0,
0,
0,
/* precache */ "",
/* sounds */ ""
}, // leave index 0 alone
//
// ARMOR
//
/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
// STONELANCE
// "item_armor_shard",
"item_armor_green",
// END
"sound/misc/ar1_pkup.wav",
// STONELANCE
// { "models/powerups/armor/shard.md3",
// "models/powerups/armor/shard_sphere.md3",
{ "models/powerups/armor/greenshard.md3",
0,
// END
0, 0} ,
// STONELANCE
// "icons/iconr_shard", // icon
// "Armor Shard", // pickup
// 5,
"icons/shardg", // icon
"Green Armor", // pickup
25,
// END
IT_ARMOR,
0,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
// STONELANCE
// "item_armor_combat",
"item_armor_yellow",
// END
"sound/misc/ar2_pkup.wav",
// STONELANCE
// { "models/powerups/armor/armor_yel.md3",
{ "models/powerups/armor/yellowshard.md3",
// END
0, 0, 0},
// STONELANCE
// "icons/iconr_yellow", // icon
// "Armor", // pickup
"icons/shardy", // icon
"Yellow Armor", // pickup
// END
50,
IT_ARMOR,
0,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
// STONELANCE
// "item_armor_body",
"item_armor_red",
// END
"sound/misc/ar2_pkup.wav",
// STONELANCE
// { "models/powerups/armor/armor_red.md3",
{ "models/powerups/armor/redshard.md3",
// END
0, 0, 0},
// STONELANCE
// "icons/iconr_red", // icon
// "Heavy Armor", // pickup
"icons/shardr", // icon
"Red Armor", // pickup
// END
100,
IT_ARMOR,
0,
/* precache */ "",
/* sounds */ ""
},
//
// health
//
/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"item_health_small",
"sound/items/s_health.wav",
{ "models/powerups/health/small_cross.md3",
"models/powerups/health/small_sphere.md3",
0, 0 },
/* icon */ "icons/iconh_green",
/* pickup */ "5 Health",
5,
IT_HEALTH,
0,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"item_health",
"sound/items/n_health.wav",
{ "models/powerups/health/medium_cross.md3",
"models/powerups/health/medium_sphere.md3",
0, 0 },
/* icon */ "icons/iconh_yellow",
/* pickup */ "25 Health",
25,
IT_HEALTH,
0,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"item_health_large",
"sound/items/l_health.wav",
{ "models/powerups/health/large_cross.md3",
"models/powerups/health/large_sphere.md3",
0, 0 },
/* icon */ "icons/iconh_red",
/* pickup */ "50 Health",
50,
IT_HEALTH,
0,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"item_health_mega",
"sound/items/m_health.wav",
{ "models/powerups/health/mega_cross.md3",
"models/powerups/health/mega_sphere.md3",
0, 0 },
/* icon */ "icons/iconh_mega",
/* pickup */ "Mega Health",
100,
IT_HEALTH,
0,
/* precache */ "",
/* sounds */ ""
},
//
// WEAPONS
//
/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_gauntlet",
"sound/misc/w_pkup.wav",
{ "models/weapons2/gauntlet/gauntlet.md3",
0, 0, 0},
/* icon */ "icons/iconw_gauntlet",
/* pickup */ "Gauntlet",
0,
IT_WEAPON,
WP_GAUNTLET,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_shotgun",
"sound/misc/w_pkup.wav",
{ "models/weapons2/shotgun/shotgun.md3",
0, 0, 0},
/* icon */ "icons/iconw_shotgun",
/* pickup */ "Shotgun",
10,
IT_WEAPON,
WP_SHOTGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_machinegun",
"sound/misc/w_pkup.wav",
{ "models/weapons2/machinegun/machinegun.md3",
0, 0, 0},
/* icon */ "icons/iconw_machinegun",
/* pickup */ "Machinegun",
40,
IT_WEAPON,
WP_MACHINEGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_grenadelauncher",
"sound/misc/w_pkup.wav",
{ "models/weapons2/grenadel/grenadel.md3",
0, 0, 0},
/* icon */ "icons/iconw_grenade",
/* pickup */ "Grenade Launcher",
10,
IT_WEAPON,
WP_GRENADE_LAUNCHER,
/* precache */ "",
/* sounds */ "sound/weapons/grenade/hgrenb1a.wav sound/weapons/grenade/hgrenb2a.wav"
},
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_rocketlauncher",
"sound/misc/w_pkup.wav",
{ "models/weapons2/rocketl/rocketl.md3",
0, 0, 0},
/* icon */ "icons/iconw_rocket",
/* pickup */ "Rocket Launcher",
10,
IT_WEAPON,
WP_ROCKET_LAUNCHER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_lightning",
"sound/misc/w_pkup.wav",
{ "models/weapons2/lightning/lightning.md3",
0, 0, 0},
/* icon */ "icons/iconw_lightning",
/* pickup */ "Lightning Gun",
100,
IT_WEAPON,
WP_LIGHTNING,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_railgun",
"sound/misc/w_pkup.wav",
{ "models/weapons2/railgun/railgun.md3",
0, 0, 0},
/* icon */ "icons/iconw_railgun",
/* pickup */ "Railgun",
10,
IT_WEAPON,
WP_RAILGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_plasmagun",
"sound/misc/w_pkup.wav",
{ "models/weapons2/plasma/plasma.md3",
0, 0, 0},
/* icon */ "icons/iconw_plasma",
/* pickup */ "Plasma Gun",
50,
IT_WEAPON,
WP_PLASMAGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_bfg",
"sound/misc/w_pkup.wav",
{ "models/weapons2/bfg/bfg.md3",
0, 0, 0},
/* icon */ "icons/iconw_bfg",
/* pickup */ "BFG10K",
20,
IT_WEAPON,
WP_BFG,
/* precache */ "",
/* sounds */ ""
},
//Q3Rally Code Start
/*QUAKED weapon_flamethrower (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_flamethrower",
"sound/misc/w_pkup.wav",
{ "models/weapons2/flamethrower/flamethrower.md3",
0, 0, 0},
/* icon */ "icons/iconw_flame",
/* pickup */ "Flame Thrower",
20,
IT_WEAPON,
WP_FLAME_THROWER,
/* precache */ "",
/* sounds */ ""
},
//Q3Rally Code END
/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
// STONELANCE
/*
{
"weapon_grapplinghook",
"sound/misc/w_pkup.wav",
{ "models/weapons2/grapple/grapple.md3",
0, 0, 0},
"icons/iconw_grapple", // icon
"Grappling Hook", // pickup
0,
IT_WEAPON,
WP_GRAPPLING_HOOK,
"", // precache
"" // sounds
},
*/
// END
// STONELANCE
// rally_weapon_smoke
{
"rally_weapon_smoke",
"sound/misc/w_pkup.wav",
{ "models/rearfire/rf_smoke.md3",
0, 0, 0},
"icons/rf_smoke", // icon
"Rearfire Smoke Screen", // pickup
15,
IT_RFWEAPON,
RWP_SMOKE,
"", // precache
"" // sounds
},
// rally_weapon_oil
{
"rally_weapon_oil",
"sound/misc/w_pkup.wav",
{ "models/rearfire/rf_oil.md3",
0, 0, 0},
"icons/rf_oil", // icon
"Rearfire Oil Slick", // pickup
15,
IT_RFWEAPON,
RWP_OIL,
"", // precache
"" // sounds
},
// rally_weapon_mine
{
"rally_weapon_mine",
"sound/misc/w_pkup.wav",
{ "models/rearfire/rf_mines.md3",
0, 0, 0},
"icons/rf_mine", // icon
"Rearfire Mine", // pickup
5,
IT_RFWEAPON,
RWP_MINE,
"", // precache
"sound/weapons/grenade/hgrenb1a.wav sound/weapons/grenade/hgrenb2a.wav" // sounds
},
// rally_weapon_flame
{
"rally_weapon_flame",
"sound/misc/w_pkup.wav",
{ "models/rearfire/rf_flame.md3",
0, 0, 0},
"icons/rf_flame", // icon
"Rearfire Flame Trail", // pickup
15,
IT_RFWEAPON,
RWP_FLAME,
"", // precache
"" // sounds
},
// rally_weapon_bio
{
"rally_weapon_bio",
"sound/misc/w_pkup.wav",
{ "models/rearfire/rf_bio.md3",
0, 0, 0},
"icons/rf_bio", // icon
"Rearfire Bio Sludge", // pickup
15,
IT_RFWEAPON,
RWP_BIO,
"", // precache
"" // sounds
},
// END
//
// AMMO ITEMS
//
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_shells",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/shotgunam.md3",
0, 0, 0},
/* icon */ "icons/icona_shotgun",
/* pickup */ "Shells",
10,
IT_AMMO,
WP_SHOTGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_bullets",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/machinegunam.md3",
0, 0, 0},
/* icon */ "icons/icona_machinegun",
/* pickup */ "Bullets",
50,
IT_AMMO,
WP_MACHINEGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_grenades",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/grenadeam.md3",
0, 0, 0},
/* icon */ "icons/icona_grenade",
/* pickup */ "Grenades",
5,
IT_AMMO,
WP_GRENADE_LAUNCHER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_cells",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/plasmaam.md3",
0, 0, 0},
/* icon */ "icons/icona_plasma",
/* pickup */ "Cells",
30,
IT_AMMO,
WP_PLASMAGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_lightning",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/lightningam.md3",
0, 0, 0},
/* icon */ "icons/icona_lightning",
/* pickup */ "Lightning",
60,
IT_AMMO,
WP_LIGHTNING,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_rockets",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/rocketam.md3",
0, 0, 0},
/* icon */ "icons/icona_rocket",
/* pickup */ "Rockets",
5,
IT_AMMO,
WP_ROCKET_LAUNCHER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_slugs",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/railgunam.md3",
0, 0, 0},
/* icon */ "icons/icona_railgun",
/* pickup */ "Slugs",
10,
IT_AMMO,
WP_RAILGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_bfg",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/bfgam.md3",
0, 0, 0},
/* icon */ "icons/icona_bfg",
/* pickup */ "Bfg Ammo",
15,
IT_AMMO,
WP_BFG,
/* precache */ "",
/* sounds */ ""
},
//Q3Rally Code Start
/*QUAKED ammo_flame (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_flame",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/bfgam.md3",
0, 0, 0},
/* icon */ "icons/icona_flame",
/* pickup */ "Flame Ammo",
50,
IT_AMMO,
WP_FLAME_THROWER,
/* precache */ "",
/* sounds */ ""
},
//Q3Rally Code END
//
// HOLDABLE ITEMS
//
/*QUAKED holdable_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"holdable_teleporter",
"sound/items/holdable.wav",
{ "models/powerups/holdable/teleporter.md3",
0, 0, 0},
/* icon */ "icons/teleporter",
/* pickup */ "Personal Teleporter",
60,
IT_HOLDABLE,
HI_TELEPORTER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"holdable_medkit",
"sound/items/holdable.wav",
{
"models/powerups/holdable/medkit.md3",
"models/powerups/holdable/medkit_sphere.md3",
0, 0},
/* icon */ "icons/medkit",
/* pickup */ "Medkit",
60,
IT_HOLDABLE,
HI_MEDKIT,
/* precache */ "",
/* sounds */ "sound/items/use_medkit.wav"
},
// STONELANCE
// rally_item_turbo
{
"rally_item_turbo",
"sound/items/turbo.wav",
{ "models/powerups/turbo/turbo.md3",
"models/powerups/turbo/turbogear.md3",
0, 0 },
"icons/turbo", // icons
"Turbo", // pickup
5,
IT_POWERUP,
PW_TURBO,
"", // precache
"" // sounds
},
// END
//
// POWERUP ITEMS
//
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
// STONELANCE
// "item_quad",
"rally_item_quad",
// END
"sound/items/quaddamage.wav",
// STONELANCE
// { "models/powerups/instant/quad.md3",
// "models/powerups/instant/quad_ring.md3",
{ "models/powerups/quad/quad.md3",
"models/powerups/quad/quadring.md3",
// END
0, 0 },
/* icon */ "icons/quad",
/* pickup */ "Quad Damage",
30,
IT_POWERUP,
PW_QUAD,
/* precache */ "",
/* sounds */ "sound/items/damage2.wav sound/items/damage3.wav"
},
/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
// STONELANCE
// "item_enviro",
"rally_item_env",
// END
"sound/items/protect.wav",
// STONELANCE
// { "models/powerups/instant/enviro.md3",
// "models/powerups/instant/enviro_ring.md3",
{ "models/powerups/env/atomic.md3",
"models/powerups/env/envgear.md3",
// END
0, 0 },
// STONELANCE
// "icons/envirosuit", // icons
// "Battle Suit", // pickup
"icons/env", // icons
"Environmental Protection", // pickup
// END
30,
IT_POWERUP,
PW_BATTLESUIT,
/* precache */ "",
/* sounds */ "sound/items/airout.wav sound/items/protect3.wav"
},
/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
// STONELANCE
// "item_haste",
"rally_item_haste",
// END
"sound/items/haste.wav",
// STONELANCE
// { "models/powerups/instant/haste.md3",
// "models/powerups/instant/haste_ring.md3",
// 0, 0 },
{ "models/powerups/haste/haste.md3",
"models/powerups/haste/hagear.md3",
"models/powerups/haste/hasteshell.md3",
0 },
// END
/* icon */ "icons/haste",
// STONELANCE
// "Speed", // pickup
"Haste", // pickup
// END
30,
IT_POWERUP,
PW_HASTE,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
// STONELANCE
// "item_invis",
"rally_item_invis",
// END
"sound/items/invisibility.wav",
// STONELANCE
// { "models/powerups/instant/invis.md3",
// "models/powerups/instant/invis_ring.md3",
{ "models/powerups/invis/invis.md3",
"models/powerups/invis/invisgear.md3",
// END
0, 0 },
/* icon */ "icons/invis",
/* pickup */ "Invisibility",
30,
IT_POWERUP,
PW_INVIS,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
// STONELANCE
// "item_regen",
"rally_item_regen",
// END
"sound/items/regeneration.wav",
// STONELANCE
// { "models/powerups/instant/regen.md3",
// "models/powerups/instant/regen_ring.md3",
{ "models/powerups/regen/regen.md3",
"models/powerups/regen/regear.md3",
// END
0, 0 },
/* icon */ "icons/regen",
/* pickup */ "Regeneration",
30,
IT_POWERUP,
PW_REGEN,
/* precache */ "",
/* sounds */ "sound/items/regen.wav"
},
// item_flight
/*
{
"item_flight",
"sound/items/flight.wav",
{ "models/powerups/instant/flight.md3",
"models/powerups/instant/flight_ring.md3",
0, 0 },
"icons/flight", // icons
"Flight", // pickup
60,
IT_POWERUP,
PW_FLIGHT,
"", // precache
"sound/items/flight.wav" // sounds
},
*/
// STONELANCE
// rally_item_shield
{
"rally_item_shield",
"sound/items/shield.wav",
{ "models/powerups/shield/shield.md3",
"models/powerups/shield/shgear.md3",
0, 0 },
"icons/shield", // icons
"Shielding", // pickup
30,
IT_POWERUP,
PW_SHIELD,
"", // precache
"sound/items/damage2.wav sound/items/damage3.wav" // sounds
},
// END
/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
Only in CTF games
*/
{
"team_CTF_redflag",
NULL,
{ "models/flags/r_flag.md3",
0, 0, 0 },
/* icon */ "icons/iconf_red1",
/* pickup */ "Red Flag",
0,
IT_TEAM,
PW_REDFLAG,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
Only in CTF games
*/
{
"team_CTF_blueflag",
NULL,
{ "models/flags/b_flag.md3",
0, 0, 0 },
/* icon */ "icons/iconf_blu1",
/* pickup */ "Blue Flag",
0,
IT_TEAM,
PW_BLUEFLAG,
/* precache */ "",
/* sounds */ ""
},
#ifdef MISSIONPACK
/*QUAKED holdable_kamikaze (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"holdable_kamikaze",
"sound/items/holdable.wav",
{ "models/powerups/kamikazi.md3",
0, 0, 0},
/* icon */ "icons/kamikaze",
/* pickup */ "Kamikaze",
60,
IT_HOLDABLE,
HI_KAMIKAZE,
/* precache */ "",
/* sounds */ "sound/items/kamikazerespawn.wav"
},
/*QUAKED holdable_portal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"holdable_portal",
"sound/items/holdable.wav",
{ "models/powerups/holdable/porter.md3",
0, 0, 0},
/* icon */ "icons/portal",
/* pickup */ "Portal",
60,
IT_HOLDABLE,
HI_PORTAL,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED holdable_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"holdable_invulnerability",
"sound/items/holdable.wav",
{ "models/powerups/holdable/invulnerability.md3",
0, 0, 0},
/* icon */ "icons/invulnerability",
/* pickup */ "Invulnerability",
60,
IT_HOLDABLE,
HI_INVULNERABILITY,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_nails (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_nails",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/nailgunam.md3",
0, 0, 0},
/* icon */ "icons/icona_nailgun",
/* pickup */ "Nails",
20,
IT_AMMO,
WP_NAILGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_mines",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/proxmineam.md3",
0, 0, 0},
/* icon */ "icons/icona_proxlauncher",
/* pickup */ "Proximity Mines",
10,
IT_AMMO,
WP_PROX_LAUNCHER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_belt (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_belt",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/chaingunam.md3",
0, 0, 0},
/* icon */ "icons/icona_chaingun",
/* pickup */ "Chaingun Belt",
100,
IT_AMMO,
WP_CHAINGUN,
/* precache */ "",
/* sounds */ ""
},
//
// PERSISTANT POWERUP ITEMS
//
/*QUAKED item_scout (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
*/
{
"item_scout",
"sound/items/scout.wav",
{ "models/powerups/scout.md3",
0, 0, 0 },
/* icon */ "icons/scout",
/* pickup */ "Scout",
30,
IT_PERSISTANT_POWERUP,
PW_SCOUT,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_guard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
*/
{
"item_guard",
"sound/items/guard.wav",
{ "models/powerups/guard.md3",
0, 0, 0 },
/* icon */ "icons/guard",
/* pickup */ "Guard",
30,
IT_PERSISTANT_POWERUP,
PW_GUARD,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
*/
{
"item_doubler",
"sound/items/doubler.wav",
{ "models/powerups/doubler.md3",
0, 0, 0 },
/* icon */ "icons/doubler",
/* pickup */ "Doubler",
30,
IT_PERSISTANT_POWERUP,
PW_DOUBLER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
*/
{
"item_ammoregen",
"sound/items/ammoregen.wav",
{ "models/powerups/ammo.md3",
0, 0, 0 },
/* icon */ "icons/ammo_regen",
/* pickup */ "Ammo Regen",
30,
IT_PERSISTANT_POWERUP,
PW_AMMOREGEN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED team_CTF_neutralflag (0 0 1) (-16 -16 -16) (16 16 16)
Only in One Flag CTF games
*/
{
"team_CTF_neutralflag",
NULL,
{ "models/flags/n_flag.md3",
0, 0, 0 },
/* icon */ "icons/iconf_neutral1",
/* pickup */ "Neutral Flag",
0,
IT_TEAM,
PW_NEUTRALFLAG,
/* precache */ "",
/* sounds */ ""
},
{
"item_redcube",
"sound/misc/am_pkup.wav",
{ "models/powerups/orb/r_orb.md3",
0, 0, 0 },
/* icon */ "icons/iconh_rorb",
/* pickup */ "Red Cube",
0,
IT_TEAM,
0,
/* precache */ "",
/* sounds */ ""
},
{
"item_bluecube",
"sound/misc/am_pkup.wav",
{ "models/powerups/orb/b_orb.md3",
0, 0, 0 },
/* icon */ "icons/iconh_borb",
/* pickup */ "Blue Cube",
0,
IT_TEAM,
0,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_nailgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_nailgun",
"sound/misc/w_pkup.wav",
{ "models/weapons/nailgun/nailgun.md3",
0, 0, 0},
/* icon */ "icons/iconw_nailgun",
/* pickup */ "Nailgun",
10,
IT_WEAPON,
WP_NAILGUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_prox_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_prox_launcher",
"sound/misc/w_pkup.wav",
{ "models/weapons/proxmine/proxmine.md3",
0, 0, 0},
/* icon */ "icons/iconw_proxlauncher",
/* pickup */ "Prox Launcher",
5,
IT_WEAPON,
WP_PROX_LAUNCHER,
/* precache */ "",
/* sounds */ "sound/weapons/proxmine/wstbtick.wav "
"sound/weapons/proxmine/wstbactv.wav "
"sound/weapons/proxmine/wstbimpl.wav "
"sound/weapons/proxmine/wstbimpm.wav "
"sound/weapons/proxmine/wstbimpd.wav "
"sound/weapons/proxmine/wstbactv.wav"
},
/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_chaingun",
"sound/misc/w_pkup.wav",
{ "models/weapons/vulcan/vulcan.md3",
0, 0, 0},
/* icon */ "icons/iconw_chaingun",
/* pickup */ "Chaingun",
80,
IT_WEAPON,
WP_CHAINGUN,
/* precache */ "",
/* sounds */ "sound/weapons/vulcan/wvulwind.wav"
},
#endif
// end of list marker
{NULL}
};
int bg_numItems = ARRAY_LEN( bg_itemlist ) - 1;
/*
==============
BG_FindItemForPowerup
==============
*/
gitem_t *BG_FindItemForPowerup( powerup_t pw ) {
int i;
for ( i = 0 ; i < bg_numItems ; i++ ) {
if ( (bg_itemlist[i].giType == IT_POWERUP ||
bg_itemlist[i].giType == IT_TEAM ||
bg_itemlist[i].giType == IT_PERSISTANT_POWERUP ) &&
bg_itemlist[i].giTag == pw ) {
return &bg_itemlist[i];
}
}
return NULL;
}
/*
==============
BG_FindItemForHoldable
==============
*/
gitem_t *BG_FindItemForHoldable( holdable_t pw ) {
int i;
for ( i = 0 ; i < bg_numItems ; i++ ) {
if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) {
return &bg_itemlist[i];
}
}
Com_Error( ERR_DROP, "HoldableItem not found" );
return NULL;
}
/*
===============
BG_FindItemForWeapon
===============
*/
gitem_t *BG_FindItemForWeapon( weapon_t weapon ) {
gitem_t *it;
for ( it = bg_itemlist + 1 ; it->classname ; it++) {
// STONELANCE
// if ( it->giType == IT_WEAPON && it->giTag == weapon ) {
if ( (it->giType == IT_WEAPON || it->giType == IT_RFWEAPON) && it->giTag == weapon ) {
// END
return it;
}
}
Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
return NULL;
}
/*
===============
BG_FindItem
===============
*/
gitem_t *BG_FindItem( const char *pickupName ) {
gitem_t *it;
for ( it = bg_itemlist + 1 ; it->classname ; it++ ) {
if ( !Q_stricmp( it->pickup_name, pickupName ) )
return it;
}
return NULL;
}
/*
============
BG_PlayerTouchesItem
Items can be picked up without actually touching their physical bounds to make
grabbing them easier
============
*/
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
vec3_t origin;
BG_EvaluateTrajectory( &item->pos, atTime, origin );
// we are ignoring ducked differences here
if ( ps->origin[0] - origin[0] > 44
|| ps->origin[0] - origin[0] < -50
|| ps->origin[1] - origin[1] > 36
|| ps->origin[1] - origin[1] < -36
|| ps->origin[2] - origin[2] > 36
|| ps->origin[2] - origin[2] < -36 ) {
return qfalse;
}
return qtrue;
}
/*
================
BG_CanItemBeGrabbed
Returns false if the item should not be picked up.
This needs to be the same for client side prediction and server use.
================
*/
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) {
gitem_t *item;
#ifdef MISSIONPACK
int upperBound;
#endif
// STONELANCE
int i;
// END
if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
}
item = &bg_itemlist[ent->modelindex];
switch( item->giType ) {
case IT_WEAPON:
return qtrue; // weapons are always picked up
// STONELANCE
case IT_RFWEAPON: // only have one rearweapon at a time.
for (i = RWP_SMOKE; i < WP_NUM_WEAPONS; i++){
if (item->giTag == i) continue;
// FIXME: need this?
/*
if (ps->stats[STAT_WEAPONS] & ( 1 << i ) && !ps->ammo[ i ]){
ps->stats[STAT_WEAPONS] &= ~( 1 << i );
}
*/
if (ps->stats[STAT_WEAPONS] & ( 1 << i ))
return qfalse;
}
return qtrue;
// END
case IT_AMMO:
if ( ps->ammo[ item->giTag ] >= 200 ) {
return qfalse; // can't hold any more
}
return qtrue;
case IT_ARMOR:
#ifdef MISSIONPACK
if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
return qfalse;
}
// we also clamp armor to the maxhealth for handicapping
if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
upperBound = ps->stats[STAT_MAX_HEALTH];
}
else {
upperBound = ps->stats[STAT_MAX_HEALTH] * 2;
}
if ( ps->stats[STAT_ARMOR] >= upperBound ) {
return qfalse;
}
#else
if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
return qfalse;
}
#endif
return qtrue;
case IT_HEALTH:
// small and mega healths will go over the max, otherwise
// don't pick up if already at max
#ifdef MISSIONPACK
if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
upperBound = ps->stats[STAT_MAX_HEALTH];
}
else
#endif
if ( item->quantity == 5 || item->quantity == 100 ) {
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
return qfalse;
}
return qtrue;
}
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
return qfalse;
}
return qtrue;
case IT_POWERUP:
// STONELANCE
// return qtrue; // powerups are always picked up
// powerups past turbo can always be picked up
if (item->giTag >= PW_TURBO)
return qtrue;
// can only have one powerup below turbo
for (i = 0; i < PW_TURBO; i++){
if (ps->powerups[i])
return qfalse;
}
return qtrue;
// END
#ifdef MISSIONPACK
case IT_PERSISTANT_POWERUP:
// can only hold one item at a time
if ( ps->stats[STAT_PERSISTANT_POWERUP] ) {
return qfalse;
}
// check team only
if( ( ent->generic1 & 2 ) && ( ps->persistant[PERS_TEAM] != TEAM_RED ) ) {
return qfalse;
}
if( ( ent->generic1 & 4 ) && ( ps->persistant[PERS_TEAM] != TEAM_BLUE ) ) {
return qfalse;
}
return qtrue;
#endif
case IT_TEAM: // team items, such as flags
#ifdef MISSIONPACK
if( gametype == GT_1FCTF ) {
// neutral flag can always be picked up
if( item->giTag == PW_NEUTRALFLAG ) {
return qtrue;
}
if (ps->persistant[PERS_TEAM] == TEAM_RED) {
if (item->giTag == PW_BLUEFLAG && ps->powerups[PW_NEUTRALFLAG] ) {
return qtrue;
}
} else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
if (item->giTag == PW_REDFLAG && ps->powerups[PW_NEUTRALFLAG] ) {
return qtrue;
}
}
}
#endif
if( gametype == GT_CTF ) {
// ent->modelindex2 is non-zero on items if they are dropped
// we need to know this because we can pick up our dropped flag (and return it)
// but we can't pick up our flag at base
if (ps->persistant[PERS_TEAM] == TEAM_RED) {
if (item->giTag == PW_BLUEFLAG ||
(item->giTag == PW_REDFLAG && ent->modelindex2) ||
(item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG]) )
return qtrue;
} else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
if (item->giTag == PW_REDFLAG ||
(item->giTag == PW_BLUEFLAG && ent->modelindex2) ||
(item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]) )
return qtrue;
}
}
#ifdef MISSIONPACK
if( gametype == GT_HARVESTER ) {
return qtrue;
}
#endif
return qfalse;
case IT_HOLDABLE:
// can only hold one item at a time
if ( ps->stats[STAT_HOLDABLE_ITEM] ) {
return qfalse;
}
return qtrue;
case IT_BAD:
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
break;
default:
#ifndef Q3_VM
#ifndef NDEBUG // bk0001204
Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType );
#endif
#endif
break;
}
return qfalse;
}
//======================================================================
/*
================
BG_EvaluateTrajectory
================
*/
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
float deltaTime;
float phase;
switch( tr->trType ) {
case TR_STATIONARY:
case TR_INTERPOLATE:
VectorCopy( tr->trBase, result );
break;
case TR_LINEAR:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_SINE:
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
phase = sin( deltaTime * M_PI * 2 );
VectorMA( tr->trBase, phase, tr->trDelta, result );
break;
case TR_LINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration ) {
atTime = tr->trTime + tr->trDuration;
}
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
if ( deltaTime < 0 ) {
deltaTime = 0;
}
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_GRAVITY:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
break;
case TR_ROTATING:
if ( tr->trTime > 0 )
deltaTime = tr->trTime * 0.001; // milliseconds to seconds
else if ( tr->trTime < 0 )
deltaTime = ( atTime + tr->trTime ) * 0.001;
else
deltaTime = ( atTime - tr->trTime ) * 0.001;
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
default:
Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime );
break;
}
}
/*
================
BG_EvaluateTrajectoryDelta
For determining velocity at a given time
================
*/
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
float deltaTime;
float phase;
switch( tr->trType ) {
case TR_STATIONARY:
case TR_INTERPOLATE:
VectorClear( result );
break;
case TR_ROTATING:
case TR_LINEAR:
VectorCopy( tr->trDelta, result );
break;
case TR_SINE:
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
phase *= 0.5;
VectorScale( tr->trDelta, phase, result );
break;
case TR_LINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration ) {
VectorClear( result );
return;
}
VectorCopy( tr->trDelta, result );
break;
case TR_GRAVITY:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorCopy( tr->trDelta, result );
result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
break;
default:
Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
break;
}
}
char *eventnames[] = {
"EV_NONE",
"EV_FOOTSTEP",
"EV_FOOTSTEP_METAL",
"EV_FOOTSPLASH",
"EV_FOOTWADE",
"EV_SWIM",
"EV_STEP_4",
"EV_STEP_8",
"EV_STEP_12",
"EV_STEP_16",
"EV_FALL_SHORT",
"EV_FALL_MEDIUM",
"EV_FALL_FAR",
"EV_JUMP_PAD", // boing sound at origin", jump sound on player
"EV_JUMP",
"EV_WATER_TOUCH", // foot touches
"EV_WATER_LEAVE", // foot leaves
"EV_WATER_UNDER", // head touches
"EV_WATER_CLEAR", // head leaves
"EV_ITEM_PICKUP", // normal item pickups are predictable
"EV_GLOBAL_ITEM_PICKUP", // powerup / team sounds are broadcast to everyone
"EV_NOAMMO",
"EV_CHANGE_WEAPON",
"EV_FIRE_WEAPON",
"EV_ALTFIRE_WEAPON",
// STONELANCE
"EV_HAZARD",
"EV_FIRE_REARWEAPON",
// END
"EV_USE_ITEM0",
"EV_USE_ITEM1",
"EV_USE_ITEM2",
"EV_USE_ITEM3",
"EV_USE_ITEM4",
"EV_USE_ITEM5",
"EV_USE_ITEM6",
"EV_USE_ITEM7",
"EV_USE_ITEM8",
"EV_USE_ITEM9",
"EV_USE_ITEM10",
"EV_USE_ITEM11",
"EV_USE_ITEM12",
"EV_USE_ITEM13",
"EV_USE_ITEM14",
"EV_USE_ITEM15",
"EV_ITEM_RESPAWN",
"EV_ITEM_POP",
"EV_PLAYER_TELEPORT_IN",
"EV_PLAYER_TELEPORT_OUT",
"EV_GRENADE_BOUNCE", // eventParm will be the soundindex
"EV_GENERAL_SOUND",
"EV_GLOBAL_SOUND", // no attenuation
"EV_GLOBAL_TEAM_SOUND",
"EV_BULLET_HIT_FLESH",
"EV_BULLET_HIT_WALL",
"EV_MISSILE_HIT",
"EV_MISSILE_MISS",
"EV_MISSILE_MISS_METAL",
"EV_RAILTRAIL",
"EV_SHOTGUN",
"EV_BULLET", // otherEntity is the shooter
"EV_PAIN",
"EV_DEATH1",
"EV_DEATH2",
"EV_DEATH3",
"EV_OBITUARY",
"EV_POWERUP_QUAD",
"EV_POWERUP_BATTLESUIT",
// STONELANCE
"EV_POWERUP_SHIELD",
// END
"EV_POWERUP_REGEN",
"EV_GIB_PLAYER", // gib a previously living player
"EV_SCOREPLUM", // score plum
//#ifdef MISSIONPACK
"EV_PROXIMITY_MINE_STICK",
"EV_PROXIMITY_MINE_TRIGGER",
"EV_KAMIKAZE", // kamikaze explodes
"EV_OBELISKEXPLODE", // obelisk explodes
"EV_INVUL_IMPACT", // invulnerability sphere impact
"EV_JUICED", // invulnerability juiced effect
"EV_LIGHTNINGBOLT", // lightning bolt bounced of invulnerability sphere
//#endif
"EV_DEBUG_LINE",
"EV_STOPLOOPINGSOUND",
"EV_TAUNT",
// STONELANCE
"EV_TAUNT_YES",
"EV_TAUNT_NO",
"EV_TAUNT_FOLLOWME",
"EV_TAUNT_GETFLAG",
"EV_TAUNT_GUARDBASE",
"EV_TAUNT_PATROL"
// END
};
/*
===============
BG_AddPredictableEventToPlayerstate
Handles the sequence numbers
===============
*/
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
#ifdef _DEBUG
{
char buf[256];
trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf));
if ( atof(buf) != 0 ) {
#ifdef QAGAME
Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
#else
Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
#endif
}
}
#endif
ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
ps->eventSequence++;
}
/*
========================
BG_TouchJumpPad
========================
*/
// STONELANCE
// void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
void BG_TouchJumpPad( car_t *car, playerState_t *ps, entityState_t *jumppad ) {
int i;
// END
vec3_t angles;
float p;
int effectNum;
// spectators don't use jump pads
if ( ps->pm_type != PM_NORMAL ) {
return;
}
// flying characters don't hit bounce pads
// STONELANCE
/*
if ( ps->powerups[PW_FLIGHT] ) {
return;
}
*/
// END
// if we didn't hit this same jumppad the previous frame
// then don't play the event sound again if we are in a fat trigger
if ( ps->jumppad_ent != jumppad->number ) {
vectoangles( jumppad->origin2, angles);
p = fabs( AngleNormalize180( angles[PITCH] ) );
if( p < 45 ) {
effectNum = 0;
} else {
effectNum = 1;
}
BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
}
// remember hitting this jumppad this frame
ps->jumppad_ent = jumppad->number;
ps->jumppad_frame = ps->pmove_framecount;
// give the player the velocity from the jumppad
VectorCopy( jumppad->origin2, ps->velocity );
// STONELANCE
VectorScale( ps->velocity, 0.65f, ps->velocity );
VectorCopy(ps->velocity, car->sBody.v);
VectorCopy(ps->velocity, car->tBody.v);
for (i = 0; i < NUM_CAR_POINTS; i++){
VectorCopy(ps->velocity, car->sPoints[i].v);
VectorCopy(ps->velocity, car->tPoints[i].v);
}
// END
}
/*
========================
BG_PlayerStateToEntityState
This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) {
int i;
// STONELANCE
// if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ||
ps->pm_flags & PMF_OBSERVE ) {
// END
s->eType = ET_INVISIBLE;
} else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
s->eType = ET_INVISIBLE;
} else {
s->eType = ET_PLAYER;
}
s->number = ps->clientNum;
s->pos.trType = TR_INTERPOLATE;
VectorCopy( ps->origin, s->pos.trBase );
if ( snap ) {
SnapVector( s->pos.trBase );
}
// set the trDelta for flag direction
// STONELANCE
VectorCopy( ps->velocity, s->pos.trDelta );
if ( snap ) {
SnapVector( s->pos.trDelta );
}
// END
s->apos.trType = TR_INTERPOLATE;
VectorCopy( ps->viewangles, s->apos.trBase );
if ( snap ) {
SnapVector( s->apos.trBase );
}
// STONELANCE
VectorCopy( ps->angularMomentum, s->apos.trDelta );
if ( snap ) {
SnapVector( s->apos.trDelta );
}
// View Angles
s->angles2[PITCH] = SHORT2ANGLE(ps->damagePitch);
s->angles2[YAW] = SHORT2ANGLE(ps->damageYaw);
// s->angles2[YAW] = ps->movementDir;
// END
s->legsAnim = ps->legsAnim;
s->torsoAnim = ps->torsoAnim;
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
// so corpses can also reference the proper config
s->eFlags = ps->eFlags;
if ( ps->stats[STAT_HEALTH] <= 0 ) {
s->eFlags |= EF_DEAD;
} else {
s->eFlags &= ~EF_DEAD;
}
// STONELANCE
if ( ps->stats[STAT_HEALTH] <= 25 )
s->eFlags |= EF_SMOKE_DARK;
else if ( ps->stats[STAT_HEALTH] <= 50 )
s->eFlags |= EF_SMOKE_LIGHT;
if (ps->extra_eFlags & CF_REVERSE)
s->eFlags |= EF_REVERSE;
if (ps->extra_eFlags & CF_BRAKE)
s->eFlags |= EF_BRAKE;
// END
if ( ps->externalEvent ) {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
} else if ( ps->entityEventSequence < ps->eventSequence ) {
int seq;
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
}
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
ps->entityEventSequence++;
}
s->weapon = ps->weapon;
s->groundEntityNum = ps->groundEntityNum;
s->powerups = 0;
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
// STONELANCE - so we can turn turbo off
// if ( ps->powerups[ i ] ) {
if ( ps->powerups[ i ] > 0 ) {
// END
s->powerups |= 1 << i;
}
}
s->loopSound = ps->loopSound;
s->generic1 = ps->generic1;
}
qboolean isRaceObserver( int clientNum );
/*
========================
BG_PlayerStateToEntityStateExtraPolate
This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
// STONELANCE
// void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) {
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, int sv_fps, qboolean snap ) {
// END
int i;
// STONELANCE
// if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ||
ps->pm_flags & PMF_OBSERVE || isRaceObserver( ps->clientNum ) ) {
// END
s->eType = ET_INVISIBLE;
} else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
s->eType = ET_INVISIBLE;
} else {
s->eType = ET_PLAYER;
}
s->number = ps->clientNum;
s->pos.trType = TR_LINEAR_STOP;
VectorCopy( ps->origin, s->pos.trBase );
if ( snap ) {
SnapVector( s->pos.trBase );
}
// set the trDelta for flag direction and linear prediction
// STONELANCE
VectorCopy( ps->velocity, s->pos.trDelta );
if ( snap ) {
SnapVector( s->pos.trDelta );
}
// END
// set the time for linear prediction
s->pos.trTime = time;
// set maximum extra polation time
// STONELANCE
// s->pos.trDuration = 50; // 1000 / sv_fps (default = 20)
s->pos.trDuration = 3 * 1000 / sv_fps;
// s->apos.trType = TR_INTERPOLATE;
s->apos.trType = TR_LINEAR_STOP;
// END
VectorCopy( ps->viewangles, s->apos.trBase );
if ( snap ) {
SnapVector( s->apos.trBase );
}
// STONELANCE FIXME: use angular velocity instead of momentum
// VectorCopy( ps->angularMomentum, s->apos.trDelta );
if ( snap ) {
SnapVector( s->apos.trDelta );
}
s->apos.trTime = time;
s->apos.trDuration = 3 * 1000 / sv_fps;
// END
// View Angles
s->angles2[PITCH] = SHORT2ANGLE(ps->damagePitch);
s->angles2[YAW] = SHORT2ANGLE(ps->damageYaw);
// s->angles2[YAW] = ps->movementDir;
// END
s->legsAnim = ps->legsAnim;
s->torsoAnim = ps->torsoAnim;
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
// so corpses can also reference the proper config
s->eFlags = ps->eFlags;
if ( ps->stats[STAT_HEALTH] <= 0 ) {
s->eFlags |= EF_DEAD;
} else {
s->eFlags &= ~EF_DEAD;
}
// STONELANCE
if ( ps->stats[STAT_HEALTH] <= 25 )
s->eFlags |= EF_SMOKE_DARK;
else if ( ps->stats[STAT_HEALTH] <= 50 )
s->eFlags |= EF_SMOKE_LIGHT;
if (ps->extra_eFlags & CF_REVERSE)
s->eFlags |= EF_REVERSE;
if (ps->extra_eFlags & CF_BRAKE)
s->eFlags |= EF_BRAKE;
// END
if ( ps->externalEvent ) {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
} else if ( ps->entityEventSequence < ps->eventSequence ) {
int seq;
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
}
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
ps->entityEventSequence++;
}
s->weapon = ps->weapon;
s->groundEntityNum = ps->groundEntityNum;
s->powerups = 0;
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
// STONELANCE - so we can turn turbo off
// if ( ps->powerups[ i ] ) {
if ( ps->powerups[ i ] > 0 ) {
// END
s->powerups |= 1 << i;
}
}
s->loopSound = ps->loopSound;
s->generic1 = ps->generic1;
}