8607 lines
189 KiB
C++
8607 lines
189 KiB
C++
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// ICARUS Engine Interface File
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//
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// This file is the only section of the ICARUS systems that
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// is not directly portable from engine to engine.
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//
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// -- jweier
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// leave this line at the top for PCH reasons...
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "Q3_Interface.h"
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#include "Q3_Registers.h"
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#include "anims.h"
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#include "b_local.h"
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#include "events.h"
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#include "g_nav.h"
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#include "..\cgame\cg_camera.h"
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#include "..\game\objectives.h"
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#include "g_roff.h"
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#include "..\cgame\cg_local.h"
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#include "g_icarus.h"
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#include "wp_saber.h"
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extern int ICARUS_LinkEntity( int entID, CSequencer *sequencer, CTaskManager *taskManager );
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extern void InitMover( gentity_t *ent );
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extern void MatchTeam( gentity_t *teamLeader, int moverState, int time );
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//extern void SetMoverState( gentity_t *ent, moverState_t moverState, int time );
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extern void ChangeWeapon( gentity_t *ent, int newWeapon );
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extern char *G_GetLocationForEnt( gentity_t *ent );
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extern void NPC_BSSearchStart( int homeWp, bState_t bState );
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extern void InitMoverTrData( gentity_t *ent );
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extern qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest );
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extern cvar_t *g_sex;
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extern cvar_t *g_timescale;
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extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
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//extern void FX_BorgTeleport( vec3_t org );
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static void Q3_SetWeapon (int entID, const char *wp_name);
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static void Q3_SetItem (int entID, const char *item_name);
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extern void CG_ChangeWeapon( int num );
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extern int TAG_GetOrigin2( const char *owner, const char *name, vec3_t origin );
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extern void G_TeamRetaliation ( gentity_t *targ, gentity_t *attacker, qboolean stopIcarus );
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extern void G_PlayDoorLoopSound( gentity_t *ent );
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extern void G_PlayDoorSound( gentity_t *ent, int type );
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extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
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extern void NPC_ClearLookTarget( gentity_t *self );
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qboolean PM_HasAnimation( gentity_t *ent, int animation );
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extern int BMS_START;
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extern int BMS_MID;
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extern int BMS_END;
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extern cvar_t *g_skippingcin;
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extern qboolean stop_icarus;
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#define stringIDExpand(str, strEnum) str, strEnum, ENUM2STRING(strEnum)
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//#define stringIDExpand(str, strEnum) str,strEnum
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/*
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stringID_table_t tagsTable [] =
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{
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}
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*/
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stringID_table_t BSTable[] =
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{
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ENUM2STRING(BS_DEFAULT),//# default behavior for that NPC
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ENUM2STRING(BS_ADVANCE_FIGHT),//# Advance to captureGoal and shoot enemies if you can
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ENUM2STRING(BS_SLEEP),//# Play awake script when startled by sound
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ENUM2STRING(BS_FOLLOW_LEADER),//# Follow your leader and shoot any enemies you come across
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ENUM2STRING(BS_JUMP),//# Face navgoal and jump to it.
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ENUM2STRING(BS_SEARCH),//# Using current waypoint as a base), search the immediate branches of waypoints for enemies
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ENUM2STRING(BS_WANDER),//# Wander down random waypoint paths
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ENUM2STRING(BS_NOCLIP),//# Moves through walls), etc.
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ENUM2STRING(BS_REMOVE),//# Waits for player to leave PVS then removes itself
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ENUM2STRING(BS_CINEMATIC),//# Does nothing but face it's angles and move to a goal if it has one
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//the rest are internal only
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"", -1,
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};
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stringID_table_t BSETTable[] =
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{
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ENUM2STRING(BSET_SPAWN),//# script to use when first spawned
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ENUM2STRING(BSET_USE),//# script to use when used
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ENUM2STRING(BSET_AWAKE),//# script to use when awoken/startled
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ENUM2STRING(BSET_ANGER),//# script to use when aquire an enemy
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ENUM2STRING(BSET_ATTACK),//# script to run when you attack
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ENUM2STRING(BSET_VICTORY),//# script to run when you kill someone
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ENUM2STRING(BSET_LOSTENEMY),//# script to run when you can't find your enemy
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ENUM2STRING(BSET_PAIN),//# script to use when take pain
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ENUM2STRING(BSET_FLEE),//# script to use when take pain below 50% of health
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ENUM2STRING(BSET_DEATH),//# script to use when killed
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ENUM2STRING(BSET_DELAYED),//# script to run when self->delayScriptTime is reached
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ENUM2STRING(BSET_BLOCKED),//# script to run when blocked by a friendly NPC or player
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ENUM2STRING(BSET_BUMPED),//# script to run when bumped into a friendly NPC or player (can set bumpRadius)
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ENUM2STRING(BSET_STUCK),//# script to run when blocked by a wall
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ENUM2STRING(BSET_FFIRE),//# script to run when player shoots their own teammates
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ENUM2STRING(BSET_FFDEATH),//# script to run when player kills a teammate
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stringIDExpand("", BSET_INVALID),
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"", -1,
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};
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stringID_table_t WPTable[] =
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{
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"NULL",WP_NONE,
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ENUM2STRING(WP_NONE),
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// Player weapons
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ENUM2STRING(WP_SABER),
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ENUM2STRING(WP_BRYAR_PISTOL),
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ENUM2STRING(WP_BLASTER),
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ENUM2STRING(WP_DISRUPTOR),
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ENUM2STRING(WP_BOWCASTER),
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ENUM2STRING(WP_REPEATER),
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ENUM2STRING(WP_DEMP2),
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ENUM2STRING(WP_FLECHETTE),
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ENUM2STRING(WP_ROCKET_LAUNCHER),
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ENUM2STRING(WP_THERMAL),
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ENUM2STRING(WP_TRIP_MINE),
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ENUM2STRING(WP_DET_PACK),
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ENUM2STRING(WP_STUN_BATON),
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// NPC enemy weapons
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ENUM2STRING(WP_BOT_LASER), // Probe droid - Laser blast
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ENUM2STRING(WP_MELEE), // Any ol' melee attack
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ENUM2STRING(WP_TURRET), // turret guns
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ENUM2STRING(WP_EMPLACED_GUN),
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ENUM2STRING(WP_ATST_MAIN),
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ENUM2STRING(WP_ATST_SIDE),
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ENUM2STRING(WP_TIE_FIGHTER),
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ENUM2STRING(WP_RAPID_FIRE_CONC),
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"", NULL
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};
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stringID_table_t INVTable[] =
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{
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ENUM2STRING(INV_ELECTROBINOCULARS),
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ENUM2STRING(INV_BACTA_CANISTER),
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ENUM2STRING(INV_SEEKER),
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ENUM2STRING(INV_LIGHTAMP_GOGGLES),
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ENUM2STRING(INV_SENTRY),
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"", NULL
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};
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stringID_table_t eventTable[] =
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{
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//BOTH_h
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//END
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"", EV_BAD,
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};
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stringID_table_t setTable[] =
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{
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ENUM2STRING(SET_SPAWNSCRIPT),//0
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ENUM2STRING(SET_USESCRIPT),
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ENUM2STRING(SET_AWAKESCRIPT),
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ENUM2STRING(SET_ANGERSCRIPT),
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ENUM2STRING(SET_ATTACKSCRIPT),
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ENUM2STRING(SET_VICTORYSCRIPT),
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ENUM2STRING(SET_PAINSCRIPT),
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ENUM2STRING(SET_FLEESCRIPT),
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ENUM2STRING(SET_DEATHSCRIPT),
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ENUM2STRING(SET_DELAYEDSCRIPT),
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ENUM2STRING(SET_BLOCKEDSCRIPT),
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ENUM2STRING(SET_FFIRESCRIPT),
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ENUM2STRING(SET_FFDEATHSCRIPT),
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ENUM2STRING(SET_MINDTRICKSCRIPT),
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ENUM2STRING(SET_NO_MINDTRICK),
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ENUM2STRING(SET_ORIGIN),
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ENUM2STRING(SET_TELEPORT_DEST),
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ENUM2STRING(SET_ANGLES),
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ENUM2STRING(SET_XVELOCITY),
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ENUM2STRING(SET_YVELOCITY),
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ENUM2STRING(SET_ZVELOCITY),
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ENUM2STRING(SET_Z_OFFSET),
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ENUM2STRING(SET_ENEMY),
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ENUM2STRING(SET_LEADER),
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ENUM2STRING(SET_NAVGOAL),
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ENUM2STRING(SET_ANIM_UPPER),
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ENUM2STRING(SET_ANIM_LOWER),
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ENUM2STRING(SET_ANIM_BOTH),
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ENUM2STRING(SET_ANIM_HOLDTIME_LOWER),
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ENUM2STRING(SET_ANIM_HOLDTIME_UPPER),
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ENUM2STRING(SET_ANIM_HOLDTIME_BOTH),
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ENUM2STRING(SET_PLAYER_TEAM),
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ENUM2STRING(SET_ENEMY_TEAM),
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ENUM2STRING(SET_BEHAVIOR_STATE),
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ENUM2STRING(SET_BEHAVIOR_STATE),
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ENUM2STRING(SET_HEALTH),
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ENUM2STRING(SET_ARMOR),
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ENUM2STRING(SET_DEFAULT_BSTATE),
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ENUM2STRING(SET_CAPTURE),
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ENUM2STRING(SET_DPITCH),
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ENUM2STRING(SET_DYAW),
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ENUM2STRING(SET_EVENT),
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ENUM2STRING(SET_TEMP_BSTATE),
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ENUM2STRING(SET_COPY_ORIGIN),
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ENUM2STRING(SET_VIEWTARGET),
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ENUM2STRING(SET_WEAPON),
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ENUM2STRING(SET_ITEM),
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ENUM2STRING(SET_WALKSPEED),
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ENUM2STRING(SET_RUNSPEED),
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ENUM2STRING(SET_YAWSPEED),
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ENUM2STRING(SET_AGGRESSION),
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ENUM2STRING(SET_AIM),
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ENUM2STRING(SET_FRICTION),
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ENUM2STRING(SET_GRAVITY),
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ENUM2STRING(SET_IGNOREPAIN),
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ENUM2STRING(SET_IGNOREENEMIES),
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ENUM2STRING(SET_IGNOREALERTS),
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ENUM2STRING(SET_DONTSHOOT),
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ENUM2STRING(SET_DONTFIRE),
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ENUM2STRING(SET_LOCKED_ENEMY),
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ENUM2STRING(SET_NOTARGET),
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ENUM2STRING(SET_LEAN),
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ENUM2STRING(SET_CROUCHED),
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ENUM2STRING(SET_WALKING),
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ENUM2STRING(SET_RUNNING),
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ENUM2STRING(SET_CHASE_ENEMIES),
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ENUM2STRING(SET_LOOK_FOR_ENEMIES),
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ENUM2STRING(SET_FACE_MOVE_DIR),
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ENUM2STRING(SET_ALT_FIRE),
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ENUM2STRING(SET_DONT_FLEE),
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ENUM2STRING(SET_FORCED_MARCH),
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ENUM2STRING(SET_NO_RESPONSE),
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ENUM2STRING(SET_NO_COMBAT_TALK),
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ENUM2STRING(SET_UNDYING),
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ENUM2STRING(SET_TREASONED),
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ENUM2STRING(SET_DISABLE_SHADER_ANIM),
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ENUM2STRING(SET_SHADER_ANIM),
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ENUM2STRING(SET_INVINCIBLE),
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ENUM2STRING(SET_NOAVOID),
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ENUM2STRING(SET_SHOOTDIST),
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ENUM2STRING(SET_TARGETNAME),
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ENUM2STRING(SET_TARGET),
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ENUM2STRING(SET_TARGET2),
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ENUM2STRING(SET_LOCATION),
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ENUM2STRING(SET_PAINTARGET),
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ENUM2STRING(SET_TIMESCALE),
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ENUM2STRING(SET_VISRANGE),
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ENUM2STRING(SET_EARSHOT),
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ENUM2STRING(SET_VIGILANCE),
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ENUM2STRING(SET_HFOV),
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ENUM2STRING(SET_VFOV),
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ENUM2STRING(SET_DELAYSCRIPTTIME),
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ENUM2STRING(SET_FORWARDMOVE),
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ENUM2STRING(SET_RIGHTMOVE),
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ENUM2STRING(SET_LOCKYAW),
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ENUM2STRING(SET_SOLID),
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ENUM2STRING(SET_CAMERA_GROUP),
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ENUM2STRING(SET_CAMERA_GROUP_Z_OFS),
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ENUM2STRING(SET_CAMERA_GROUP_TAG),
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ENUM2STRING(SET_LOOK_TARGET),
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ENUM2STRING(SET_ADDRHANDBOLT_MODEL),
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ENUM2STRING(SET_REMOVERHANDBOLT_MODEL),
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ENUM2STRING(SET_ADDLHANDBOLT_MODEL),
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ENUM2STRING(SET_REMOVELHANDBOLT_MODEL),
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ENUM2STRING(SET_FACEAUX),
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ENUM2STRING(SET_FACEBLINK),
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ENUM2STRING(SET_FACEBLINKFROWN),
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ENUM2STRING(SET_FACEFROWN),
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ENUM2STRING(SET_FACENORMAL),
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ENUM2STRING(SET_FACEEYESCLOSED),
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ENUM2STRING(SET_FACEEYESOPENED),
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ENUM2STRING(SET_SCROLLTEXT),
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ENUM2STRING(SET_LCARSTEXT),
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ENUM2STRING(SET_SCROLLTEXTCOLOR),
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ENUM2STRING(SET_CAPTIONTEXTCOLOR),
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ENUM2STRING(SET_CENTERTEXTCOLOR),
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ENUM2STRING(SET_PLAYER_USABLE),
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ENUM2STRING(SET_STARTFRAME),
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ENUM2STRING(SET_ENDFRAME),
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ENUM2STRING(SET_ANIMFRAME),
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ENUM2STRING(SET_LOOP_ANIM),
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ENUM2STRING(SET_INTERFACE),
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ENUM2STRING(SET_SHIELDS),
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ENUM2STRING(SET_NO_KNOCKBACK),
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ENUM2STRING(SET_INVISIBLE),
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ENUM2STRING(SET_VAMPIRE),
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ENUM2STRING(SET_FORCE_INVINCIBLE),
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ENUM2STRING(SET_GREET_ALLIES),
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ENUM2STRING(SET_PLAYER_LOCKED),
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ENUM2STRING(SET_LOCK_PLAYER_WEAPONS),
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ENUM2STRING(SET_PARM1),
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ENUM2STRING(SET_PARM2),
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ENUM2STRING(SET_PARM3),
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ENUM2STRING(SET_PARM4),
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ENUM2STRING(SET_PARM5),
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ENUM2STRING(SET_PARM6),
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ENUM2STRING(SET_PARM7),
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ENUM2STRING(SET_PARM8),
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ENUM2STRING(SET_PARM9),
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ENUM2STRING(SET_PARM10),
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ENUM2STRING(SET_PARM11),
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ENUM2STRING(SET_PARM12),
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ENUM2STRING(SET_PARM13),
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ENUM2STRING(SET_PARM14),
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ENUM2STRING(SET_PARM15),
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ENUM2STRING(SET_PARM16),
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ENUM2STRING(SET_DEFEND_TARGET),
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ENUM2STRING(SET_WAIT),
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ENUM2STRING(SET_COUNT),
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ENUM2STRING(SET_SHOT_SPACING),
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ENUM2STRING(SET_VIDEO_PLAY),
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ENUM2STRING(SET_VIDEO_FADE_IN),
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ENUM2STRING(SET_VIDEO_FADE_OUT),
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ENUM2STRING(SET_REMOVE_TARGET),
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ENUM2STRING(SET_LOADGAME),
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ENUM2STRING(SET_MENU_SCREEN),
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ENUM2STRING(SET_OBJECTIVE_SHOW),
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ENUM2STRING(SET_OBJECTIVE_HIDE),
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ENUM2STRING(SET_OBJECTIVE_SUCCEEDED),
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ENUM2STRING(SET_OBJECTIVE_FAILED),
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ENUM2STRING(SET_MISSIONFAILED),
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ENUM2STRING(SET_TACTICAL_SHOW),
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ENUM2STRING(SET_TACTICAL_HIDE),
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ENUM2STRING(SET_FOLLOWDIST),
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ENUM2STRING(SET_OBJECTIVE_CLEARALL),
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ENUM2STRING(SET_MISSIONSTATUSTEXT),
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ENUM2STRING(SET_WIDTH),
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ENUM2STRING(SET_CLOSINGCREDITS),
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ENUM2STRING(SET_SKILL),
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ENUM2STRING(SET_MISSIONSTATUSTIME),
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ENUM2STRING(SET_FULLNAME),
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ENUM2STRING(SET_FORCE_HEAL_LEVEL),
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ENUM2STRING(SET_FORCE_JUMP_LEVEL),
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ENUM2STRING(SET_FORCE_SPEED_LEVEL),
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ENUM2STRING(SET_FORCE_PUSH_LEVEL),
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ENUM2STRING(SET_FORCE_PULL_LEVEL),
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ENUM2STRING(SET_FORCE_MINDTRICK_LEVEL),
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ENUM2STRING(SET_FORCE_GRIP_LEVEL),
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ENUM2STRING(SET_FORCE_LIGHTNING_LEVEL),
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ENUM2STRING(SET_SABER_THROW),
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ENUM2STRING(SET_SABER_DEFENSE),
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ENUM2STRING(SET_SABER_OFFENSE),
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ENUM2STRING(SET_VIEWENTITY),
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ENUM2STRING(SET_WATCHTARGET),
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ENUM2STRING(SET_SABERACTIVE),
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||
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ENUM2STRING(SET_ADJUST_AREA_PORTALS),
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||
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ENUM2STRING(SET_DMG_BY_HEAVY_WEAP_ONLY),
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||
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ENUM2STRING(SET_SHIELDED),
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ENUM2STRING(SET_NO_GROUPS),
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ENUM2STRING(SET_FIRE_WEAPON),
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||
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ENUM2STRING(SET_INACTIVE),
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||
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ENUM2STRING(SET_FUNC_USABLE_VISIBLE),
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||
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ENUM2STRING(SET_MISSION_STATUS_SCREEN),
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||
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ENUM2STRING(SET_END_SCREENDISSOLVE),
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||
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ENUM2STRING(SET_LOOPSOUND),
|
||
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ENUM2STRING(SET_USE_CP_NEAREST),
|
||
|
|
||
|
//FIXME: add BOTH_ attributes here too
|
||
|
"", SET_,
|
||
|
};
|
||
|
|
||
|
qboolean COM_ParseString( char **data, char **s );
|
||
|
|
||
|
//=======================================================================
|
||
|
|
||
|
interface_export_t interface_export;
|
||
|
|
||
|
|
||
|
vec4_t textcolor_caption;
|
||
|
vec4_t textcolor_center;
|
||
|
vec4_t textcolor_scroll;
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_ReadScript
|
||
|
Description : Reads in a file and attaches the script directory properly
|
||
|
Return type : static int
|
||
|
Argument : const char *name
|
||
|
Argument : void **buf
|
||
|
============
|
||
|
*/
|
||
|
extern int ICARUS_GetScript( const char *name, char **buf ); //g_icarus.cpp
|
||
|
static int Q3_ReadScript( const char *name, void **buf )
|
||
|
{
|
||
|
return ICARUS_GetScript( va( "%s/%s", Q3_SCRIPT_DIR, name ), (char**)buf ); //get a (hopefully) cached file
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_CenterPrint
|
||
|
Description : Prints a message in the center of the screen
|
||
|
Return type : static void
|
||
|
Argument : const char *format
|
||
|
Argument : ...
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_CenterPrint ( const char *format, ... )
|
||
|
{
|
||
|
|
||
|
va_list argptr;
|
||
|
char text[1024];
|
||
|
|
||
|
va_start (argptr, format);
|
||
|
vsprintf (text, format, argptr);
|
||
|
va_end (argptr);
|
||
|
|
||
|
// FIXME: added '!' so you can print something that's hasn't been precached, '@' searches only for precache text
|
||
|
// this is just a TEMPORARY placeholder until objectives are in!!! -- dmv 11/26/01
|
||
|
|
||
|
if ((text[0] == '@') || text[0] == '!') // It's a key
|
||
|
{
|
||
|
if( text[0] == '!')
|
||
|
{
|
||
|
gi.SendServerCommand( NULL, "cp \"%s\"", (text+1) );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gi.SendServerCommand( NULL, "cp \"%s\"", text );
|
||
|
}
|
||
|
|
||
|
Q3_DebugPrint( WL_VERBOSE, "%s\n", text); // Just a developers note
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
SetTextColor
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
static void SetTextColor ( vec4_t textcolor,const char *color)
|
||
|
{
|
||
|
|
||
|
if (Q_stricmp(color,"BLACK") == 0)
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_BLACK], textcolor );
|
||
|
}
|
||
|
else if (Q_stricmp(color,"RED") == 0)
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_RED], textcolor );
|
||
|
}
|
||
|
else if (Q_stricmp(color,"GREEN") == 0)
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_GREEN], textcolor );
|
||
|
}
|
||
|
else if (Q_stricmp(color,"YELLOW") == 0)
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_YELLOW], textcolor );
|
||
|
}
|
||
|
else if (Q_stricmp(color,"BLUE") == 0)
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_BLUE], textcolor );
|
||
|
}
|
||
|
else if (Q_stricmp(color,"CYAN") == 0)
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_CYAN], textcolor );
|
||
|
}
|
||
|
else if (Q_stricmp(color,"MAGENTA") == 0)
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_MAGENTA], textcolor );
|
||
|
}
|
||
|
else if (Q_stricmp(color,"WHITE") == 0)
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_WHITE], textcolor );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector4Copy( colorTable[CT_WHITE], textcolor );
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
void Q3_ClearTaskID( int *taskID )
|
||
|
|
||
|
WARNING: Clearing a taskID will make that task never finish unless you intend to
|
||
|
return the same taskID from somewhere else.
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Q3_TaskIDClear( int *taskID )
|
||
|
{
|
||
|
*taskID = -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType )
|
||
|
-------------------------
|
||
|
*/
|
||
|
qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType )
|
||
|
{
|
||
|
if ( !ent->sequencer || !ent->taskManager )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( taskType < TID_CHAN_VOICE || taskType >= NUM_TIDS )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( ent->taskID[taskType] >= 0 )//-1 is none
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
void Q3_TaskIDComplete( gentity_t *ent, taskID_t taskType )
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Q3_TaskIDComplete( gentity_t *ent, taskID_t taskType )
|
||
|
{
|
||
|
if ( taskType < TID_CHAN_VOICE || taskType >= NUM_TIDS )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->taskManager && Q3_TaskIDPending( ent, taskType ) )
|
||
|
{//Complete it
|
||
|
ent->taskManager->Completed( ent->taskID[taskType] );
|
||
|
|
||
|
//See if any other tasks have the name number and clear them so we don't complete more than once
|
||
|
int clearTask = ent->taskID[taskType];
|
||
|
for ( int tid = 0; tid < NUM_TIDS; tid++ )
|
||
|
{
|
||
|
if ( ent->taskID[tid] == clearTask )
|
||
|
{
|
||
|
Q3_TaskIDClear( &ent->taskID[tid] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//clear it - should be cleared in for loop above
|
||
|
//Q3_TaskIDClear( &ent->taskID[taskType] );
|
||
|
}
|
||
|
//otherwise, wasn't waiting for a task to complete anyway
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
void Q3_SetTaskID( gentity_t *ent, taskID_t taskType, int taskID )
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
static void Q3_TaskIDSet( gentity_t *ent, taskID_t taskType, int taskID )
|
||
|
{
|
||
|
if ( taskType < TID_CHAN_VOICE || taskType >= NUM_TIDS )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Might be stomping an old task, so complete and clear previous task if there was one
|
||
|
Q3_TaskIDComplete( ent, taskType );
|
||
|
|
||
|
ent->taskID[taskType] = taskID;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_CheckStringCounterIncrement
|
||
|
Description :
|
||
|
Return type : static float
|
||
|
Argument : const char *string
|
||
|
============
|
||
|
*/
|
||
|
static float Q3_CheckStringCounterIncrement( const char *string )
|
||
|
{
|
||
|
char *numString;
|
||
|
float val = 0.0f;
|
||
|
|
||
|
if ( string[0] == '+' )
|
||
|
{//We want to increment whatever the value is by whatever follows the +
|
||
|
if ( string[1] )
|
||
|
{
|
||
|
numString = (char *)&string[1];
|
||
|
val = atof( numString );
|
||
|
}
|
||
|
}
|
||
|
else if ( string[0] == '-' )
|
||
|
{//we want to decrement
|
||
|
if ( string[1] )
|
||
|
{
|
||
|
numString = (char *)&string[1];
|
||
|
val = atof( numString ) * -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return val;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_GetAnimLower
|
||
|
-------------------------
|
||
|
*/
|
||
|
static char *Q3_GetAnimLower( gentity_t *ent )
|
||
|
{
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetAnimLower: attempted to read animation state off non-client!\n" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
int anim = ent->client->ps.legsAnim;
|
||
|
|
||
|
return (char *) GetStringForID( animTable, anim );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_GetAnimUpper
|
||
|
-------------------------
|
||
|
*/
|
||
|
static char *Q3_GetAnimUpper( gentity_t *ent )
|
||
|
{
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetAnimUpper: attempted to read animation state off non-client!\n" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
int anim = ent->client->ps.torsoAnim;
|
||
|
|
||
|
return (char *) GetStringForID( animTable, anim );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_GetAnimBoth
|
||
|
-------------------------
|
||
|
*/
|
||
|
static char *Q3_GetAnimBoth( gentity_t *ent )
|
||
|
{
|
||
|
char *lowerName, *upperName;
|
||
|
|
||
|
lowerName = Q3_GetAnimLower( ent );
|
||
|
upperName = Q3_GetAnimUpper( ent );
|
||
|
|
||
|
if ( VALIDSTRING( lowerName ) == false )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetAnimBoth: NULL legs animation string found!\n" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( VALIDSTRING( upperName ) == false )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetAnimBoth: NULL torso animation string found!\n" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( stricmp( lowerName, upperName ) )
|
||
|
{
|
||
|
#ifdef _DEBUG // sigh, cut down on tester reports that aren't important
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetAnimBoth: legs and torso animations did not match : returning legs\n" );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
return lowerName;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_SetObjective
|
||
|
-------------------------
|
||
|
*/
|
||
|
static void Q3_SetObjective(const char *ObjEnum, int status)
|
||
|
{
|
||
|
int objectiveID;
|
||
|
gclient_t *client;
|
||
|
objectives_t *objective;
|
||
|
int *objectivesShown;
|
||
|
|
||
|
client = &level.clients[0];
|
||
|
|
||
|
objectiveID = GetIDForString( objectiveTable, ObjEnum );
|
||
|
objective = &client->sess.mission_objectives[objectiveID];
|
||
|
objectivesShown = &client->sess.missionObjectivesShown;
|
||
|
|
||
|
|
||
|
switch (status)
|
||
|
{
|
||
|
case SET_OBJ_HIDE :
|
||
|
objective->display = OBJECTIVE_HIDE;
|
||
|
break;
|
||
|
case SET_OBJ_SHOW :
|
||
|
objective->display = OBJECTIVE_SHOW;
|
||
|
objectivesShown++;
|
||
|
missionInfo_Updated = qtrue; // Activate flashing text
|
||
|
break;
|
||
|
case SET_OBJ_PENDING :
|
||
|
objective->status = OBJECTIVE_STAT_PENDING;
|
||
|
if (objective->display != OBJECTIVE_HIDE)
|
||
|
{
|
||
|
objectivesShown++;
|
||
|
missionInfo_Updated = qtrue; // Activate flashing text
|
||
|
}
|
||
|
break;
|
||
|
case SET_OBJ_SUCCEEDED :
|
||
|
objective->status = OBJECTIVE_STAT_SUCCEEDED;
|
||
|
if (objective->display != OBJECTIVE_HIDE)
|
||
|
{
|
||
|
objectivesShown++;
|
||
|
missionInfo_Updated = qtrue; // Activate flashing text
|
||
|
}
|
||
|
break;
|
||
|
case SET_OBJ_FAILED :
|
||
|
objective->status = OBJECTIVE_STAT_FAILED;
|
||
|
if (objective->display != OBJECTIVE_HIDE)
|
||
|
{
|
||
|
objectivesShown++;
|
||
|
missionInfo_Updated = qtrue; // Activate flashing text
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_SetMissionFailed
|
||
|
-------------------------
|
||
|
*/
|
||
|
static void Q3_SetMissionFailed(const char *TextEnum)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[0];
|
||
|
|
||
|
ent->health = 0;
|
||
|
|
||
|
// statusTextIndex is looked at on the client side.
|
||
|
statusTextIndex = GetIDForString( missionFailedTable, TextEnum );
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_SetStatusText
|
||
|
-------------------------
|
||
|
*/
|
||
|
static void Q3_SetStatusText(const char *StatusTextEnum)
|
||
|
{
|
||
|
int statusTextID;
|
||
|
|
||
|
statusTextID = GetIDForString( statusTextTable, StatusTextEnum );
|
||
|
|
||
|
switch (statusTextID)
|
||
|
{
|
||
|
case STAT_INSUBORDINATION:
|
||
|
case STAT_YOUCAUSEDDEATHOFTEAMMATE:
|
||
|
case STAT_DIDNTPROTECTTECH:
|
||
|
case STAT_DIDNTPROTECT7OF9:
|
||
|
case STAT_NOTSTEALTHYENOUGH:
|
||
|
case STAT_STEALTHTACTICSNECESSARY:
|
||
|
case STAT_WATCHYOURSTEP:
|
||
|
case STAT_JUDGEMENTMUCHDESIRED:
|
||
|
statusTextIndex = statusTextID;
|
||
|
break;
|
||
|
default:
|
||
|
assert(0);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_ObjectiveClearAll
|
||
|
-------------------------
|
||
|
*/
|
||
|
static void Q3_ObjectiveClearAll(void)
|
||
|
{
|
||
|
client = &level.clients[0];
|
||
|
memset(client->sess.mission_objectives,0,sizeof(client->sess.mission_objectives));
|
||
|
memset(client->tourSess.tour_objectives,0,sizeof(client->tourSess.tour_objectives));
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetCaptionTextColor
|
||
|
|
||
|
Change color text prints in
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetCaptionTextColor ( const char *color)
|
||
|
{
|
||
|
SetTextColor(textcolor_caption,color);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetCenterTextColor
|
||
|
|
||
|
Change color text prints in
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetCenterTextColor ( const char *color)
|
||
|
{
|
||
|
SetTextColor(textcolor_center,color);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetScrollTextColor
|
||
|
|
||
|
Change color text prints in
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetScrollTextColor ( const char *color)
|
||
|
{
|
||
|
SetTextColor(textcolor_scroll,color);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_ScrollText
|
||
|
|
||
|
Prints a message in the center of the screen
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_ScrollText ( const char *id)
|
||
|
{
|
||
|
gi.SendServerCommand( NULL, "st \"%s\"", id);
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_LCARSText
|
||
|
|
||
|
Prints a message in the center of the screen giving it an LCARS frame around it
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_LCARSText ( const char *id)
|
||
|
{
|
||
|
gi.SendServerCommand( NULL, "lt \"%s\"", id);
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_GetEntityByName
|
||
|
|
||
|
Returns the sequencer of the entity by the given name
|
||
|
=============
|
||
|
*/
|
||
|
static gentity_t *Q3_GetEntityByName( const char *name )
|
||
|
{
|
||
|
gentity_t *ent;
|
||
|
entlist_t::iterator ei;
|
||
|
char temp[1024];
|
||
|
|
||
|
if ( name == NULL || name[0] == NULL )
|
||
|
return NULL;
|
||
|
|
||
|
strncpy( (char *) temp, name, sizeof(temp) );
|
||
|
temp[sizeof(temp)-1] = 0;
|
||
|
|
||
|
ei = ICARUS_EntList.find( strupr( (char *) temp ) );
|
||
|
|
||
|
if ( ei == ICARUS_EntList.end() )
|
||
|
return NULL;
|
||
|
|
||
|
ent = &g_entities[(*ei).second];
|
||
|
|
||
|
return ent;
|
||
|
// this now returns the ent instead of the sequencer -- dmv 06/27/01
|
||
|
// if (ent == NULL)
|
||
|
// return NULL;
|
||
|
// return ent->sequencer;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_GetTime
|
||
|
|
||
|
Get the current game time
|
||
|
=============
|
||
|
*/
|
||
|
static DWORD Q3_GetTime( void )
|
||
|
{
|
||
|
return level.time;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
G_AddSexToMunroString
|
||
|
|
||
|
Take any string, look for "kyle/" replace with "kyla/" based on "sex"
|
||
|
And: Take any string, look for "/mr_" replace with "/ms_" based on "sex"
|
||
|
returns qtrue if changed to ms
|
||
|
=============
|
||
|
*/
|
||
|
/*
|
||
|
static qboolean G_AddSexToMunroString ( char *string, qboolean qDoBoth )
|
||
|
{
|
||
|
char *start;
|
||
|
|
||
|
if VALIDSTRING( string ) {
|
||
|
if ( g_sex->string[0] == 'f' ) {
|
||
|
start = strstr( string, "kyle/" );
|
||
|
if ( start != NULL ) {
|
||
|
strncpy( start, "kyla", 5 );
|
||
|
return qtrue;
|
||
|
} else {
|
||
|
start = strrchr( string, '/' ); //get the last slash before the wav
|
||
|
if (start != NULL) {
|
||
|
if (!strncmp( start, "/mr_", 4) ) {
|
||
|
if (qDoBoth) { //we want to change mr to ms
|
||
|
start[2] = 's'; //change mr to ms
|
||
|
return qtrue;
|
||
|
} else { //IF qDoBoth
|
||
|
return qfalse; //don't want this one
|
||
|
}
|
||
|
}
|
||
|
} //IF found slash
|
||
|
}
|
||
|
} //IF Female
|
||
|
else { //i'm male
|
||
|
start = strrchr( string, '/' ); //get the last slash before the wav
|
||
|
if (start != NULL) {
|
||
|
if (!strncmp( start, "/ms_", 4) ) {
|
||
|
return qfalse; //don't want this one
|
||
|
}
|
||
|
} //IF found slash
|
||
|
}
|
||
|
} //if VALIDSTRING
|
||
|
return qtrue;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_PlaySound
|
||
|
|
||
|
Plays a sound from an entity
|
||
|
=============
|
||
|
*/
|
||
|
extern void G_SoundOnEnt (gentity_t *ent, soundChannel_t channel, const char *soundPath);
|
||
|
extern void G_SoundBroadcast( gentity_t *ent, int soundIndex );
|
||
|
static int Q3_PlaySound( int taskID, int entID, const char *name, const char *channel )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
char finalName[MAX_QPATH];
|
||
|
soundChannel_t voice_chan = CHAN_VOICE; // set a default so the compiler doesn't bitch
|
||
|
qboolean type_voice = qfalse;
|
||
|
|
||
|
Q_strncpyz( finalName, name, MAX_QPATH, 0 );
|
||
|
strupr(finalName);
|
||
|
//G_AddSexToMunroString( finalName, qtrue );
|
||
|
|
||
|
COM_StripExtension( (const char *)finalName, finalName );
|
||
|
|
||
|
int soundHandle = G_SoundIndex( (char *) finalName );
|
||
|
bool bBroadcast = false;
|
||
|
|
||
|
if ( ( stricmp( channel, "CHAN_ANNOUNCER" ) == 0 ) || (ent->classname && Q_stricmp("target_scriptrunner", ent->classname ) == 0) ) {
|
||
|
bBroadcast = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
// moved here from further down so I can easily check channel-type without code dup...
|
||
|
//
|
||
|
if ( stricmp( channel, "CHAN_VOICE" ) == 0 )
|
||
|
{
|
||
|
voice_chan = CHAN_VOICE;
|
||
|
type_voice = qtrue;
|
||
|
}
|
||
|
else if ( stricmp( channel, "CHAN_VOICE_ATTEN" ) == 0 )
|
||
|
{
|
||
|
voice_chan = CHAN_VOICE_ATTEN;
|
||
|
type_voice = qtrue;
|
||
|
}
|
||
|
else if ( stricmp( channel, "CHAN_VOICE_GLOBAL" ) == 0 ) // this should broadcast to everyone, put only casue animation on G_SoundOnEnt...
|
||
|
{
|
||
|
voice_chan = CHAN_VOICE_GLOBAL;
|
||
|
type_voice = qtrue;
|
||
|
}
|
||
|
|
||
|
// if we're in-camera, check for skipping cinematic and ifso, no subtitle print (since screen is not being
|
||
|
// updated anyway during skipping). This stops leftover subtitles being left onscreen after unskipping.
|
||
|
//
|
||
|
if (!in_camera ||
|
||
|
(!g_skippingcin || !g_skippingcin->integer)
|
||
|
) // paranoia towards project end <g>
|
||
|
{
|
||
|
// Text on
|
||
|
if (g_subtitles->integer == 1) // Show all text
|
||
|
{
|
||
|
if ( in_camera) // Cinematic
|
||
|
{
|
||
|
gi.SendServerCommand( NULL, "ct \"%s\" %i", finalName, soundHandle );
|
||
|
}
|
||
|
/* else if (precacheWav[i].speaker==SP_NONE) // lower screen text
|
||
|
{
|
||
|
gentity_t *ent2 = &g_entities[0];
|
||
|
// the numbers in here were either the original ones Bob entered (350), or one arrived at from checking the distance Chell stands at in stasis2 by the computer core that was submitted as a bug report...
|
||
|
//
|
||
|
if (bBroadcast || (DistanceSquared(ent->currentOrigin, ent2->currentOrigin) < ((voice_chan == CHAN_VOICE_ATTEN)?(350 * 350):(1200 * 1200)) ) )
|
||
|
{
|
||
|
gi.SendServerCommand( NULL, "ct \"%s\" %i", finalName, soundHandle );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
// Cinematic only
|
||
|
else if (g_subtitles->integer == 2) // Show only talking head text and CINEMATIC
|
||
|
{
|
||
|
if ( in_camera) // Cinematic text
|
||
|
{
|
||
|
gi.SendServerCommand( NULL, "ct \"%s\" %i", finalName, soundHandle);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( type_voice )
|
||
|
{
|
||
|
if ( g_timescale->value > 1.0f )
|
||
|
{//Skip the damn sound!
|
||
|
return qtrue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//This the voice channel
|
||
|
G_SoundOnEnt( ent, voice_chan, ((char *) finalName) );
|
||
|
}
|
||
|
//Remember we're waiting for this
|
||
|
Q3_TaskIDSet( ent, TID_CHAN_VOICE, taskID );
|
||
|
//do not task_return complete
|
||
|
// if( voice_chan == CHAN_VOICE_GLOBAL )
|
||
|
// {
|
||
|
// G_SoundBroadcast( ent, soundHandle );
|
||
|
// }
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( bBroadcast )
|
||
|
{//Broadcast the sound
|
||
|
G_SoundBroadcast( ent, soundHandle );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_Sound( ent, soundHandle );
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetAngles
|
||
|
|
||
|
Sets the angles of an entity directly
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetDYaw( int entID, float data );
|
||
|
static void Q3_SetAngles( int entID, vec3_t angles )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAngles: bad ent %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (ent->client)
|
||
|
{
|
||
|
SetClientViewAngle( ent, angles );
|
||
|
if ( ent->NPC )
|
||
|
{
|
||
|
Q3_SetDYaw( entID, angles[YAW] );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy( angles, ent->s.angles );
|
||
|
}
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetOrigin
|
||
|
|
||
|
Sets the origin of an entity directly
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetOrigin( int entID, vec3_t origin )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetOrigin: bad ent %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gi.unlinkentity (ent);
|
||
|
|
||
|
if(ent->client)
|
||
|
{
|
||
|
VectorCopy(origin, ent->client->ps.origin);
|
||
|
VectorCopy(origin, ent->currentOrigin);
|
||
|
ent->client->ps.origin[2] += 1;
|
||
|
|
||
|
VectorClear (ent->client->ps.velocity);
|
||
|
ent->client->ps.pm_time = 160; // hold time
|
||
|
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
||
|
|
||
|
ent->client->ps.eFlags ^= EF_TELEPORT_BIT;
|
||
|
|
||
|
// G_KillBox (ent);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_SetOrigin( ent, origin );
|
||
|
}
|
||
|
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
MoveOwner
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : gentity_t *self
|
||
|
============
|
||
|
*/
|
||
|
void MoveOwner( gentity_t *self )
|
||
|
{
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
self->e_ThinkFunc = thinkF_G_FreeEntity;
|
||
|
|
||
|
if ( !self->owner || !self->owner->inuse )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( SpotWouldTelefrag2( self->owner, self->currentOrigin ) )
|
||
|
{
|
||
|
self->e_ThinkFunc = thinkF_MoveOwner;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_SetOrigin( self->owner, self->currentOrigin );
|
||
|
Q3_TaskIDComplete( self->owner, TID_MOVE_NAV );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetTeleportDest
|
||
|
|
||
|
Copies passed origin to ent running script once there is nothing there blocking the spot
|
||
|
=============
|
||
|
*/
|
||
|
static qboolean Q3_SetTeleportDest( int entID, vec3_t org )
|
||
|
{
|
||
|
gentity_t *teleEnt = &g_entities[entID];
|
||
|
|
||
|
if ( teleEnt )
|
||
|
{
|
||
|
if ( SpotWouldTelefrag2( teleEnt, org ) )
|
||
|
{
|
||
|
gentity_t *teleporter = G_Spawn();
|
||
|
|
||
|
G_SetOrigin( teleporter, org );
|
||
|
teleporter->owner = teleEnt;
|
||
|
|
||
|
teleporter->e_ThinkFunc = thinkF_MoveOwner;
|
||
|
teleporter->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_SetOrigin( teleEnt, org );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetCopyOrigin
|
||
|
|
||
|
Copies origin of found ent into ent running script
|
||
|
=============`
|
||
|
*/
|
||
|
static void Q3_SetCopyOrigin( int entID, const char *name )
|
||
|
{
|
||
|
gentity_t *found = G_Find( NULL, FOFS(targetname), (char *) name);
|
||
|
|
||
|
if(found)
|
||
|
{
|
||
|
Q3_SetOrigin( entID, found->currentOrigin );
|
||
|
SetClientViewAngle( &g_entities[entID], found->s.angles );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetCopyOrigin: ent %s not found!\n", name);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetVelocity
|
||
|
|
||
|
Set the velocity of an entity directly
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetVelocity( int entID, int axis, float speed )
|
||
|
{
|
||
|
gentity_t *found = &g_entities[entID];
|
||
|
//FIXME: Not supported
|
||
|
if(!found)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetVelocity invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!found->client)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetVelocity: not a client %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: add or set?
|
||
|
found->client->ps.velocity[axis] += speed;
|
||
|
|
||
|
found->client->ps.pm_time = 500;
|
||
|
found->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetAdjustAreaPortals
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean shields
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetAdjustAreaPortals( int entID, qboolean adjust )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAdjustAreaPortals: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->svFlags = (adjust) ? (ent->svFlags|SVF_MOVER_ADJ_AREA_PORTALS) : (ent->svFlags&~SVF_MOVER_ADJ_AREA_PORTALS);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDmgByHeavyWeapOnly
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean dmg
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDmgByHeavyWeapOnly( int entID, qboolean dmg )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDmgByHeavyWeapOnly: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->flags = (dmg) ? (ent->flags|FL_DMG_BY_HEAVY_WEAP_ONLY) : (ent->flags&~FL_DMG_BY_HEAVY_WEAP_ONLY);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetShielded
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean dmg
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetShielded( int entID, qboolean dmg )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetShielded: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->flags = (dmg) ? (ent->flags|FL_SHIELDED) : (ent->flags&~FL_SHIELDED);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetNoGroups
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean dmg
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetNoGroups( int entID, qboolean noGroups )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetNoGroups: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetNoGroups: ent %s is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->NPC->scriptFlags = noGroups ? (ent->NPC->scriptFlags|SCF_NO_GROUPS) : (ent->NPC->scriptFlags&~SCF_NO_GROUPS);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
moverCallback
|
||
|
|
||
|
Utility function
|
||
|
=============
|
||
|
*/
|
||
|
extern void misc_model_breakable_gravity_init( gentity_t *ent, qboolean dropToFloor );
|
||
|
void moverCallback( gentity_t *ent )
|
||
|
{
|
||
|
//complete the task
|
||
|
Q3_TaskIDComplete( ent, TID_MOVE_NAV );
|
||
|
|
||
|
// play sound
|
||
|
ent->s.loopSound = 0;//stop looping sound
|
||
|
G_PlayDoorSound( ent, BMS_END );//play end sound
|
||
|
|
||
|
if ( ent->moverState == MOVER_1TO2 )
|
||
|
{//reached open
|
||
|
// reached pos2
|
||
|
MatchTeam( ent, MOVER_POS2, level.time );
|
||
|
//SetMoverState( ent, MOVER_POS2, level.time );
|
||
|
}
|
||
|
else if ( ent->moverState == MOVER_2TO1 )
|
||
|
{//reached closed
|
||
|
MatchTeam( ent, MOVER_POS1, level.time );
|
||
|
//SetMoverState( ent, MOVER_POS1, level.time );
|
||
|
//close the portal
|
||
|
if ( ent->svFlags & SVF_MOVER_ADJ_AREA_PORTALS )
|
||
|
{
|
||
|
gi.AdjustAreaPortalState( ent, qfalse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ent->e_BlockedFunc == blockedF_Blocked_Mover )
|
||
|
{
|
||
|
ent->e_BlockedFunc = blockedF_NULL;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( "misc_model_breakable", ent->classname ) && ent->physicsBounce )
|
||
|
{//a gravity-affected model
|
||
|
misc_model_breakable_gravity_init( ent, qfalse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
anglerCallback
|
||
|
|
||
|
Utility function
|
||
|
=============
|
||
|
*/
|
||
|
void anglerCallback( gentity_t *ent )
|
||
|
{
|
||
|
//Complete the task
|
||
|
Q3_TaskIDComplete( ent, TID_ANGLE_FACE );
|
||
|
|
||
|
//Set the currentAngles, clear all movement
|
||
|
VectorMA( ent->s.apos.trBase, (ent->s.apos.trDuration*0.001f), ent->s.apos.trDelta, ent->currentAngles );
|
||
|
VectorCopy( ent->currentAngles, ent->s.apos.trBase );
|
||
|
VectorClear( ent->s.apos.trDelta );
|
||
|
ent->s.apos.trDuration = 1;
|
||
|
ent->s.apos.trType = TR_STATIONARY;
|
||
|
ent->s.apos.trTime = level.time;
|
||
|
|
||
|
//Stop thinking
|
||
|
ent->e_ReachedFunc = reachedF_NULL;
|
||
|
if ( ent->e_ThinkFunc == thinkF_anglerCallback )
|
||
|
{
|
||
|
ent->e_ThinkFunc = thinkF_NULL;
|
||
|
}
|
||
|
|
||
|
//link
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
moveAndRotateCallback
|
||
|
|
||
|
Utility function
|
||
|
=============
|
||
|
*/
|
||
|
void moveAndRotateCallback( gentity_t *ent )
|
||
|
{
|
||
|
//stop turning
|
||
|
anglerCallback( ent );
|
||
|
//stop moving
|
||
|
moverCallback( ent );
|
||
|
}
|
||
|
|
||
|
void Blocked_Mover( gentity_t *ent, gentity_t *other ) {
|
||
|
// remove anything other than a client
|
||
|
if ( !other->client ) {
|
||
|
G_FreeEntity( other );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->damage ) {
|
||
|
G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_Lerp2Start
|
||
|
|
||
|
Lerps the origin of an entity to its starting position
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_Lerp2Start( int entID, int taskID, float duration )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if(!ent)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Lerp2Start: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client || ent->NPC || Q_stricmp(ent->classname, "target_scriptrunner") == 0 )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Lerp2Start: ent %d is NOT a mover!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->s.eType != ET_MOVER )
|
||
|
{
|
||
|
ent->s.eType = ET_MOVER;
|
||
|
}
|
||
|
|
||
|
//FIXME: set up correctly!!!
|
||
|
ent->moverState = MOVER_2TO1;
|
||
|
ent->s.eType = ET_MOVER;
|
||
|
ent->e_ReachedFunc = reachedF_moverCallback; //Callsback the the completion of the move
|
||
|
if ( ent->damage )
|
||
|
{
|
||
|
ent->e_BlockedFunc = blockedF_Blocked_Mover;
|
||
|
}
|
||
|
|
||
|
ent->s.pos.trDuration = duration * 10; //In seconds
|
||
|
ent->s.pos.trTime = level.time;
|
||
|
|
||
|
Q3_TaskIDSet( ent, TID_MOVE_NAV, taskID );
|
||
|
// starting sound
|
||
|
G_PlayDoorLoopSound( ent );
|
||
|
G_PlayDoorSound( ent, BMS_START ); //??
|
||
|
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_Lerp2End
|
||
|
|
||
|
Lerps the origin of an entity to its ending position
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_Lerp2End( int entID, int taskID, float duration )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if(!ent)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Lerp2End: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client || ent->NPC || Q_stricmp(ent->classname, "target_scriptrunner") == 0 )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Lerp2End: ent %d is NOT a mover!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->s.eType != ET_MOVER )
|
||
|
{
|
||
|
ent->s.eType = ET_MOVER;
|
||
|
}
|
||
|
|
||
|
if ( ent->moverState == MOVER_POS1 )
|
||
|
{//open the portal
|
||
|
if ( ent->svFlags & SVF_MOVER_ADJ_AREA_PORTALS )
|
||
|
{
|
||
|
gi.AdjustAreaPortalState( ent, qtrue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//FIXME: set up correctly!!!
|
||
|
ent->moverState = MOVER_1TO2;
|
||
|
ent->s.eType = ET_MOVER;
|
||
|
ent->e_ReachedFunc = reachedF_moverCallback; //Callsback the the completion of the move
|
||
|
if ( ent->damage )
|
||
|
{
|
||
|
ent->e_BlockedFunc = blockedF_Blocked_Mover;
|
||
|
}
|
||
|
|
||
|
ent->s.pos.trDuration = duration * 10; //In seconds
|
||
|
ent->s.time = level.time;
|
||
|
|
||
|
Q3_TaskIDSet( ent, TID_MOVE_NAV, taskID );
|
||
|
// starting sound
|
||
|
G_PlayDoorLoopSound( ent );
|
||
|
G_PlayDoorSound( ent, BMS_START ); //??
|
||
|
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_Lerp2Pos
|
||
|
|
||
|
Lerps the origin and angles of an entity to the destination values
|
||
|
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_Lerp2Pos( int taskID, int entID, vec3_t origin, vec3_t angles, float duration )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
vec3_t ang;
|
||
|
int i;
|
||
|
|
||
|
if(!ent)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Lerp2Pos: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client || ent->NPC || Q_stricmp(ent->classname, "target_scriptrunner") == 0 )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Lerp2Pos: ent %d is NOT a mover!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->s.eType != ET_MOVER )
|
||
|
{
|
||
|
ent->s.eType = ET_MOVER;
|
||
|
}
|
||
|
|
||
|
//Don't allow a zero duration
|
||
|
if ( duration == 0 )
|
||
|
duration = 1;
|
||
|
|
||
|
//
|
||
|
// Movement
|
||
|
|
||
|
moverState_t moverState = ent->moverState;
|
||
|
|
||
|
if ( moverState == MOVER_POS1 || moverState == MOVER_2TO1 )
|
||
|
{
|
||
|
VectorCopy( ent->currentOrigin, ent->pos1 );
|
||
|
VectorCopy( origin, ent->pos2 );
|
||
|
|
||
|
if ( moverState == MOVER_POS1 )
|
||
|
{//open the portal
|
||
|
if ( ent->svFlags & SVF_MOVER_ADJ_AREA_PORTALS )
|
||
|
{
|
||
|
gi.AdjustAreaPortalState( ent, qtrue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
moverState = MOVER_1TO2;
|
||
|
}
|
||
|
else /*if ( moverState == MOVER_POS2 || moverState == MOVER_1TO2 )*/
|
||
|
{
|
||
|
VectorCopy( ent->currentOrigin, ent->pos2 );
|
||
|
VectorCopy( origin, ent->pos1 );
|
||
|
|
||
|
moverState = MOVER_2TO1;
|
||
|
}
|
||
|
|
||
|
InitMoverTrData( ent );
|
||
|
|
||
|
ent->s.pos.trDuration = duration;
|
||
|
|
||
|
// start it going
|
||
|
MatchTeam( ent, moverState, level.time );
|
||
|
//SetMoverState( ent, moverState, level.time );
|
||
|
|
||
|
//Only do the angles if specified
|
||
|
if ( angles != NULL )
|
||
|
{
|
||
|
//
|
||
|
// Rotation
|
||
|
|
||
|
for ( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
ang[i] = AngleDelta( angles[i], ent->currentAngles[i] );
|
||
|
ent->s.apos.trDelta[i] = ( ang[i] / ( duration * 0.001f ) );
|
||
|
}
|
||
|
|
||
|
VectorCopy( ent->currentAngles, ent->s.apos.trBase );
|
||
|
|
||
|
if ( ent->alt_fire )
|
||
|
{
|
||
|
ent->s.apos.trType = TR_LINEAR_STOP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->s.apos.trType = TR_NONLINEAR_STOP;
|
||
|
}
|
||
|
ent->s.apos.trDuration = duration;
|
||
|
|
||
|
ent->s.apos.trTime = level.time;
|
||
|
|
||
|
ent->e_ReachedFunc = reachedF_moveAndRotateCallback;
|
||
|
Q3_TaskIDSet( ent, TID_ANGLE_FACE, taskID );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Setup the last bits of information
|
||
|
ent->e_ReachedFunc = reachedF_moverCallback;
|
||
|
}
|
||
|
|
||
|
if ( ent->damage )
|
||
|
{
|
||
|
ent->e_BlockedFunc = blockedF_Blocked_Mover;
|
||
|
}
|
||
|
|
||
|
Q3_TaskIDSet( ent, TID_MOVE_NAV, taskID );
|
||
|
// starting sound
|
||
|
G_PlayDoorLoopSound( ent );
|
||
|
G_PlayDoorSound( ent, BMS_START ); //??
|
||
|
|
||
|
gi.linkentity( ent );
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_Lerp2Origin
|
||
|
|
||
|
Lerps the origin to the destination value
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_Lerp2Origin( int taskID, int entID, vec3_t origin, float duration )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if(!ent)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Lerp2Origin: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client || ent->NPC || Q_stricmp(ent->classname, "target_scriptrunner") == 0 )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Lerp2Origin: ent %d is NOT a mover!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->s.eType != ET_MOVER )
|
||
|
{
|
||
|
ent->s.eType = ET_MOVER;
|
||
|
}
|
||
|
|
||
|
moverState_t moverState = ent->moverState;
|
||
|
|
||
|
if ( moverState == MOVER_POS1 || moverState == MOVER_2TO1 )
|
||
|
{
|
||
|
VectorCopy( ent->currentOrigin, ent->pos1 );
|
||
|
VectorCopy( origin, ent->pos2 );
|
||
|
|
||
|
if ( moverState == MOVER_POS1 )
|
||
|
{//open the portal
|
||
|
if ( ent->svFlags & SVF_MOVER_ADJ_AREA_PORTALS )
|
||
|
{
|
||
|
gi.AdjustAreaPortalState( ent, qtrue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
moverState = MOVER_1TO2;
|
||
|
}
|
||
|
else if ( moverState == MOVER_POS2 || moverState == MOVER_1TO2 )
|
||
|
{
|
||
|
VectorCopy( ent->currentOrigin, ent->pos2 );
|
||
|
VectorCopy( origin, ent->pos1 );
|
||
|
|
||
|
moverState = MOVER_2TO1;
|
||
|
}
|
||
|
|
||
|
InitMoverTrData( ent ); //FIXME: This will probably break normal things that are being moved...
|
||
|
|
||
|
ent->s.pos.trDuration = duration;
|
||
|
|
||
|
// start it going
|
||
|
MatchTeam( ent, moverState, level.time );
|
||
|
//SetMoverState( ent, moverState, level.time );
|
||
|
|
||
|
ent->e_ReachedFunc = reachedF_moverCallback;
|
||
|
if ( ent->damage )
|
||
|
{
|
||
|
ent->e_BlockedFunc = blockedF_Blocked_Mover;
|
||
|
}
|
||
|
if ( taskID != -1 )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_MOVE_NAV, taskID );
|
||
|
}
|
||
|
// starting sound
|
||
|
G_PlayDoorLoopSound( ent );//start looping sound
|
||
|
G_PlayDoorSound( ent, BMS_START ); //play start sound
|
||
|
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
|
||
|
static void Q3_SetOriginOffset( int entID, int axis, float offset )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if(!ent)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetOriginOffset: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client || ent->NPC || Q_stricmp(ent->classname, "target_scriptrunner") == 0 )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetOriginOffset: ent %d is NOT a mover!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
vec3_t origin;
|
||
|
VectorCopy( ent->s.origin, origin );
|
||
|
origin[axis] += offset;
|
||
|
float duration = 0;
|
||
|
if ( ent->speed )
|
||
|
{
|
||
|
duration = fabs(offset)/fabs(ent->speed)*1000.0f;
|
||
|
}
|
||
|
Q3_Lerp2Origin( -1, entID, origin, duration );
|
||
|
}
|
||
|
/*
|
||
|
=============
|
||
|
Q3_LerpAngles
|
||
|
|
||
|
Lerps the angles to the destination value
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_Lerp2Angles( int taskID, int entID, vec3_t angles, float duration )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
vec3_t ang;
|
||
|
int i;
|
||
|
|
||
|
if(!ent)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Lerp2Angles: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client || ent->NPC || Q_stricmp(ent->classname, "target_scriptrunner") == 0 )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Lerp2Angles: ent %d is NOT a mover!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//If we want an instant move, don't send 0...
|
||
|
ent->s.apos.trDuration = (duration>0) ? duration : 1;
|
||
|
|
||
|
for ( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
ang [i] = AngleSubtract( angles[i], ent->currentAngles[i]);
|
||
|
ent->s.apos.trDelta[i] = ( ang[i] / ( ent->s.apos.trDuration * 0.001f ) );
|
||
|
}
|
||
|
|
||
|
VectorCopy( ent->currentAngles, ent->s.apos.trBase );
|
||
|
|
||
|
if ( ent->alt_fire )
|
||
|
{
|
||
|
ent->s.apos.trType = TR_LINEAR_STOP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->s.apos.trType = TR_NONLINEAR_STOP;
|
||
|
}
|
||
|
|
||
|
ent->s.apos.trTime = level.time;
|
||
|
|
||
|
Q3_TaskIDSet( ent, TID_ANGLE_FACE, taskID );
|
||
|
|
||
|
ent->e_ReachedFunc = reachedF_NULL;
|
||
|
ent->e_ThinkFunc = thinkF_anglerCallback;
|
||
|
ent->nextthink = level.time + duration;
|
||
|
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_GetTag
|
||
|
|
||
|
Gets the value of a tag by the give name
|
||
|
=============
|
||
|
*/
|
||
|
static int Q3_GetTag( int entID, const char *name, int lookup, vec3_t info )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[ entID ];
|
||
|
|
||
|
VALIDATEB( ent );
|
||
|
|
||
|
switch ( lookup )
|
||
|
{
|
||
|
case TYPE_ORIGIN:
|
||
|
//return TAG_GetOrigin( ent->targetname, name, info );
|
||
|
return TAG_GetOrigin( ent->ownername, name, info );
|
||
|
break;
|
||
|
|
||
|
case TYPE_ANGLES:
|
||
|
//return TAG_GetAngles( ent->targetname, name, info );
|
||
|
return TAG_GetAngles( ent->ownername, name, info );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetNavGoal
|
||
|
|
||
|
Sets the navigational goal of an entity
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetNavGoal( int entID, const char *name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[ entID ];
|
||
|
vec3_t goalPos;
|
||
|
|
||
|
//Get the position of the goal
|
||
|
if ( TAG_GetOrigin2( NULL, name, goalPos ) == false )
|
||
|
{
|
||
|
gentity_t *targ = G_Find(NULL, FOFS(targetname), (char*)name);
|
||
|
if ( !targ )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetNavGoal: can't find NAVGOAL \"%s\"\n", name );
|
||
|
return;
|
||
|
}
|
||
|
else if ( ent->NPC )
|
||
|
{
|
||
|
ent->NPC->goalEntity = targ;
|
||
|
ent->NPC->goalRadius = sqrt(ent->maxs[0]+ent->maxs[0]) + sqrt(targ->maxs[0]+targ->maxs[0]);
|
||
|
ent->NPC->aiFlags &= ~NPCAI_TOUCHED_GOAL;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int goalRadius = TAG_GetRadius( NULL, name );
|
||
|
|
||
|
if ( ent->NPC )
|
||
|
{
|
||
|
NPC_SetMoveGoal( ent, goalPos, goalRadius, qtrue );
|
||
|
//We know we want to clear the lastWaypoint here
|
||
|
ent->NPC->goalEntity->lastWaypoint = WAYPOINT_NONE;
|
||
|
ent->NPC->aiFlags &= ~NPCAI_TOUCHED_GOAL;
|
||
|
#ifdef _DEBUG
|
||
|
//this is *only* for debugging navigation
|
||
|
ent->NPC->tempGoal->target = G_NewString( name );
|
||
|
#endif// _DEBUG
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetNavGoal: tried to set a navgoal (\"%s\") on a non-NPC: \"%s\"\n", name, ent->script_targetname );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
SetLowerAnim
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int animID
|
||
|
============
|
||
|
*/
|
||
|
static void SetLowerAnim( int entID, int animID)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "SetLowerAnim: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "SetLowerAnim: ent %d is NOT a player or NPC!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
NPC_SetAnim(ent,SETANIM_LEGS,animID,SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
SetUpperAnim
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int animID
|
||
|
============
|
||
|
*/
|
||
|
static void SetUpperAnim ( int entID, int animID)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "SetUpperAnim: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "SetLowerAnim: ent %d is NOT a player or NPC!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
NPC_SetAnim(ent,SETANIM_TORSO,animID,SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetAnimUpper
|
||
|
|
||
|
Sets the upper animation of an entity
|
||
|
=============
|
||
|
*/
|
||
|
static qboolean Q3_SetAnimUpper( int entID, const char *anim_name )
|
||
|
{
|
||
|
int animID = 0;
|
||
|
|
||
|
animID = GetIDForString( animTable, anim_name );
|
||
|
|
||
|
if( animID == -1 )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAnimUpper: unknown animation sequence '%s'\n", anim_name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( !PM_HasAnimation( &g_entities[entID], animID ) )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
SetUpperAnim( entID, animID );
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetAnimLower
|
||
|
|
||
|
Sets the lower animation of an entity
|
||
|
=============
|
||
|
*/
|
||
|
static qboolean Q3_SetAnimLower( int entID, const char *anim_name )
|
||
|
{
|
||
|
int animID = 0;
|
||
|
|
||
|
//FIXME: Setting duck anim does not actually duck!
|
||
|
|
||
|
animID = GetIDForString( animTable, anim_name );
|
||
|
|
||
|
if( animID == -1 )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAnimLower: unknown animation sequence '%s'\n", anim_name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( !PM_HasAnimation( &g_entities[entID], animID ) )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
SetLowerAnim( entID, animID );
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetAnimHoldTime
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int int_data
|
||
|
Argument : qboolean lower
|
||
|
============
|
||
|
*/
|
||
|
extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
|
||
|
extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
|
||
|
static void Q3_SetAnimHoldTime( int entID, int int_data, qboolean lower )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAnimHoldTime: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetAnimHoldTime: ent %d is NOT a player or NPC!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(lower)
|
||
|
{
|
||
|
PM_SetLegsAnimTimer( ent, &ent->client->ps.legsAnimTimer, int_data );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PM_SetTorsoAnimTimer( ent, &ent->client->ps.torsoAnimTimer, int_data );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetEnemy
|
||
|
|
||
|
Sets the enemy of an entity
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetEnemy( int entID, const char *name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetEnemy: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !Q_stricmp("NONE", name) || !Q_stricmp("NULL", name))
|
||
|
{
|
||
|
if(ent->NPC)
|
||
|
{
|
||
|
G_ClearEnemy(ent);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->enemy = NULL;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gentity_t *enemy = G_Find( NULL, FOFS(targetname), (char *) name);
|
||
|
|
||
|
if(enemy == NULL)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetEnemy: no such enemy: '%s'\n", name );
|
||
|
return;
|
||
|
}
|
||
|
/*else if(enemy->health <= 0)
|
||
|
{
|
||
|
//Q3_DebugPrint( WL_ERROR, "Q3_SetEnemy: ERROR - desired enemy has health %d\n", enemy->health );
|
||
|
return;
|
||
|
}*/
|
||
|
else
|
||
|
{
|
||
|
if(ent->NPC)
|
||
|
{
|
||
|
G_SetEnemy( ent, enemy );
|
||
|
ent->cantHitEnemyCounter = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_SetEnemy(ent, enemy);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetEnemy
|
||
|
|
||
|
Sets the enemy of an entity
|
||
|
=============
|
||
|
*/
|
||
|
/*
|
||
|
static void Q3_SetDefendTarget( int entID, const char *name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
gentity_t *defendEnt = NULL;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDefendTarget: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDefendTarget: ent %d is NOT an NPC!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
defendEnt = G_Find(NULL, FOFS(targetname), (char *)name);
|
||
|
if ( defendEnt != NULL )
|
||
|
{
|
||
|
ent->NPC->defendEnt = defendEnt;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDefendTarget: %s NOT found!\n", name);
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetLeader
|
||
|
|
||
|
Sets the leader of an NPC
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetLeader( int entID, const char *name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLeader: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetLeader: ent %d is NOT a player or NPC!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !Q_stricmp("NONE", name) || !Q_stricmp("NULL", name))
|
||
|
{
|
||
|
ent->client->leader = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gentity_t *leader = G_Find( NULL, FOFS(targetname), (char *) name);
|
||
|
|
||
|
if(leader == NULL)
|
||
|
{
|
||
|
//Q3_DebugPrint( WL_ERROR,"Q3_SetEnemy: unable to locate enemy: '%s'\n", name );
|
||
|
return;
|
||
|
}
|
||
|
else if(leader->health <= 0)
|
||
|
{
|
||
|
//Q3_DebugPrint( WL_ERROR,"Q3_SetEnemy: ERROR - desired enemy has health %d\n", enemy->health );
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->client->leader = leader;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
stringID_table_t teamTable [] =
|
||
|
{
|
||
|
ENUM2STRING(TEAM_FREE),
|
||
|
// ENUM2STRING(TEAM_STARFLEET),
|
||
|
// ENUM2STRING(TEAM_BORG),
|
||
|
// ENUM2STRING(TEAM_PARASITE),
|
||
|
// ENUM2STRING(TEAM_SCAVENGERS),
|
||
|
// ENUM2STRING(TEAM_KLINGON),
|
||
|
// ENUM2STRING(TEAM_MALON),
|
||
|
// ENUM2STRING(TEAM_HIROGEN),
|
||
|
// ENUM2STRING(TEAM_IMPERIAL),
|
||
|
// ENUM2STRING(TEAM_STASIS),
|
||
|
// ENUM2STRING(TEAM_8472),
|
||
|
// ENUM2STRING(TEAM_BOTS),
|
||
|
// ENUM2STRING(TEAM_FORGE),
|
||
|
// ENUM2STRING(TEAM_DISGUISE),
|
||
|
ENUM2STRING(TEAM_PLAYER),
|
||
|
ENUM2STRING(TEAM_ENEMY),
|
||
|
ENUM2STRING(TEAM_NEUTRAL),
|
||
|
"", TEAM_FREE,
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetPlayerTeam
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *teamName
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetPlayerTeam( int entID, const char *teamName )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
team_t newTeam;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetPlayerTeam: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetPlayerTeam: ent %d is NOT a player or NPC!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
newTeam = (team_t)GetIDForString( teamTable, teamName );
|
||
|
ent->client->playerTeam = newTeam;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetEnemyTeam
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *teamName
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetEnemyTeam( int entID, const char *teamName )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetEnemyTeam: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetEnemyTeam: ent %d is NOT a player or NPC!\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->client->enemyTeam = (team_t)GetIDForString( teamTable, teamName );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetHealth
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetHealth( int entID, int data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetHealth: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( data < 0 )
|
||
|
{
|
||
|
data = 0;
|
||
|
}
|
||
|
|
||
|
ent->health = data;
|
||
|
|
||
|
if(!ent->client)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->client->ps.stats[STAT_HEALTH] = data;
|
||
|
if ( ent->s.number == 0 )
|
||
|
{//clamp health to max
|
||
|
if ( ent->client->ps.stats[STAT_HEALTH] > ent->client->ps.stats[STAT_MAX_HEALTH] )
|
||
|
{
|
||
|
ent->health = ent->client->ps.stats[STAT_HEALTH] = ent->client->ps.stats[STAT_MAX_HEALTH];
|
||
|
}
|
||
|
if ( data == 0 )
|
||
|
{//artificially "killing" the player", don't let him respawn right away
|
||
|
ent->client->ps.pm_type = PM_DEAD;
|
||
|
//delay respawn for 2 seconds
|
||
|
ent->client->respawnTime = level.time + 2000;
|
||
|
//stop all scripts
|
||
|
if (Q_stricmpn(level.mapname,"_holo",5)) {
|
||
|
stop_icarus = qtrue;
|
||
|
}
|
||
|
//make the team killable
|
||
|
//G_MakeTeamVulnerable();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetArmor
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetArmor( int entID, int data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetArmor: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!ent->client)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->client->ps.stats[STAT_ARMOR] = data;
|
||
|
if ( ent->s.number == 0 )
|
||
|
{//clamp armor to max_health
|
||
|
if ( ent->client->ps.stats[STAT_ARMOR] > ent->client->ps.stats[STAT_MAX_HEALTH] )
|
||
|
{
|
||
|
ent->client->ps.stats[STAT_ARMOR] = ent->client->ps.stats[STAT_MAX_HEALTH];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetBState
|
||
|
Description :
|
||
|
Return type : static qboolean
|
||
|
Argument : int entID
|
||
|
Argument : const char *bs_name
|
||
|
FIXME: this should be a general NPC wrapper function
|
||
|
that is called ANY time a bState is changed...
|
||
|
============
|
||
|
*/
|
||
|
static qboolean Q3_SetBState( int entID, const char *bs_name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
bState_t bSID;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetBState: invalid entID %d\n", entID);
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetBState: '%s' is not an NPC\n", ent->targetname );
|
||
|
return qtrue;//ok to complete
|
||
|
}
|
||
|
|
||
|
bSID = (bState_t)(GetIDForString( BSTable, bs_name ));
|
||
|
if ( bSID > -1 )
|
||
|
{
|
||
|
if ( bSID == BS_SEARCH || bSID == BS_WANDER )
|
||
|
{
|
||
|
//FIXME: Reimplement
|
||
|
|
||
|
if( ent->waypoint != WAYPOINT_NONE )
|
||
|
{
|
||
|
NPC_BSSearchStart( ent->waypoint, bSID );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->waypoint = NAV_FindClosestWaypointForEnt( ent, WAYPOINT_NONE );
|
||
|
|
||
|
if( ent->waypoint != WAYPOINT_NONE )
|
||
|
{
|
||
|
NPC_BSSearchStart( ent->waypoint, bSID );
|
||
|
}
|
||
|
/*else if( ent->lastWaypoint >=0 && ent->lastWaypoint < num_waypoints )
|
||
|
{
|
||
|
NPC_BSSearchStart( ent->lastWaypoint, bSID );
|
||
|
}
|
||
|
else if( ent->lastValidWaypoint >=0 && ent->lastValidWaypoint < num_waypoints )
|
||
|
{
|
||
|
NPC_BSSearchStart( ent->lastValidWaypoint, bSID );
|
||
|
}*/
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetBState: '%s' is not in a valid waypoint to search from!\n", ent->targetname );
|
||
|
return qtrue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
ent->NPC->tempBehavior = BS_DEFAULT;//need to clear any temp behaviour
|
||
|
if ( ent->NPC->behaviorState == BS_NOCLIP && bSID != BS_NOCLIP )
|
||
|
{//need to rise up out of the floor after noclipping
|
||
|
ent->currentOrigin[2] += 0.125;
|
||
|
G_SetOrigin( ent, ent->currentOrigin );
|
||
|
}
|
||
|
ent->NPC->behaviorState = bSID;
|
||
|
if ( bSID == BS_DEFAULT )
|
||
|
{
|
||
|
ent->NPC->defaultBehavior = bSID;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ent->NPC->aiFlags &= ~NPCAI_TOUCHED_GOAL;
|
||
|
|
||
|
// if ( bSID == BS_FLY )
|
||
|
// {//FIXME: need a set bState wrapper
|
||
|
// ent->NPC->stats.moveType = MT_FLYSWIM;
|
||
|
// }
|
||
|
// else
|
||
|
{
|
||
|
//FIXME: these are presumptions!
|
||
|
//Q3_SetGravity( entID, g_gravity->value );
|
||
|
//ent->NPC->stats.moveType = MT_RUNJUMP;
|
||
|
}
|
||
|
|
||
|
if ( bSID == BS_NOCLIP )
|
||
|
{
|
||
|
ent->client->noclip = qtrue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->client->noclip = qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( bSID == BS_FACE || bSID == BS_POINT_AND_SHOOT || bSID == BS_FACE_ENEMY )
|
||
|
{
|
||
|
ent->NPC->aimTime = level.time + 5 * 1000;//try for 5 seconds
|
||
|
return qfalse;//need to wait for task complete message
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// if ( bSID == BS_SNIPER || bSID == BS_ADVANCE_FIGHT )
|
||
|
if ( bSID == BS_ADVANCE_FIGHT )
|
||
|
{
|
||
|
return qfalse;//need to wait for task complete message
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( bSID == BS_SHOOT || bSID == BS_POINT_AND_SHOOT )
|
||
|
{//Let them shoot right NOW
|
||
|
ent->NPC->shotTime = ent->attackDebounceTime = level.time;
|
||
|
}
|
||
|
*/
|
||
|
if ( bSID == BS_JUMP )
|
||
|
{
|
||
|
ent->NPC->jumpState = JS_FACING;
|
||
|
}
|
||
|
|
||
|
return qtrue;//ok to complete
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetTempBState
|
||
|
Description :
|
||
|
Return type : static qboolean
|
||
|
Argument : int entID
|
||
|
Argument : const char *bs_name
|
||
|
============
|
||
|
*/
|
||
|
static qboolean Q3_SetTempBState( int entID, const char *bs_name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
bState_t bSID;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetTempBState: invalid entID %d\n", entID);
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetTempBState: '%s' is not an NPC\n", ent->targetname );
|
||
|
return qtrue;//ok to complete
|
||
|
}
|
||
|
|
||
|
bSID = (bState_t)(GetIDForString( BSTable, bs_name ));
|
||
|
if ( bSID > -1 )
|
||
|
{
|
||
|
ent->NPC->tempBehavior = bSID;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( bSID == BS_FACE || bSID == BS_POINT_AND_SHOOT || bSID == BS_FACE_ENEMY )
|
||
|
{
|
||
|
ent->NPC->aimTime = level.time + 5 * 1000;//try for 5 seconds
|
||
|
return qfalse;//need to wait for task complete message
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
if ( bSID == BS_SHOOT || bSID == BS_POINT_AND_SHOOT )
|
||
|
{//Let them shoot right NOW
|
||
|
ent->NPC->shotTime = ent->attackDebounceTime = level.time;
|
||
|
}
|
||
|
*/
|
||
|
return qtrue;//ok to complete
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDefaultBState
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *bs_name
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDefaultBState( int entID, const char *bs_name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
bState_t bSID;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDefaultBState: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetDefaultBState: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bSID = (bState_t)(GetIDForString( BSTable, bs_name ));
|
||
|
if ( bSID > -1 )
|
||
|
{
|
||
|
ent->NPC->defaultBehavior = bSID;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDPitch
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDPitch( int entID, float data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDPitch: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC || !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetDPitch: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int pitchMin = -ent->client->renderInfo.headPitchRangeUp + 1;
|
||
|
int pitchMax = ent->client->renderInfo.headPitchRangeDown - 1;
|
||
|
|
||
|
//clamp angle to -180 -> 180
|
||
|
data = AngleNormalize180( data );
|
||
|
|
||
|
//Clamp it to my valid range
|
||
|
if ( data < -1 )
|
||
|
{
|
||
|
if ( data < pitchMin )
|
||
|
{
|
||
|
data = pitchMin;
|
||
|
}
|
||
|
}
|
||
|
else if ( data > 1 )
|
||
|
{
|
||
|
if ( data > pitchMax )
|
||
|
{
|
||
|
data = pitchMax;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ent->NPC->lockedDesiredPitch = ent->NPC->desiredPitch = data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDYaw
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDYaw( int entID, float data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDYaw: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetDYaw: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!ent->enemy)
|
||
|
{//don't mess with this if they're aiming at someone
|
||
|
ent->NPC->lockedDesiredYaw = ent->NPC->desiredYaw = ent->s.angles[1] = data;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Could not set DYAW: '%s' has an enemy (%s)!\n", ent->targetname, ent->enemy->targetname );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetShootDist
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetShootDist( int entID, float data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetShootDist: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetShootDist: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->NPC->stats.shootDistance = data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetVisrange
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetVisrange( int entID, float data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetVisrange: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetVisrange: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->NPC->stats.visrange = data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetEarshot
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetEarshot( int entID, float data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetEarshot: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetEarshot: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->NPC->stats.earshot = data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetVigilance
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetVigilance( int entID, float data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetVigilance: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetVigilance: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->NPC->stats.vigilance = data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetVFOV
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetVFOV( int entID, int data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetVFOV: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetVFOV: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->NPC->stats.vfov = data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetHFOV
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetHFOV( int entID, int data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetHFOV: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetHFOV: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->NPC->stats.hfov = data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetWidth
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetWidth( int entID, int data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetWidth: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetWidth: '%s' is not an NPC\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->maxs[0] = ent->maxs[1] = data;
|
||
|
ent->mins[0] = ent->mins[1] = -data;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_GetTimeScale
|
||
|
Description :
|
||
|
Return type : static DWORD
|
||
|
Argument : void
|
||
|
============
|
||
|
*/
|
||
|
static DWORD Q3_GetTimeScale( void )
|
||
|
{
|
||
|
//return Q3_TIME_SCALE;
|
||
|
return g_timescale->value;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetTimeScale
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetTimeScale( int entID, const char *data )
|
||
|
{
|
||
|
gi.cvar_set("timescale", data);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetInvisible
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean invisible
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetInvisible( int entID, qboolean invisible )
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetInvisible: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( invisible )
|
||
|
{
|
||
|
self->s.eFlags |= EF_NODRAW;
|
||
|
if ( self->client )
|
||
|
{
|
||
|
self->client->ps.eFlags |= EF_NODRAW;
|
||
|
}
|
||
|
self->contents = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->s.eFlags &= ~EF_NODRAW;
|
||
|
if ( self->client )
|
||
|
{
|
||
|
self->client->ps.eFlags &= ~EF_NODRAW;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetVampire
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean vampire
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetVampire( int entID, qboolean vampire )
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self || !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetVampire: entID %d not a client\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( vampire )
|
||
|
{
|
||
|
self->client->ps.powerups[PW_DISINT_2] = Q3_INFINITE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->client->ps.powerups[PW_DISINT_2] = 0;
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetGreetAllies
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean greet
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetGreetAllies( int entID, qboolean greet )
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetGreetAllies: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetGreetAllies: ent %s is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( greet )
|
||
|
{
|
||
|
self->NPC->aiFlags |= NPCAI_GREET_ALLIES;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->NPC->aiFlags &= ~NPCAI_GREET_ALLIES;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetViewTarget
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *name
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetViewTarget (int entID, const char *name)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
gentity_t *viewtarget = G_Find( NULL, FOFS(targetname), (char *) name);
|
||
|
vec3_t viewspot, selfspot, viewvec, viewangles;
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetViewTarget: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetViewTarget: '%s' is not a player/NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: Exception handle here
|
||
|
if (viewtarget == NULL)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetViewTarget: can't find ViewTarget: '%s'\n", name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: should we set behavior to BS_FACE and keep facing this ent as it moves
|
||
|
//around for a script-specified length of time...?
|
||
|
VectorCopy ( self->currentOrigin, selfspot );
|
||
|
selfspot[2] += self->client->ps.viewheight;
|
||
|
|
||
|
if ( viewtarget->client && (!g_skippingcin || !g_skippingcin->integer ) )
|
||
|
{
|
||
|
VectorCopy ( viewtarget->client->renderInfo.eyePoint, viewspot );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy ( viewtarget->currentOrigin, viewspot );
|
||
|
}
|
||
|
|
||
|
VectorSubtract( viewspot, selfspot, viewvec );
|
||
|
|
||
|
vectoangles( viewvec, viewangles );
|
||
|
|
||
|
Q3_SetDYaw( entID, viewangles[YAW] );
|
||
|
if ( !g_skippingcin || !g_skippingcin->integer )
|
||
|
{
|
||
|
Q3_SetDPitch( entID, viewangles[PITCH] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetWatchTarget
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *name
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetWatchTarget (int entID, const char *name)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
gentity_t *watchTarget = NULL;
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetWatchTarget: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetWatchTarget: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( Q_stricmp( "NULL", name ) == 0 || Q_stricmp( "NONE", name ) == 0 || ( self->targetname && (Q_stricmp( self->targetname, name ) == 0) ) )
|
||
|
{//clearing watchTarget
|
||
|
self->NPC->watchTarget = NULL;
|
||
|
}
|
||
|
|
||
|
watchTarget = G_Find( NULL, FOFS(targetname), (char *) name);
|
||
|
if ( watchTarget == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetWatchTarget: can't find WatchTarget: '%s'\n", name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->NPC->watchTarget = watchTarget;
|
||
|
}
|
||
|
|
||
|
void Q3_SetLoopSound(int entID, const char *name)
|
||
|
{
|
||
|
sfxHandle_t index;
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( Q_stricmp( "NULL", name ) == 0 || Q_stricmp( "NONE", name )==0)
|
||
|
{
|
||
|
self->s.loopSound = 0;
|
||
|
}
|
||
|
|
||
|
index = G_SoundIndex( name );
|
||
|
|
||
|
if (index)
|
||
|
{
|
||
|
self->s.loopSound = index;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLoopSound: can't find sound file: '%s'\n", name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetViewEntity
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *name
|
||
|
============
|
||
|
*/
|
||
|
extern qboolean G_ClearViewEntity( gentity_t *ent );
|
||
|
extern void G_SetViewEntity( gentity_t *self, gentity_t *viewEntity );
|
||
|
void Q3_SetViewEntity(int entID, const char *name)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
gentity_t *viewtarget = G_Find( NULL, FOFS(targetname), (char *) name);
|
||
|
|
||
|
if ( entID != 0 )
|
||
|
{//only valid on player
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetViewEntity: only valid on player\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetViewEntity: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetViewEntity: '%s' is not a player!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !name )
|
||
|
{
|
||
|
G_ClearViewEntity( self );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( viewtarget == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetViewEntity: can't find ViewEntity: '%s'\n", name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
G_SetViewEntity( self, viewtarget );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetWeapon
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *wp_name
|
||
|
============
|
||
|
*/
|
||
|
extern gentity_t *TossClientItems( gentity_t *self );
|
||
|
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel );
|
||
|
extern void WP_SaberInitBladeData( gentity_t *ent );
|
||
|
static void Q3_SetWeapon (int entID, const char *wp_name)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
int wp;
|
||
|
qboolean hadWeapon = qfalse;
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetWeapon: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetWeapon: '%s' is not a player/NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("drop", wp_name))
|
||
|
{//no weapon, drop it
|
||
|
TossClientItems( self );
|
||
|
self->client->ps.weapon = WP_NONE;
|
||
|
if ( self->weaponModel != -1 )
|
||
|
{
|
||
|
gi.G2API_RemoveGhoul2Model( self->ghoul2, self->weaponModel );
|
||
|
self->weaponModel = -1;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
wp = GetIDForString( WPTable, wp_name );
|
||
|
if(wp == WP_NONE)
|
||
|
{//no weapon
|
||
|
self->client->ps.weapon = WP_NONE;
|
||
|
if ( self->weaponModel != -1 )
|
||
|
{
|
||
|
gi.G2API_RemoveGhoul2Model( self->ghoul2, self->weaponModel );
|
||
|
self->weaponModel = -1;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gitem_t *item = FindItemForWeapon( (weapon_t) wp);
|
||
|
RegisterItem( item ); //make sure the weapon is cached in case this runs at startup
|
||
|
|
||
|
if ( self->client->ps.stats[STAT_WEAPONS]&( 1 << wp ) )
|
||
|
{
|
||
|
hadWeapon = qtrue;
|
||
|
}
|
||
|
if ( self->NPC )
|
||
|
{//Should NPCs have only 1 weapon at a time?
|
||
|
self->client->ps.stats[STAT_WEAPONS] = ( 1 << wp );
|
||
|
self->client->ps.ammo[weaponData[wp].ammoIndex] = 999;
|
||
|
|
||
|
ChangeWeapon( self, wp );
|
||
|
self->client->ps.weapon = wp;
|
||
|
self->client->ps.weaponstate = WEAPON_READY;//WEAPON_RAISING;
|
||
|
G_AddEvent( self, EV_GENERAL_SOUND, G_SoundIndex( "sound/weapons/change.wav" ));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->client->ps.stats[STAT_WEAPONS] |= ( 1 << wp );
|
||
|
self->client->ps.ammo[weaponData[wp].ammoIndex] = ammoData[weaponData[wp].ammoIndex].max;
|
||
|
|
||
|
G_AddEvent( self, EV_ITEM_PICKUP, (item - bg_itemlist) );
|
||
|
//force it to change
|
||
|
CG_ChangeWeapon( wp );
|
||
|
G_AddEvent( self, EV_GENERAL_SOUND, G_SoundIndex( "sound/weapons/change.wav" ));
|
||
|
}
|
||
|
if ( self->weaponModel != -1 )
|
||
|
{
|
||
|
gi.G2API_RemoveGhoul2Model( self->ghoul2, self->weaponModel );
|
||
|
}
|
||
|
|
||
|
if ( wp == WP_SABER )
|
||
|
{
|
||
|
if ( !hadWeapon )
|
||
|
{
|
||
|
WP_SaberInitBladeData( self );
|
||
|
}
|
||
|
G_CreateG2AttachedWeaponModel( self, self->client->ps.saberModel );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_CreateG2AttachedWeaponModel( self, weaponData[wp].weaponMdl );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetItem
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *wp_name
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetItem (int entID, const char *item_name)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
int inv;
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetWeapon: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetWeapon: '%s' is not a player/NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
inv = GetIDForString( INVTable, item_name );
|
||
|
|
||
|
|
||
|
gitem_t *item = FindItemForInventory(inv);
|
||
|
RegisterItem( item ); //make sure the item is cached in case this runs at startup
|
||
|
|
||
|
// G_AddEvent( self, EV_ITEM_PICKUP, (item - bg_itemlist) );
|
||
|
// G_AddEvent( self, EV_GENERAL_SOUND, G_SoundIndex( "sound/weapons/change.wav" ));
|
||
|
|
||
|
self->client->ps.stats[STAT_ITEMS] |= (1<<item->giTag);
|
||
|
|
||
|
if( (inv == INV_ELECTROBINOCULARS) || (inv == INV_LIGHTAMP_GOGGLES) )
|
||
|
{
|
||
|
self->client->ps.inventory[inv] = 1;
|
||
|
return;
|
||
|
}
|
||
|
// else Bacta, seeker, sentry
|
||
|
if( self->client->ps.inventory[inv] < 5 )
|
||
|
{
|
||
|
self->client->ps.inventory[inv]++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetWalkSpeed
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int int_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetWalkSpeed (int entID, int int_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetWalkSpeed: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetWalkSpeed: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(int_data == 0)
|
||
|
{
|
||
|
self->NPC->stats.walkSpeed = self->client->ps.speed = 1;
|
||
|
}
|
||
|
|
||
|
self->NPC->stats.walkSpeed = self->client->ps.speed = int_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetRunSpeed
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int int_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetRunSpeed (int entID, int int_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetRunSpeed: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetRunSpeed: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(int_data == 0)
|
||
|
{
|
||
|
self->NPC->stats.runSpeed = self->client->ps.speed = 1;
|
||
|
}
|
||
|
|
||
|
self->NPC->stats.runSpeed = self->client->ps.speed = int_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetYawSpeed
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float float_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetYawSpeed (int entID, float float_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetYawSpeed: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetYawSpeed: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->NPC->stats.yawSpeed = float_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetAggression
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int int_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetAggression(int entID, int int_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAggression: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetAggression: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(int_data < 1 || int_data > 5)
|
||
|
return;
|
||
|
|
||
|
self->NPC->stats.aggression = int_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetAim
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int int_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetAim(int entID, int int_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAim: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetAim: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(int_data < 1 || int_data > 5)
|
||
|
return;
|
||
|
|
||
|
self->NPC->stats.aim = int_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetFriction
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int int_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetFriction(int entID, int int_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetFriction: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetFriction: '%s' is not an NPC/player!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->client->ps.friction = int_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetGravity
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float float_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetGravity(int entID, float float_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetGravity: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetGravity: '%s' is not an NPC/player!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: what if we want to return them to normal global gravity?
|
||
|
self->svFlags |= SVF_CUSTOM_GRAVITY;
|
||
|
self->client->ps.gravity = float_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetWait
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float float_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetWait(int entID, float float_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetWait: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->wait = float_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
static void Q3_SetShotSpacing(int entID, int int_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetShotSpacing: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetShotSpacing: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
||
|
self->NPC->burstSpacing = int_data;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetFollowDist
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : float float_data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetFollowDist(int entID, float float_data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetFollowDist: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client || !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetFollowDist: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->NPC->followDist = float_data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetCount
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetCount(int entID, const char *data)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
float val = 0.0f;
|
||
|
|
||
|
//FIXME: use FOFS() stuff here to make a generic entity field setting?
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetCount: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( (val = Q3_CheckStringCounterIncrement( data )) )
|
||
|
{
|
||
|
self->count += (int)(val);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->count = atoi((char *) data);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetSquadName
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *squadname
|
||
|
============
|
||
|
*/
|
||
|
/*
|
||
|
static void Q3_SetSquadName (int entID, const char *squadname)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetSquadName: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetSquadName: '%s' is not an NPC/player!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("NULL", ((char *)squadname)))
|
||
|
{
|
||
|
self->client->squadname = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->client->squadname = G_NewString(squadname);
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetTargetName
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *targetname
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetTargetName (int entID, const char *targetname)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetTargetName: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("NULL", ((char *)targetname)))
|
||
|
{
|
||
|
self->targetname = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->targetname = G_NewString( targetname );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( self->NPC )
|
||
|
{//uhh, this will may screw up ICARUS' associated ent list
|
||
|
self->script_targetname = self->targetname;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetTarget
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *target
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetTarget (int entID, const char *target)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetTarget: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("NULL", ((char *)target)))
|
||
|
{
|
||
|
self->target = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->target = G_NewString( target );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetTarget2
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *target
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetTarget2 (int entID, const char *target2)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetTarget2: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("NULL", ((char *)target2)))
|
||
|
{
|
||
|
self->target2 = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->target2 = G_NewString( target2 );
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetRemoveTarget
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *target
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetRemoveTarget (int entID, const char *target)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetRemoveTarget: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetRemoveTarget: '%s' is not an NPC!\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !Q_stricmp("NULL", ((char *)target)) )
|
||
|
{
|
||
|
self->target3 = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->target3 = G_NewString( target );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetPainTarget
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : const char *targetname
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetPainTarget (int entID, const char *targetname)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetPainTarget: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(Q_stricmp("NULL", ((char *)targetname)) == 0)
|
||
|
{
|
||
|
self->paintarget = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->paintarget = G_NewString((char *)targetname);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetFullName
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : const char *fullName
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetFullName (int entID, const char *fullName)
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetFullName: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("NULL", ((char *)fullName)))
|
||
|
{
|
||
|
self->fullName = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->fullName = G_NewString( fullName );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void Q3_SetForcePowerLevel ( int entID, int forcePower, int forceLevel )
|
||
|
{
|
||
|
if ( forcePower < FP_FIRST || forceLevel >= NUM_FORCE_POWERS )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetForcePowerLevel: Force Power index %d out of range (%d-%d)\n", forcePower, FP_FIRST, (NUM_FORCE_POWERS-1) );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( forceLevel < 0 || forceLevel >= NUM_FORCE_POWER_LEVELS )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetForcePowerLevel: Force power setting %d out of range (0-3)\n", forceLevel );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetForcePowerLevel: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetForcePowerLevel: ent %s is not a player or NPC\n", self->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->client->ps.forcePowerLevel[forcePower] = forceLevel;
|
||
|
if ( forceLevel )
|
||
|
{
|
||
|
self->client->ps.forcePowersKnown |= ( 1 << forcePower );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->client->ps.forcePowersKnown &= ~( 1 << forcePower );
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetParm
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : int parmNum
|
||
|
Argument : const char *parmValue
|
||
|
============
|
||
|
*/
|
||
|
void Q3_SetParm (int entID, int parmNum, const char *parmValue)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
float val;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetParm: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( parmNum < 0 || parmNum >= MAX_PARMS )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "SET_PARM: parmNum %d out of range!\n", parmNum );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !ent->parms )
|
||
|
{
|
||
|
ent->parms = (parms_t *)G_Alloc( sizeof(parms_t) );
|
||
|
memset( ent->parms, 0, sizeof(parms_t) );
|
||
|
}
|
||
|
|
||
|
if ( (val = Q3_CheckStringCounterIncrement( parmValue )) )
|
||
|
{
|
||
|
val += atof( ent->parms->parm[parmNum] );
|
||
|
sprintf( ent->parms->parm[parmNum], "%f", val );
|
||
|
}
|
||
|
else
|
||
|
{//Just copy the string
|
||
|
//copy only 16 characters
|
||
|
strncpy( ent->parms->parm[parmNum], parmValue, sizeof(ent->parms->parm[0]) );
|
||
|
//set the last charcter to null in case we had to truncate their passed string
|
||
|
if ( ent->parms->parm[parmNum][sizeof(ent->parms->parm[0]) - 1] != 0 )
|
||
|
{//Tried to set a string that is too long
|
||
|
ent->parms->parm[parmNum][sizeof(ent->parms->parm[0]) - 1] = 0;
|
||
|
Q3_DebugPrint( WL_WARNING, "SET_PARM: parm%d string too long, truncated to '%s'!\n", parmNum, ent->parms->parm[parmNum] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetCaptureGoal
|
||
|
|
||
|
Sets the capture spot goal of an entity
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetCaptureGoal( int entID, const char *name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
gentity_t *goal = G_Find( NULL, FOFS(targetname), (char *) name);
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetCaptureGoal: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetCaptureGoal: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: Exception handle here
|
||
|
if (goal == NULL)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetCaptureGoal: can't find CaptureGoal target: '%s'\n", name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(ent->NPC)
|
||
|
{
|
||
|
ent->NPC->captureGoal = goal;
|
||
|
ent->NPC->goalEntity = goal;
|
||
|
ent->NPC->goalTime = level.time + 100000;
|
||
|
// NAV_ClearLastRoute(ent);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Q3_SetEvent
|
||
|
|
||
|
?
|
||
|
=============
|
||
|
*/
|
||
|
static void Q3_SetEvent( int entID, const char *event_name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
// gentity_t *tent = NULL;
|
||
|
int event;
|
||
|
// vec3_t spot;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetEvent: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
event = GetIDForString( eventTable, event_name );
|
||
|
switch( event )
|
||
|
{
|
||
|
/*
|
||
|
case EV_DISINTEGRATE:
|
||
|
if( VectorCompare( ent->currentOrigin, vec3_origin ) )
|
||
|
{//Brush with no origin
|
||
|
VectorSubtract( ent->absmax, ent->absmin, spot );
|
||
|
VectorMA( ent->absmin, 0.5, spot, spot );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy( ent->currentOrigin, spot );
|
||
|
spot[2] += ent->maxs[2]/2;
|
||
|
}
|
||
|
tent = G_TempEntity( spot, EV_DISINTEGRATION );
|
||
|
tent->s.eventParm = PW_REGEN;
|
||
|
tent->owner = ent;
|
||
|
break;
|
||
|
|
||
|
*/
|
||
|
case EV_BAD:
|
||
|
default:
|
||
|
//Q3_DebugPrint( WL_ERROR,"Q3_SetEvent: Invalid Event %d\n", event );
|
||
|
return;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_Use
|
||
|
|
||
|
Uses an entity
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_Use( int entID, const char *target )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Use: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !target || !target[0] )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Use: string is NULL!\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
G_UseTargets2(ent, ent, target);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetBehaviorSet
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static qboolean Q3_SetBehaviorSet( int entID, int toSet, const char *scriptname)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
bSet_t bSet = BSET_INVALID;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetBehaviorSet: invalid entID %d\n", entID);
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
switch(toSet)
|
||
|
{
|
||
|
case SET_SPAWNSCRIPT:
|
||
|
bSet = BSET_SPAWN;
|
||
|
break;
|
||
|
case SET_USESCRIPT:
|
||
|
bSet = BSET_USE;
|
||
|
break;
|
||
|
case SET_AWAKESCRIPT:
|
||
|
bSet = BSET_AWAKE;
|
||
|
break;
|
||
|
case SET_ANGERSCRIPT:
|
||
|
bSet = BSET_ANGER;
|
||
|
break;
|
||
|
case SET_ATTACKSCRIPT:
|
||
|
bSet = BSET_ATTACK;
|
||
|
break;
|
||
|
case SET_VICTORYSCRIPT:
|
||
|
bSet = BSET_VICTORY;
|
||
|
break;
|
||
|
case SET_LOSTENEMYSCRIPT:
|
||
|
bSet = BSET_LOSTENEMY;
|
||
|
break;
|
||
|
case SET_PAINSCRIPT:
|
||
|
bSet = BSET_PAIN;
|
||
|
break;
|
||
|
case SET_FLEESCRIPT:
|
||
|
bSet = BSET_FLEE;
|
||
|
break;
|
||
|
case SET_DEATHSCRIPT:
|
||
|
bSet = BSET_DEATH;
|
||
|
break;
|
||
|
case SET_DELAYEDSCRIPT:
|
||
|
bSet = BSET_DELAYED;
|
||
|
break;
|
||
|
case SET_BLOCKEDSCRIPT:
|
||
|
bSet = BSET_BLOCKED;
|
||
|
break;
|
||
|
case SET_FFIRESCRIPT:
|
||
|
bSet = BSET_FFIRE;
|
||
|
break;
|
||
|
case SET_FFDEATHSCRIPT:
|
||
|
bSet = BSET_FFDEATH;
|
||
|
break;
|
||
|
case SET_MINDTRICKSCRIPT:
|
||
|
bSet = BSET_MINDTRICK;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if(bSet < BSET_SPAWN || bSet >= NUM_BSETS)
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if(!Q_stricmp("NULL", scriptname))
|
||
|
{
|
||
|
if ( ent->behaviorSet[bSet] != NULL )
|
||
|
{
|
||
|
// gi.TagFree( ent->behaviorSet[bSet] );
|
||
|
}
|
||
|
|
||
|
ent->behaviorSet[bSet] = NULL;
|
||
|
//memset( &ent->behaviorSet[bSet], 0, sizeof(ent->behaviorSet[bSet]) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( scriptname )
|
||
|
{
|
||
|
if ( ent->behaviorSet[bSet] != NULL )
|
||
|
{
|
||
|
// gi.TagFree( ent->behaviorSet[bSet] );
|
||
|
}
|
||
|
|
||
|
ent->behaviorSet[bSet] = G_NewString( (char *) scriptname ); //FIXME: This really isn't good...
|
||
|
}
|
||
|
|
||
|
//ent->behaviorSet[bSet] = scriptname;
|
||
|
//strncpy( (char *) &ent->behaviorSet[bSet], scriptname, MAX_BSET_LENGTH );
|
||
|
}
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDelayScriptTime
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDelayScriptTime(int entID, int delayTime)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDelayScriptTime: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->delayScriptTime = level.time + delayTime;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetIgnorePain
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetIgnorePain( int entID, qboolean data)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetIgnorePain: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetIgnorePain: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->NPC->ignorePain = data;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetIgnoreEnemies
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetIgnoreEnemies( int entID, qboolean data)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetIgnoreEnemies: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetIgnoreEnemies: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(data)
|
||
|
{
|
||
|
ent->svFlags |= SVF_IGNORE_ENEMIES;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->svFlags &= ~SVF_IGNORE_ENEMIES;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetIgnoreAlerts
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetIgnoreAlerts( int entID, qboolean data)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetIgnoreAlerts: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetIgnoreAlerts: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(data)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_IGNORE_ALERTS;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetNoTarget
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetNoTarget( int entID, qboolean data)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetNoTarget: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(data)
|
||
|
ent->flags |= FL_NOTARGET;
|
||
|
else
|
||
|
ent->flags &= ~FL_NOTARGET;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDontShoot
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDontShoot( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDontShoot: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->flags |= FL_DONT_SHOOT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->flags &= ~FL_DONT_SHOOT;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDontFire
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDontFire( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDontFire: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetDontFire: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_DONT_FIRE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_DONT_FIRE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetFireWeapon
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetFireWeapon(int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_FireWeapon: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetFireWeapon: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_FIRE_WEAPON;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_FIRE_WEAPON;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetInactive
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetInactive(int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetInactive: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->svFlags |= SVF_INACTIVE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->svFlags &= ~SVF_INACTIVE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetFuncUsableVisible
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetFuncUsableVisible(int entID, qboolean visible )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetFuncUsableVisible: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Yeah, I know that this doesn't even do half of what the func_usable use code does, but if I've got two things on top of each other...and only
|
||
|
// one is visible at a time....and neither can ever be used......and finally, the shader on it has the shader_anim stuff going on....It doesn't seem
|
||
|
// like I can easily use the other version without nasty side effects.
|
||
|
if( visible )
|
||
|
{
|
||
|
ent->svFlags &= ~SVF_NOCLIENT;
|
||
|
ent->s.eFlags &= ~EF_NODRAW;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->svFlags |= SVF_NOCLIENT;
|
||
|
ent->s.eFlags |= EF_NODRAW;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetLockedEnemy
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetLockedEnemy ( int entID, qboolean locked)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLockedEnemy: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetLockedEnemy: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: make an NPCAI_FLAG
|
||
|
if(locked)
|
||
|
{
|
||
|
ent->svFlags |= SVF_LOCKEDENEMY;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->svFlags &= ~SVF_LOCKEDENEMY;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetNoMindTrick
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetNoMindTrick( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetNoMindTrick: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetNoMindTrick: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_NO_MIND_TRICK;
|
||
|
ent->NPC->confusionTime = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_NO_MIND_TRICK;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetCrouched
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetCrouched( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetCrouched: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetCrouched: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_CROUCHED;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_CROUCHED;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetWalking
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetWalking( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetWalking: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetWalking: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_WALKING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_WALKING;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetRunning
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetRunning( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetRunning: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetRunning: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_RUNNING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_RUNNING;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetForcedMarch
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetForcedMarch( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetForcedMarch: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetForcedMarch: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_FORCED_MARCH;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_FORCED_MARCH;
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetChaseEnemies
|
||
|
|
||
|
indicates whether the npc should chase after an enemy
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetChaseEnemies( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetChaseEnemies: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetChaseEnemies: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_CHASE_ENEMIES;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_CHASE_ENEMIES;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetLookForEnemies
|
||
|
|
||
|
if set npc will be on the look out for potential enemies
|
||
|
if not set, npc will ignore enemies
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetLookForEnemies( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLookForEnemies: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetLookForEnemies: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_LOOK_FOR_ENEMIES;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetFaceMoveDir
|
||
|
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetFaceMoveDir( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetFaceMoveDir: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetFaceMoveDir: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_FACE_MOVE_DIR;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_FACE_MOVE_DIR;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetAltFire
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetAltFire( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAltFire: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetAltFire: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_ALT_FIRE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_ALT_FIRE;
|
||
|
}
|
||
|
|
||
|
ChangeWeapon( ent, ent->client->ps.weapon );
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDontFlee
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDontFlee( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDontFlee: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetDontFlee: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_DONT_FLEE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_DONT_FLEE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetNoResponse
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetNoResponse( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetNoResponse: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetNoResponse: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(add)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_NO_RESPONSE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_NO_RESPONSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetCombatTalk
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetCombatTalk( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetCombatTalk: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetCombatTalk: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( add )
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_NO_COMBAT_TALK;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_NO_COMBAT_TALK;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetUseCpNearest
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetUseCpNearest( int entID, qboolean add)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetUseCpNearest: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetUseCpNearest: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( add )
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_USE_CP_NEAREST;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_USE_CP_NEAREST;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetUndying
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetUndying( int entID, qboolean undying)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetUndying: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(undying)
|
||
|
{
|
||
|
ent->flags |= FL_UNDYING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->flags &= ~FL_UNDYING;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetInvincible
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetInvincible( int entID, qboolean invincible)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetInvincible: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( "func_breakable", ent->classname ) )
|
||
|
{
|
||
|
if ( invincible )
|
||
|
{
|
||
|
ent->spawnflags |= 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->spawnflags &= ~1;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( invincible )
|
||
|
{
|
||
|
ent->flags |= FL_GODMODE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->flags &= ~FL_GODMODE;
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetForceInvincible
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean forceInv
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetForceInvincible( int entID, qboolean forceInv )
|
||
|
{
|
||
|
gentity_t *self = &g_entities[entID];
|
||
|
|
||
|
if ( !self || !self->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetForceInvincible: entID %d not a client\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Q3_SetInvincible( entID, forceInv );
|
||
|
if ( forceInv )
|
||
|
{
|
||
|
self->client->ps.powerups[PW_INVINCIBLE] = Q3_INFINITE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->client->ps.powerups[PW_INVINCIBLE] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetNoAvoid
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetNoAvoid( int entID, qboolean noAvoid)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetNoAvoid: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetNoAvoid: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(noAvoid)
|
||
|
{
|
||
|
ent->NPC->aiFlags |= NPCAI_NO_COLL_AVOID;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->aiFlags &= ~NPCAI_NO_COLL_AVOID;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
SolidifyOwner
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : gentity_t *self
|
||
|
============
|
||
|
*/
|
||
|
void SolidifyOwner( gentity_t *self )
|
||
|
{
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
self->e_ThinkFunc = thinkF_G_FreeEntity;
|
||
|
|
||
|
if ( !self->owner || !self->owner->inuse )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int oldContents = self->owner->contents;
|
||
|
self->owner->contents = CONTENTS_BODY;
|
||
|
if ( SpotWouldTelefrag2( self->owner, self->owner->currentOrigin ) )
|
||
|
{
|
||
|
self->owner->contents = oldContents;
|
||
|
self->e_ThinkFunc = thinkF_SolidifyOwner;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( self->owner->NPC && !(self->owner->spawnflags & SFB_NOTSOLID) )
|
||
|
{
|
||
|
self->owner->clipmask |= CONTENTS_BODY;
|
||
|
}
|
||
|
Q3_TaskIDComplete( self->owner, TID_RESIZE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetSolid
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static qboolean Q3_SetSolid( int entID, qboolean solid)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetSolid: invalid entID %d\n", entID);
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
if ( solid )
|
||
|
{//FIXME: Presumption
|
||
|
int oldContents = ent->contents;
|
||
|
ent->contents = CONTENTS_BODY;
|
||
|
if ( SpotWouldTelefrag2( ent, ent->currentOrigin ) )
|
||
|
{
|
||
|
gentity_t *solidifier = G_Spawn();
|
||
|
|
||
|
solidifier->owner = ent;
|
||
|
|
||
|
solidifier->e_ThinkFunc = thinkF_SolidifyOwner;
|
||
|
solidifier->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
ent->contents = oldContents;
|
||
|
return qfalse;
|
||
|
}
|
||
|
ent->clipmask |= CONTENTS_BODY;
|
||
|
}
|
||
|
else
|
||
|
{//FIXME: Presumption
|
||
|
if ( ent->s.eFlags & EF_NODRAW )
|
||
|
{//We're invisible too, so set contents to none
|
||
|
ent->contents = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->contents = CONTENTS_CORPSE;
|
||
|
}
|
||
|
if ( ent->NPC )
|
||
|
{
|
||
|
if(!(ent->spawnflags & SFB_NOTSOLID))
|
||
|
{
|
||
|
ent->clipmask &= ~CONTENTS_BODY;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return qtrue;
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetLean
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
#define LEAN_NONE 0
|
||
|
#define LEAN_RIGHT 1
|
||
|
#define LEAN_LEFT 2
|
||
|
static void Q3_SetLean( int entID, int lean)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLean: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetLean: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(lean == LEAN_RIGHT)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_LEAN_RIGHT;
|
||
|
ent->NPC->scriptFlags &= ~SCF_LEAN_LEFT;
|
||
|
}
|
||
|
else if(lean == LEAN_LEFT)
|
||
|
{
|
||
|
ent->NPC->scriptFlags |= SCF_LEAN_LEFT;
|
||
|
ent->NPC->scriptFlags &= ~SCF_LEAN_RIGHT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->scriptFlags &= ~SCF_LEAN_LEFT;
|
||
|
ent->NPC->scriptFlags &= ~SCF_LEAN_RIGHT;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetForwardMove
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetForwardMove( int entID, int fmoveVal)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetForwardMove: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetForwardMove: '%s' is not an NPC/player!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->client->forced_forwardmove = fmoveVal;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetRightMove
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetRightMove( int entID, int rmoveVal)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetRightMove: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetRightMove: '%s' is not an NPC/player!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->client->forced_rightmove = rmoveVal;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetLockAngle
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetLockAngle( int entID, const char *lockAngle)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLockAngle: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetLockAngle: '%s' is not an NPC/player!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(Q_stricmp("off", lockAngle) == 0)
|
||
|
{//free it
|
||
|
ent->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->client->renderInfo.renderFlags |= RF_LOCKEDANGLE;
|
||
|
|
||
|
|
||
|
if(Q_stricmp("auto", lockAngle) == 0)
|
||
|
{//use current yaw
|
||
|
if( ent->NPC ) // I need this to work on NPCs, so their locked value
|
||
|
{
|
||
|
ent->NPC->lockedDesiredYaw = NPC->client->ps.viewangles[YAW]; // could also set s.angles[1] and desiredYaw to this value...
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->client->renderInfo.lockYaw = ent->client->ps.viewangles[YAW];
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{//specified yaw
|
||
|
if( ent->NPC ) // I need this to work on NPCs, so their locked value
|
||
|
{
|
||
|
ent->NPC->lockedDesiredYaw = atof((char *)lockAngle); // could also set s.angles[1] and desiredYaw to this value...
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->client->renderInfo.lockYaw = atof((char *)lockAngle);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_CameraGroup
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_CameraGroup( int entID, char *camG)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_CameraGroup: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->cameraGroup = G_NewString(camG);
|
||
|
}
|
||
|
|
||
|
extern camera_t client_camera;
|
||
|
/*
|
||
|
============
|
||
|
Q3_CameraGroupZOfs
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_CameraGroupZOfs( float camGZOfs )
|
||
|
{
|
||
|
client_camera.cameraGroupZOfs = camGZOfs;
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
Q3_CameraGroup
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_CameraGroupTag( char *camGTag )
|
||
|
{
|
||
|
Q_strncpyz( client_camera.cameraGroupTag, camGTag, sizeof(client_camera.cameraGroupTag) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_RemoveRHandModel
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_RemoveRHandModel( int entID, char *addModel)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
gi.G2API_RemoveGhoul2Model(ent->ghoul2,ent->cinematicModel);
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_AddRHandModel
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_AddRHandModel( int entID, char *addModel)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
ent->cinematicModel = gi.G2API_InitGhoul2Model(ent->ghoul2, addModel, G_ModelIndex( addModel ));
|
||
|
if ( ent->cinematicModel != -1 )
|
||
|
{
|
||
|
// attach it to the hand
|
||
|
gi.G2API_AttachG2Model(&ent->ghoul2[ent->cinematicModel], &ent->ghoul2[ent->playerModel],
|
||
|
ent->handRBolt, ent->playerModel);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_AddLHandModel
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_AddLHandModel( int entID, char *addModel)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
ent->cinematicModel = gi.G2API_InitGhoul2Model(ent->ghoul2, addModel, G_ModelIndex( addModel ));
|
||
|
if ( ent->cinematicModel != -1 )
|
||
|
{
|
||
|
// attach it to the hand
|
||
|
gi.G2API_AttachG2Model(&ent->ghoul2[ent->cinematicModel], &ent->ghoul2[ent->playerModel],
|
||
|
ent->handLBolt, ent->playerModel);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_RemoveLHandModel
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_RemoveLHandModel( int entID, char *addModel)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
gi.G2API_RemoveGhoul2Model(ent->ghoul2, ent->cinematicModel);
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_LookTarget
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_LookTarget( int entID, char *targetName)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_LookTarget: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_LookTarget: '%s' is not an NPC/player!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(Q_stricmp("none", targetName) == 0 || Q_stricmp("NULL", targetName) == 0)
|
||
|
{//clearing look target
|
||
|
NPC_ClearLookTarget( ent );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gentity_t *targ = G_Find(NULL, FOFS(targetname), targetName);
|
||
|
if(!targ)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_LookTarget: Can't find ent %s\n", targetName );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
NPC_SetLookTarget( ent, targ->s.number, 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_Face
|
||
|
|
||
|
?
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_Face( int entID,int expression, float holdtime)
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Face: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Face: '%s' is not an NPC/player!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: change to milliseconds to be consistant!
|
||
|
holdtime *= 1000;
|
||
|
|
||
|
switch(expression)
|
||
|
{
|
||
|
case SET_FACEEYESCLOSED:
|
||
|
ent->client->facial_blink = 1;
|
||
|
break;
|
||
|
case SET_FACEEYESOPENED:
|
||
|
ent->client->facial_blink = -1;
|
||
|
break;
|
||
|
case SET_FACEAUX:
|
||
|
ent->client->facial_aux = -(level.time + holdtime);
|
||
|
|
||
|
ent->client->facial_blink = level.time + holdtime + Q_flrand(3000.0, 5000.0);
|
||
|
ent->client->facial_frown = level.time + holdtime + Q_flrand(6000.0, 10000.0);
|
||
|
break;
|
||
|
case SET_FACEBLINK:
|
||
|
ent->client->facial_blink = -(level.time + holdtime);
|
||
|
|
||
|
ent->client->facial_aux = level.time + holdtime + Q_flrand(6000.0, 10000.0);
|
||
|
ent->client->facial_frown = level.time + holdtime + Q_flrand(6000.0, 10000.0);
|
||
|
break;
|
||
|
|
||
|
case SET_FACEBLINKFROWN:
|
||
|
ent->client->facial_blink = -(level.time + holdtime);
|
||
|
ent->client->facial_frown = -(level.time + holdtime);
|
||
|
|
||
|
ent->client->facial_aux = level.time + holdtime + Q_flrand(6000.0, 10000.0);
|
||
|
break;
|
||
|
|
||
|
case SET_FACEFROWN:
|
||
|
ent->client->facial_frown = -(level.time + holdtime);
|
||
|
|
||
|
ent->client->facial_aux = level.time + holdtime + Q_flrand(6000.0, 10000.0);
|
||
|
ent->client->facial_blink = level.time + holdtime + Q_flrand(3000.0, 5000.0);
|
||
|
break;
|
||
|
|
||
|
case SET_FACENORMAL:
|
||
|
ent->client->facial_aux = level.time + Q_flrand(6000.0, 10000.0);
|
||
|
ent->client->facial_blink = level.time + Q_flrand(3000.0, 5000.0);
|
||
|
ent->client->facial_frown = level.time + holdtime + Q_flrand(6000.0, 10000.0);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetPlayerUsable
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean usable
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetPlayerUsable( int entID, qboolean usable )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetPlayerUsable: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(usable)
|
||
|
{
|
||
|
ent->svFlags |= SVF_PLAYER_USABLE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->svFlags &= ~SVF_PLAYER_USABLE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetDisableShaderAnims
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int disabled
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetDisableShaderAnims( int entID, int disabled )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDisableShaderAnims: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( disabled )
|
||
|
{
|
||
|
ent->s.eFlags |= EF_DISABLE_SHADER_ANIM;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->s.eFlags &= ~EF_DISABLE_SHADER_ANIM;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetShaderAnim
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int disabled
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetShaderAnim( int entID, int disabled )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetShaderAnim: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( disabled )
|
||
|
{
|
||
|
ent->s.eFlags |= EF_SHADER_ANIM;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->s.eFlags &= ~EF_SHADER_ANIM;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetStartFrame
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int startFrame
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetStartFrame( int entID, int startFrame )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetStartFrame: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLoopAnim: command not valid on players/NPCs!\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( startFrame >= 0 )
|
||
|
{
|
||
|
ent->startFrame = startFrame;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetEndFrame
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int endFrame
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetEndFrame( int entID, int endFrame )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetEndFrame: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetEndFrame: command not valid on players/NPCs!\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( endFrame >= 0 )
|
||
|
{
|
||
|
ent->endFrame = endFrame;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetAnimFrame
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int entID
|
||
|
Argument : int startFrame
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetAnimFrame( int entID, int animFrame )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAnimFrame: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAnimFrame: command not valid on players/NPCs!\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( animFrame >= ent->endFrame )
|
||
|
{
|
||
|
ent->s.frame = ent->endFrame;
|
||
|
}
|
||
|
else if ( animFrame >= ent->startFrame )
|
||
|
{
|
||
|
ent->s.frame = animFrame;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// FIXME/NOTE: Set s.frame anyway??
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetAnimFrame: value must be valid number between StartFrame and EndFrame.\n" );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void InflateOwner( gentity_t *self )
|
||
|
{
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
self->e_ThinkFunc = thinkF_G_FreeEntity;
|
||
|
|
||
|
if ( !self->owner || !self->owner->inuse )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
trace_t trace;
|
||
|
|
||
|
gi.trace( &trace, self->currentOrigin, self->mins, self->maxs, self->currentOrigin, self->owner->s.number, self->owner->clipmask&~(CONTENTS_SOLID|CONTENTS_MONSTERCLIP) );
|
||
|
if ( trace.allsolid || trace.startsolid )
|
||
|
{
|
||
|
self->e_ThinkFunc = thinkF_InflateOwner;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( Q3_TaskIDPending( self->owner, TID_RESIZE ) )
|
||
|
{
|
||
|
Q3_TaskIDComplete( self->owner, TID_RESIZE );
|
||
|
|
||
|
VectorCopy( self->mins, self->owner->mins );
|
||
|
VectorCopy( self->maxs, self->owner->maxs );
|
||
|
gi.linkentity( self->owner );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetLoopAnim
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean loopAnim
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetLoopAnim( int entID, qboolean loopAnim )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLoopAnim: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetLoopAnim: command not valid on players/NPCs!\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent->loopAnim = loopAnim;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetShields
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean shields
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetShields( int entID, qboolean shields )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetShields: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->NPC )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetShields: '%s' is not an NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( shields )
|
||
|
{
|
||
|
ent->NPC->aiFlags |= NPCAI_SHIELDS;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->NPC->aiFlags &= ~NPCAI_SHIELDS;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetSaberActive
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean shields
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetSaberActive( int entID, qboolean active )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetShields: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetShields: '%s' is not an player/NPC!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ent->client->ps.weapon != WP_SABER )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetShields: '%s' is not using a saber!\n", ent->targetname );
|
||
|
return;
|
||
|
}
|
||
|
//FIXME: need an externalized call for the sound and any other internal changes?
|
||
|
ent->client->ps.saberActive = active;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetNoKnockback
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean noKnockback
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetNoKnockback( int entID, qboolean noKnockback )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetNoKnockback: invalid entID %d\n", entID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( noKnockback )
|
||
|
{
|
||
|
ent->flags |= FL_NO_KNOCKBACK;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->flags &= ~FL_NO_KNOCKBACK;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetInterface
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : const char *data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetInterface( int entID, const char *data )
|
||
|
{
|
||
|
gi.cvar_set("cg_drawStatus", data);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetLocation
|
||
|
Description :
|
||
|
Return type : qboolean
|
||
|
Argument : int entID
|
||
|
Argument : const char *location
|
||
|
============
|
||
|
*/
|
||
|
static qboolean Q3_SetLocation( int entID, const char *location )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
char *currentLoc;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
currentLoc = G_GetLocationForEnt( ent );
|
||
|
if ( currentLoc && currentLoc[0] && Q_stricmp( location, currentLoc ) == 0 )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
ent->message = G_NewString( location );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetPlayerLocked
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean locked
|
||
|
============
|
||
|
*/
|
||
|
qboolean player_locked = qfalse;
|
||
|
static void Q3_SetPlayerLocked( int entID, qboolean locked )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[0];
|
||
|
|
||
|
player_locked = locked;
|
||
|
if ( ent && ent->client )
|
||
|
{//stop him too
|
||
|
VectorClear(ent->client->ps.velocity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetLockPlayerWeapons
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : qboolean locked
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_SetLockPlayerWeapons( int entID, qboolean locked )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[0];
|
||
|
|
||
|
ent->flags &= ~FL_LOCK_PLAYER_WEAPONS;
|
||
|
|
||
|
if( locked )
|
||
|
{
|
||
|
ent->flags |= FL_LOCK_PLAYER_WEAPONS;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
extern void CG_CameraAutoAim( const char *name );
|
||
|
extern void CG_CameraAutoTrack( const char *name );
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_SetVar
|
||
|
Description :
|
||
|
Return type : static void
|
||
|
Argument : int taskID
|
||
|
Argument : int entID
|
||
|
Argument : const char *type_name
|
||
|
Argument : const char *data
|
||
|
============
|
||
|
*/
|
||
|
void Q3_SetVar( int taskID, int entID, const char *type_name, const char *data )
|
||
|
{
|
||
|
int vret = Q3_VariableDeclared( type_name ) ;
|
||
|
float float_data;
|
||
|
float val = 0.0f;
|
||
|
|
||
|
|
||
|
if ( vret != VTYPE_NONE )
|
||
|
{
|
||
|
switch ( vret )
|
||
|
{
|
||
|
case VTYPE_FLOAT:
|
||
|
//Check to see if increment command
|
||
|
if ( (val = Q3_CheckStringCounterIncrement( data )) )
|
||
|
{
|
||
|
Q3_GetFloatVariable( type_name, &float_data );
|
||
|
float_data += val;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float_data = atof((char *) data);
|
||
|
}
|
||
|
Q3_SetFloatVariable( type_name, float_data );
|
||
|
break;
|
||
|
|
||
|
case VTYPE_STRING:
|
||
|
Q3_SetStringVariable( type_name, data );
|
||
|
break;
|
||
|
|
||
|
case VTYPE_VECTOR:
|
||
|
Q3_SetVectorVariable( type_name, (char *) data );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Q3_DebugPrint( WL_ERROR, "%s variable or field not found!\n", type_name );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_Set
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int taskID
|
||
|
Argument : int entID
|
||
|
Argument : const char *type_name
|
||
|
Argument : const char *data
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_Set( int taskID, int entID, const char *type_name, const char *data )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
float float_data;
|
||
|
int int_data, toSet;
|
||
|
vec3_t vector_data;
|
||
|
|
||
|
//Set this for callbacks
|
||
|
toSet = GetIDForString( setTable, type_name );
|
||
|
|
||
|
//TODO: Throw in a showscript command that will list each command and what they're doing...
|
||
|
// maybe as simple as printing that line of the script to the console preceeded by the person's name?
|
||
|
// showscript can take any number of targetnames or "all"? Groupname?
|
||
|
switch ( toSet )
|
||
|
{
|
||
|
case SET_ORIGIN:
|
||
|
sscanf( data, "%f %f %f", &vector_data[0], &vector_data[1], &vector_data[2] );
|
||
|
G_SetOrigin( ent, vector_data );
|
||
|
if ( strncmp( "NPC_", ent->classname, 4 ) == 0 )
|
||
|
{//hack for moving spawners
|
||
|
VectorCopy( vector_data, ent->s.origin);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_TELEPORT_DEST:
|
||
|
sscanf( data, "%f %f %f", &vector_data[0], &vector_data[1], &vector_data[2] );
|
||
|
if ( !Q3_SetTeleportDest( entID, vector_data ) )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_MOVE_NAV, taskID );
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_COPY_ORIGIN:
|
||
|
Q3_SetCopyOrigin( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_ANGLES:
|
||
|
//Q3_SetAngles( entID, *(vec3_t *) data);
|
||
|
sscanf( data, "%f %f %f", &vector_data[0], &vector_data[1], &vector_data[2] );
|
||
|
Q3_SetAngles( entID, vector_data);
|
||
|
break;
|
||
|
|
||
|
case SET_XVELOCITY:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetVelocity( entID, 0, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_YVELOCITY:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetVelocity( entID, 1, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_ZVELOCITY:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetVelocity( entID, 2, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_Z_OFFSET:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetOriginOffset( entID, 2, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_ENEMY:
|
||
|
Q3_SetEnemy( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_LEADER:
|
||
|
Q3_SetLeader( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_NAVGOAL:
|
||
|
Q3_SetNavGoal( entID, (char *) data );
|
||
|
Q3_TaskIDSet( ent, TID_MOVE_NAV, taskID );
|
||
|
return; //Don't call it back
|
||
|
break;
|
||
|
|
||
|
case SET_ANIM_UPPER:
|
||
|
if ( Q3_SetAnimUpper( entID, (char *) data ) )
|
||
|
{
|
||
|
Q3_TaskIDClear( &ent->taskID[TID_ANIM_BOTH] );//We only want to wait for the top
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_UPPER, taskID );
|
||
|
return; //Don't call it back
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_ANIM_LOWER:
|
||
|
if ( Q3_SetAnimLower( entID, (char *) data ) )
|
||
|
{
|
||
|
Q3_TaskIDClear( &ent->taskID[TID_ANIM_BOTH] );//We only want to wait for the bottom
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_LOWER, taskID );
|
||
|
return; //Don't call it back
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_ANIM_BOTH:
|
||
|
{
|
||
|
int both = 0;
|
||
|
if ( Q3_SetAnimUpper( entID, (char *) data ) )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_UPPER, taskID );
|
||
|
both++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetAnimUpper: %s does not have anim %s!\n", ent->targetname, (char *)data );
|
||
|
}
|
||
|
if ( Q3_SetAnimLower( entID, (char *) data ) )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_LOWER, taskID );
|
||
|
both++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetAnimLower: %s does not have anim %s!\n", ent->targetname, (char *)data );
|
||
|
}
|
||
|
if ( both >= 2 )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_BOTH, taskID );
|
||
|
}
|
||
|
if ( both )
|
||
|
{
|
||
|
return; //Don't call it back
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_ANIM_HOLDTIME_LOWER:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetAnimHoldTime( entID, int_data, qtrue );
|
||
|
Q3_TaskIDClear( &ent->taskID[TID_ANIM_BOTH] );//We only want to wait for the bottom
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_LOWER, taskID );
|
||
|
return; //Don't call it back
|
||
|
break;
|
||
|
|
||
|
case SET_ANIM_HOLDTIME_UPPER:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetAnimHoldTime( entID, int_data, qfalse );
|
||
|
Q3_TaskIDClear( &ent->taskID[TID_ANIM_BOTH] );//We only want to wait for the top
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_UPPER, taskID );
|
||
|
return; //Don't call it back
|
||
|
break;
|
||
|
|
||
|
case SET_ANIM_HOLDTIME_BOTH:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetAnimHoldTime( entID, int_data, qfalse );
|
||
|
Q3_SetAnimHoldTime( entID, int_data, qtrue );
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_BOTH, taskID );
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_UPPER, taskID );
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_LOWER, taskID );
|
||
|
return; //Don't call it back
|
||
|
break;
|
||
|
|
||
|
case SET_PLAYER_TEAM:
|
||
|
Q3_SetPlayerTeam( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_ENEMY_TEAM:
|
||
|
Q3_SetEnemyTeam( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_HEALTH:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetHealth( entID, int_data );
|
||
|
break;
|
||
|
|
||
|
case SET_ARMOR:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetArmor( entID, int_data );
|
||
|
break;
|
||
|
|
||
|
case SET_BEHAVIOR_STATE:
|
||
|
if( !Q3_SetBState( entID, (char *) data ) )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_BSTATE, taskID );
|
||
|
return;//don't complete
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_DEFAULT_BSTATE:
|
||
|
Q3_SetDefaultBState( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_TEMP_BSTATE:
|
||
|
if( !Q3_SetTempBState( entID, (char *) data ) )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_BSTATE, taskID );
|
||
|
return;//don't complete
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_CAPTURE:
|
||
|
Q3_SetCaptureGoal( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_DPITCH://FIXME: make these set tempBehavior to BS_FACE and await completion? Or set lockedDesiredPitch/Yaw and aimTime?
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetDPitch( entID, float_data );
|
||
|
Q3_TaskIDSet( ent, TID_ANGLE_FACE, taskID );
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
case SET_DYAW:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetDYaw( entID, float_data );
|
||
|
Q3_TaskIDSet( ent, TID_ANGLE_FACE, taskID );
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
case SET_EVENT:
|
||
|
Q3_SetEvent( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_VIEWTARGET:
|
||
|
Q3_SetViewTarget( entID, (char *) data );
|
||
|
Q3_TaskIDSet( ent, TID_ANGLE_FACE, taskID );
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
case SET_WATCHTARGET:
|
||
|
Q3_SetWatchTarget( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_VIEWENTITY:
|
||
|
Q3_SetViewEntity( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_LOOPSOUND:
|
||
|
Q3_SetLoopSound( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_WEAPON:
|
||
|
Q3_SetWeapon ( entID, (char *) data);
|
||
|
break;
|
||
|
|
||
|
case SET_ITEM:
|
||
|
Q3_SetItem ( entID, (char *) data);
|
||
|
break;
|
||
|
|
||
|
case SET_WALKSPEED:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetWalkSpeed ( entID, int_data);
|
||
|
break;
|
||
|
|
||
|
case SET_RUNSPEED:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetRunSpeed ( entID, int_data);
|
||
|
break;
|
||
|
|
||
|
case SET_WIDTH:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetWidth( entID, int_data );
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
case SET_YAWSPEED:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetYawSpeed ( entID, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_AGGRESSION:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetAggression ( entID, int_data);
|
||
|
break;
|
||
|
|
||
|
case SET_AIM:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetAim ( entID, int_data);
|
||
|
break;
|
||
|
|
||
|
case SET_FRICTION:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetFriction ( entID, int_data);
|
||
|
break;
|
||
|
|
||
|
case SET_GRAVITY:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetGravity ( entID, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_WAIT:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetWait( entID, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_FOLLOWDIST:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetFollowDist( entID, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_COUNT:
|
||
|
Q3_SetCount( entID, (char *) data);
|
||
|
break;
|
||
|
|
||
|
case SET_SHOT_SPACING:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetShotSpacing( entID, int_data );
|
||
|
break;
|
||
|
|
||
|
case SET_IGNOREPAIN:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetIgnorePain( entID, qtrue);
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
Q3_SetIgnorePain( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_IGNOREENEMIES:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetIgnoreEnemies( entID, qtrue);
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
Q3_SetIgnoreEnemies( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_IGNOREALERTS:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetIgnoreAlerts( entID, qtrue);
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
Q3_SetIgnoreAlerts( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_DONTSHOOT:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetDontShoot( entID, qtrue);
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
Q3_SetDontShoot( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_DONTFIRE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetDontFire( entID, qtrue);
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
Q3_SetDontFire( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_LOCKED_ENEMY:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetLockedEnemy( entID, qtrue);
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
Q3_SetLockedEnemy( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_NOTARGET:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetNoTarget( entID, qtrue);
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
Q3_SetNoTarget( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_LEAN:
|
||
|
if(!stricmp("right", ((char *)data)))
|
||
|
Q3_SetLean( entID, LEAN_RIGHT);
|
||
|
else if(!stricmp("left", ((char *)data)))
|
||
|
Q3_SetLean( entID, LEAN_LEFT);
|
||
|
else
|
||
|
Q3_SetLean( entID, LEAN_NONE);
|
||
|
break;
|
||
|
|
||
|
case SET_SHOOTDIST:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetShootDist( entID, float_data );
|
||
|
break;
|
||
|
|
||
|
case SET_TIMESCALE:
|
||
|
Q3_SetTimeScale( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_VISRANGE:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetVisrange( entID, float_data );
|
||
|
break;
|
||
|
|
||
|
case SET_EARSHOT:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetEarshot( entID, float_data );
|
||
|
break;
|
||
|
|
||
|
case SET_VIGILANCE:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_SetVigilance( entID, float_data );
|
||
|
break;
|
||
|
|
||
|
case SET_VFOV:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetVFOV( entID, int_data );
|
||
|
break;
|
||
|
|
||
|
case SET_HFOV:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetHFOV( entID, int_data );
|
||
|
break;
|
||
|
|
||
|
case SET_TARGETNAME:
|
||
|
Q3_SetTargetName( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_TARGET:
|
||
|
Q3_SetTarget( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_TARGET2:
|
||
|
Q3_SetTarget2( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_LOCATION:
|
||
|
if ( !Q3_SetLocation( entID, (char *) data ) )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_LOCATION, taskID );
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_PAINTARGET:
|
||
|
Q3_SetPainTarget( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_DEFEND_TARGET:
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_SetDefendTarget unimplemented\n", entID );
|
||
|
//Q3_SetEnemy( entID, (char *) data);
|
||
|
break;
|
||
|
|
||
|
case SET_PARM1:
|
||
|
case SET_PARM2:
|
||
|
case SET_PARM3:
|
||
|
case SET_PARM4:
|
||
|
case SET_PARM5:
|
||
|
case SET_PARM6:
|
||
|
case SET_PARM7:
|
||
|
case SET_PARM8:
|
||
|
case SET_PARM9:
|
||
|
case SET_PARM10:
|
||
|
case SET_PARM11:
|
||
|
case SET_PARM12:
|
||
|
case SET_PARM13:
|
||
|
case SET_PARM14:
|
||
|
case SET_PARM15:
|
||
|
case SET_PARM16:
|
||
|
Q3_SetParm( entID, (toSet-SET_PARM1), (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_SPAWNSCRIPT:
|
||
|
case SET_USESCRIPT:
|
||
|
case SET_AWAKESCRIPT:
|
||
|
case SET_ANGERSCRIPT:
|
||
|
case SET_ATTACKSCRIPT:
|
||
|
case SET_VICTORYSCRIPT:
|
||
|
case SET_PAINSCRIPT:
|
||
|
case SET_FLEESCRIPT:
|
||
|
case SET_DEATHSCRIPT:
|
||
|
case SET_DELAYEDSCRIPT:
|
||
|
case SET_BLOCKEDSCRIPT:
|
||
|
case SET_FFIRESCRIPT:
|
||
|
case SET_FFDEATHSCRIPT:
|
||
|
case SET_MINDTRICKSCRIPT:
|
||
|
if( !Q3_SetBehaviorSet(entID, toSet, (char *) data) )
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_SetBehaviorSet: Invalid bSet %s\n", type_name );
|
||
|
break;
|
||
|
|
||
|
case SET_NO_MINDTRICK:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetNoMindTrick( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetNoMindTrick( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_DELAYSCRIPTTIME:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetDelayScriptTime( entID, int_data );
|
||
|
break;
|
||
|
|
||
|
case SET_CROUCHED:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetCrouched( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetCrouched( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_WALKING:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetWalking( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetWalking( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_RUNNING:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetRunning( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetRunning( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_CHASE_ENEMIES:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetChaseEnemies( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetChaseEnemies( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_LOOK_FOR_ENEMIES:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetLookForEnemies( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetLookForEnemies( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_FACE_MOVE_DIR:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetFaceMoveDir( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetFaceMoveDir( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_ALT_FIRE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetAltFire( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetAltFire( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_DONT_FLEE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetDontFlee( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetDontFlee( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_FORCED_MARCH:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetForcedMarch( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetForcedMarch( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_NO_RESPONSE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetNoResponse( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetNoResponse( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_NO_COMBAT_TALK:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetCombatTalk( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetCombatTalk( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_USE_CP_NEAREST:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetUseCpNearest( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetUseCpNearest( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_TREASONED:
|
||
|
Q3_DebugPrint( WL_VERBOSE, "SET_TREASONED is disabled, do not use\n" );
|
||
|
/*
|
||
|
G_TeamRetaliation( NULL, &g_entities[0], qfalse );
|
||
|
ffireLevel = FFIRE_LEVEL_RETALIATION;
|
||
|
*/
|
||
|
break;
|
||
|
|
||
|
case SET_UNDYING:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetUndying( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetUndying( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_INVINCIBLE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetInvincible( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetInvincible( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_NOAVOID:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
Q3_SetNoAvoid( entID, qtrue);
|
||
|
else
|
||
|
Q3_SetNoAvoid( entID, qfalse);
|
||
|
break;
|
||
|
|
||
|
case SET_SOLID:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
if ( !Q3_SetSolid( entID, qtrue) )
|
||
|
{
|
||
|
Q3_TaskIDSet( ent, TID_RESIZE, taskID );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetSolid( entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_INVISIBLE:
|
||
|
if( !stricmp("true", ((char *)data)) )
|
||
|
Q3_SetInvisible( entID, qtrue );
|
||
|
else
|
||
|
Q3_SetInvisible( entID, qfalse );
|
||
|
break;
|
||
|
|
||
|
case SET_VAMPIRE:
|
||
|
if( !stricmp("true", ((char *)data)) )
|
||
|
Q3_SetVampire( entID, qtrue );
|
||
|
else
|
||
|
Q3_SetVampire( entID, qfalse );
|
||
|
break;
|
||
|
|
||
|
case SET_FORCE_INVINCIBLE:
|
||
|
if( !stricmp("true", ((char *)data)) )
|
||
|
Q3_SetForceInvincible( entID, qtrue );
|
||
|
else
|
||
|
Q3_SetForceInvincible( entID, qfalse );
|
||
|
break;
|
||
|
|
||
|
case SET_GREET_ALLIES:
|
||
|
if( !stricmp("true", ((char *)data)) )
|
||
|
Q3_SetGreetAllies( entID, qtrue );
|
||
|
else
|
||
|
Q3_SetGreetAllies( entID, qfalse );
|
||
|
break;
|
||
|
|
||
|
case SET_PLAYER_LOCKED:
|
||
|
if( !stricmp("true", ((char *)data)) )
|
||
|
Q3_SetPlayerLocked( entID, qtrue );
|
||
|
else
|
||
|
Q3_SetPlayerLocked( entID, qfalse );
|
||
|
break;
|
||
|
|
||
|
case SET_LOCK_PLAYER_WEAPONS:
|
||
|
if( !stricmp("true", ((char *)data)) )
|
||
|
Q3_SetLockPlayerWeapons( entID, qtrue );
|
||
|
else
|
||
|
Q3_SetLockPlayerWeapons( entID, qfalse );
|
||
|
break;
|
||
|
|
||
|
case SET_FORWARDMOVE:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetForwardMove( entID, int_data);
|
||
|
break;
|
||
|
|
||
|
case SET_RIGHTMOVE:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetRightMove( entID, int_data);
|
||
|
break;
|
||
|
|
||
|
case SET_LOCKYAW:
|
||
|
Q3_SetLockAngle( entID, data);
|
||
|
break;
|
||
|
|
||
|
case SET_CAMERA_GROUP:
|
||
|
Q3_CameraGroup(entID, (char *)data);
|
||
|
break;
|
||
|
case SET_CAMERA_GROUP_Z_OFS:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_CameraGroupZOfs( float_data );
|
||
|
break;
|
||
|
case SET_CAMERA_GROUP_TAG:
|
||
|
Q3_CameraGroupTag( (char *)data );
|
||
|
break;
|
||
|
|
||
|
//FIXME: put these into camera commands
|
||
|
case SET_LOOK_TARGET:
|
||
|
Q3_LookTarget(entID, (char *)data);
|
||
|
break;
|
||
|
|
||
|
case SET_ADDRHANDBOLT_MODEL:
|
||
|
Q3_AddRHandModel(entID, (char *)data);
|
||
|
break;
|
||
|
|
||
|
case SET_REMOVERHANDBOLT_MODEL:
|
||
|
Q3_RemoveRHandModel(entID, (char *)data);
|
||
|
break;
|
||
|
|
||
|
case SET_ADDLHANDBOLT_MODEL:
|
||
|
Q3_AddLHandModel(entID, (char *)data);
|
||
|
break;
|
||
|
|
||
|
case SET_REMOVELHANDBOLT_MODEL:
|
||
|
Q3_RemoveLHandModel(entID, (char *)data);
|
||
|
break;
|
||
|
|
||
|
case SET_FACEEYESCLOSED:
|
||
|
case SET_FACEEYESOPENED:
|
||
|
case SET_FACEAUX:
|
||
|
case SET_FACEBLINK:
|
||
|
case SET_FACEBLINKFROWN:
|
||
|
case SET_FACEFROWN:
|
||
|
case SET_FACENORMAL:
|
||
|
float_data = atof((char *) data);
|
||
|
Q3_Face(entID, toSet, float_data);
|
||
|
break;
|
||
|
|
||
|
case SET_SCROLLTEXT:
|
||
|
Q3_ScrollText( (char *)data );
|
||
|
break;
|
||
|
|
||
|
case SET_LCARSTEXT:
|
||
|
Q3_LCARSText( (char *)data );
|
||
|
break;
|
||
|
|
||
|
case SET_CAPTIONTEXTCOLOR:
|
||
|
Q3_SetCaptionTextColor ( (char *)data );
|
||
|
break;
|
||
|
case SET_CENTERTEXTCOLOR:
|
||
|
Q3_SetCenterTextColor ( (char *)data );
|
||
|
break;
|
||
|
case SET_SCROLLTEXTCOLOR:
|
||
|
Q3_SetScrollTextColor ( (char *)data );
|
||
|
break;
|
||
|
|
||
|
case SET_PLAYER_USABLE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetPlayerUsable(entID, qtrue);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetPlayerUsable(entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_STARTFRAME:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetStartFrame(entID, int_data);
|
||
|
break;
|
||
|
|
||
|
case SET_ENDFRAME:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetEndFrame(entID, int_data);
|
||
|
|
||
|
Q3_TaskIDSet( ent, TID_ANIM_BOTH, taskID );
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
case SET_ANIMFRAME:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetAnimFrame(entID, int_data);
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
case SET_LOOP_ANIM:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetLoopAnim(entID, qtrue);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetLoopAnim(entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_INTERFACE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetInterface(entID, "1");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetInterface(entID, "0");
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
case SET_SHIELDS:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetShields(entID, qtrue);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetShields(entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_SABERACTIVE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetSaberActive( entID, qtrue );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetSaberActive( entID, qfalse );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_ADJUST_AREA_PORTALS:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetAdjustAreaPortals( entID, qtrue );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetAdjustAreaPortals( entID, qfalse );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_DMG_BY_HEAVY_WEAP_ONLY:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetDmgByHeavyWeapOnly( entID, qtrue );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetDmgByHeavyWeapOnly( entID, qfalse );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_SHIELDED:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetShielded( entID, qtrue );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetShielded( entID, qfalse );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_NO_GROUPS:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetNoGroups( entID, qtrue );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetNoGroups( entID, qfalse );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_FIRE_WEAPON:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetFireWeapon( entID, qtrue);
|
||
|
}
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetFireWeapon( entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_INACTIVE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetInactive( entID, qtrue);
|
||
|
}
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetInactive( entID, qfalse);
|
||
|
}
|
||
|
else if(!stricmp("unlocked", ((char *)data)))
|
||
|
{
|
||
|
extern void UnLockDoors(gentity_t *const ent);
|
||
|
UnLockDoors(&g_entities[entID]);
|
||
|
}
|
||
|
else if(!stricmp("locked", ((char *)data)))
|
||
|
{
|
||
|
extern void LockDoors(gentity_t *const ent);
|
||
|
LockDoors(&g_entities[entID]);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_END_SCREENDISSOLVE:
|
||
|
gi.SendConsoleCommand( "endscreendissolve\n");
|
||
|
break;
|
||
|
|
||
|
case SET_MISSION_STATUS_SCREEN:
|
||
|
gi.cvar_set("cg_missionstatusscreen", "1");
|
||
|
break;
|
||
|
|
||
|
case SET_FUNC_USABLE_VISIBLE:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetFuncUsableVisible( entID, qtrue);
|
||
|
}
|
||
|
else if(!stricmp("false", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetFuncUsableVisible( entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_NO_KNOCKBACK:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetNoKnockback(entID, qtrue);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetNoKnockback(entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_VIDEO_PLAY:
|
||
|
// don't do this check now, James doesn't want a scripted cinematic to also skip any Video cinematics as well,
|
||
|
// the "timescale" and "skippingCinematic" cvars will be set back to normal in the Video code, so doing a
|
||
|
// skip will now only skip one section of a multiple-part story (eg VOY1 bridge sequence)
|
||
|
//
|
||
|
// if ( g_timescale->value <= 1.0f )
|
||
|
{
|
||
|
gi.SendConsoleCommand( va("inGameCinematic %s\n", (char *)data) );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_VIDEO_FADE_IN:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
gi.cvar_set("cl_VidFadeUp", "1");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.cvar_set("cl_VidFadeUp", "0");
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_VIDEO_FADE_OUT:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
gi.cvar_set("cl_VidFadeDown", "1");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.cvar_set("cl_VidFadeDown", "0");
|
||
|
}
|
||
|
break;
|
||
|
case SET_REMOVE_TARGET:
|
||
|
Q3_SetRemoveTarget( entID, (const char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_LOADGAME:
|
||
|
gi.SendConsoleCommand( va("load %s\n", (const char *) data ) );
|
||
|
break;
|
||
|
|
||
|
case SET_MENU_SCREEN:
|
||
|
//UI_SetActiveMenu( (const char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_OBJECTIVE_SHOW:
|
||
|
Q3_SetObjective((const char *) data ,SET_OBJ_SHOW);
|
||
|
Q3_SetObjective((const char *) data ,SET_OBJ_PENDING);
|
||
|
break;
|
||
|
case SET_OBJECTIVE_HIDE:
|
||
|
Q3_SetObjective((const char *) data ,SET_OBJ_HIDE);
|
||
|
break;
|
||
|
case SET_OBJECTIVE_SUCCEEDED:
|
||
|
Q3_SetObjective((const char *) data ,SET_OBJ_SUCCEEDED);
|
||
|
break;
|
||
|
case SET_OBJECTIVE_FAILED:
|
||
|
Q3_SetObjective((const char *) data ,SET_OBJ_FAILED);
|
||
|
break;
|
||
|
|
||
|
case SET_OBJECTIVE_CLEARALL:
|
||
|
Q3_ObjectiveClearAll();
|
||
|
break;
|
||
|
|
||
|
case SET_MISSIONFAILED:
|
||
|
Q3_SetMissionFailed((const char *) data);
|
||
|
break;
|
||
|
|
||
|
case SET_MISSIONSTATUSTEXT:
|
||
|
Q3_SetStatusText((const char *) data);
|
||
|
break;
|
||
|
|
||
|
case SET_MISSIONSTATUSTIME:
|
||
|
int_data = atoi((char *) data);
|
||
|
cg.missionStatusDeadTime = level.time + int_data;
|
||
|
break;
|
||
|
|
||
|
case SET_CLOSINGCREDITS:
|
||
|
gi.cvar_set("cg_endcredits", "1");
|
||
|
break;
|
||
|
|
||
|
case SET_SKILL:
|
||
|
// //can never be set
|
||
|
break;
|
||
|
|
||
|
case SET_FULLNAME:
|
||
|
Q3_SetFullName( entID, (char *) data );
|
||
|
break;
|
||
|
|
||
|
case SET_DISABLE_SHADER_ANIM:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetDisableShaderAnims( entID, qtrue);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetDisableShaderAnims( entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_SHADER_ANIM:
|
||
|
if(!stricmp("true", ((char *)data)))
|
||
|
{
|
||
|
Q3_SetShaderAnim( entID, qtrue);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_SetShaderAnim( entID, qfalse);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_FORCE_HEAL_LEVEL:
|
||
|
case SET_FORCE_JUMP_LEVEL:
|
||
|
case SET_FORCE_SPEED_LEVEL:
|
||
|
case SET_FORCE_PUSH_LEVEL:
|
||
|
case SET_FORCE_PULL_LEVEL:
|
||
|
case SET_FORCE_MINDTRICK_LEVEL:
|
||
|
case SET_FORCE_GRIP_LEVEL:
|
||
|
case SET_FORCE_LIGHTNING_LEVEL:
|
||
|
case SET_SABER_THROW:
|
||
|
case SET_SABER_DEFENSE:
|
||
|
case SET_SABER_OFFENSE:
|
||
|
int_data = atoi((char *) data);
|
||
|
Q3_SetForcePowerLevel( entID, (toSet-SET_FORCE_HEAL_LEVEL), int_data );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
//Q3_DebugPrint( WL_ERROR, "Q3_Set: '%s' is not a valid set field\n", type_name );
|
||
|
Q3_SetVar( taskID, entID, type_name, data );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
ent->taskManager->Completed( taskID );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_Kill
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : const char *name
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_Kill( int entID, const char *name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
gentity_t *victim = NULL;
|
||
|
int o_health;
|
||
|
|
||
|
if( !stricmp( name, "self") )
|
||
|
{
|
||
|
victim = ent;
|
||
|
}
|
||
|
else if( !stricmp( name, "enemy" ) )
|
||
|
{
|
||
|
victim = ent->enemy;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
victim = G_Find (NULL, FOFS(targetname), (char *) name );
|
||
|
}
|
||
|
|
||
|
if ( !victim )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Kill: can't find %s\n", name);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( victim == ent )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Kill: entity %s trying to kill self - not allowed!\n", name);
|
||
|
return;
|
||
|
}
|
||
|
*/
|
||
|
if ( victim == ent )
|
||
|
{//don't ICARUS_FreeEnt me, I'm in the middle of a script! (FIXME: shouldn't ICARUS handle this internally?)
|
||
|
victim->svFlags |= SVF_KILLED_SELF;
|
||
|
}
|
||
|
|
||
|
o_health = victim->health;
|
||
|
victim->health = 0;
|
||
|
if ( victim->client )
|
||
|
{
|
||
|
victim->flags |= FL_NO_KNOCKBACK;
|
||
|
}
|
||
|
//G_SetEnemy(victim, ent);
|
||
|
if( victim->e_DieFunc != dieF_NULL ) // check can be omitted
|
||
|
{
|
||
|
GEntity_DieFunc( victim, NULL, NULL, o_health, MOD_UNKNOWN );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_RemoveEnt
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : gentity_t *victim
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_RemoveEnt( gentity_t *victim )
|
||
|
{
|
||
|
if( victim->client )
|
||
|
{
|
||
|
//ClientDisconnect(ent);
|
||
|
victim->s.eFlags |= EF_NODRAW;
|
||
|
victim->s.eFlags &= ~EF_NPC;
|
||
|
victim->svFlags &= ~SVF_NPC;
|
||
|
victim->s.eType = ET_INVISIBLE;
|
||
|
victim->contents = 0;
|
||
|
victim->health = 0;
|
||
|
victim->targetname = NULL;
|
||
|
|
||
|
//Disappear in half a second
|
||
|
victim->e_ThinkFunc = thinkF_G_FreeEntity;
|
||
|
victim->nextthink = level.time + 500;
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
victim->e_ThinkFunc = thinkF_G_FreeEntity;
|
||
|
victim->nextthink = level.time + 100;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_Remove
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : int entID
|
||
|
Argument : const char *name
|
||
|
============
|
||
|
*/
|
||
|
static void Q3_Remove( int entID, const char *name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
gentity_t *victim = NULL;
|
||
|
|
||
|
if( !Q_stricmp( "self", name ) )
|
||
|
{
|
||
|
victim = ent;
|
||
|
if ( !victim )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Remove: can't find %s\n", name );
|
||
|
return;
|
||
|
}
|
||
|
Q3_RemoveEnt( victim );
|
||
|
}
|
||
|
else if( !Q_stricmp( "enemy", name ) )
|
||
|
{
|
||
|
victim = ent->enemy;
|
||
|
if ( !victim )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Remove: can't find %s\n", name );
|
||
|
return;
|
||
|
}
|
||
|
Q3_RemoveEnt( victim );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
victim = G_Find( NULL, FOFS(targetname), (char *) name );
|
||
|
if ( !victim )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Remove: can't find %s\n", name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
while ( victim )
|
||
|
{
|
||
|
Q3_RemoveEnt( victim );
|
||
|
victim = G_Find( victim, FOFS(targetname), (char *) name );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
MakeOwnerInvis
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : gentity_t *self
|
||
|
============
|
||
|
*/
|
||
|
void MakeOwnerInvis(gentity_t *self)
|
||
|
{
|
||
|
if(self->owner && self->owner->client)
|
||
|
{
|
||
|
self->owner->client->ps.powerups[PW_CLOAKED] = level.time + 500;
|
||
|
}
|
||
|
|
||
|
//HACKHGACLHACK!! - MCG
|
||
|
self->e_ThinkFunc = thinkF_RemoveOwner;
|
||
|
self->nextthink = level.time + 400;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
MakeOwnerEnergy
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : gentity_t *self
|
||
|
============
|
||
|
*/
|
||
|
void MakeOwnerEnergy(gentity_t *self)
|
||
|
{
|
||
|
if(self->owner && self->owner->client)
|
||
|
{
|
||
|
self->owner->client->ps.powerups[PW_QUAD] = level.time + 1000;
|
||
|
}
|
||
|
|
||
|
G_FreeEntity(self);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
RemoveOwner
|
||
|
Description :
|
||
|
Return type : void
|
||
|
Argument : gentity_t *self
|
||
|
============
|
||
|
*/
|
||
|
void RemoveOwner (gentity_t *self)
|
||
|
{
|
||
|
if ( self->owner && self->owner->inuse )
|
||
|
{//I have an owner and they heavn't been freed yet
|
||
|
Q3_Remove( self->owner->s.number, "self" );
|
||
|
}
|
||
|
|
||
|
G_FreeEntity( self );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================================================
|
||
|
|
||
|
Get / Set Functions
|
||
|
|
||
|
=================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_GetFloat
|
||
|
Description :
|
||
|
Return type : int
|
||
|
Argument : int entID
|
||
|
Argument : int type
|
||
|
Argument : const char *name
|
||
|
Argument : float *value
|
||
|
============
|
||
|
*/
|
||
|
static int Q3_GetFloat( int entID, int type, const char *name, float *value )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
// gclient_t *client;
|
||
|
|
||
|
if ( !ent )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int toGet = GetIDForString( setTable, name ); //FIXME: May want to make a "getTable" as well
|
||
|
//FIXME: I'm getting really sick of these huge switch statements!
|
||
|
|
||
|
//NOTENOTE: return true if the value was correctly obtained
|
||
|
switch ( toGet )
|
||
|
{
|
||
|
case SET_PARM1:
|
||
|
case SET_PARM2:
|
||
|
case SET_PARM3:
|
||
|
case SET_PARM4:
|
||
|
case SET_PARM5:
|
||
|
case SET_PARM6:
|
||
|
case SET_PARM7:
|
||
|
case SET_PARM8:
|
||
|
case SET_PARM9:
|
||
|
case SET_PARM10:
|
||
|
case SET_PARM11:
|
||
|
case SET_PARM12:
|
||
|
case SET_PARM13:
|
||
|
case SET_PARM14:
|
||
|
case SET_PARM15:
|
||
|
case SET_PARM16:
|
||
|
if (ent->parms == NULL)
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "GET_PARM: %s %s did not have any parms set!\n", ent->classname, ent->targetname );
|
||
|
return false; // would prefer qfalse, but I'm fitting in with what's here <sigh>
|
||
|
}
|
||
|
*value = atof( ent->parms->parm[toGet - SET_PARM1] );
|
||
|
break;
|
||
|
|
||
|
case SET_COUNT:
|
||
|
*value = ent->count;
|
||
|
break;
|
||
|
|
||
|
case SET_HEALTH:
|
||
|
*value = ent->health;
|
||
|
break;
|
||
|
|
||
|
case SET_SKILL:
|
||
|
*value = g_spskill->integer;
|
||
|
break;
|
||
|
|
||
|
case SET_XVELOCITY://## %f="0.0" # Velocity along X axis
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_XVELOCITY, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->ps.velocity[0];
|
||
|
break;
|
||
|
|
||
|
case SET_YVELOCITY://## %f="0.0" # Velocity along Y axis
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_YVELOCITY, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->ps.velocity[1];
|
||
|
break;
|
||
|
|
||
|
case SET_ZVELOCITY://## %f="0.0" # Velocity along Z axis
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ZVELOCITY, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->ps.velocity[2];
|
||
|
break;
|
||
|
|
||
|
case SET_Z_OFFSET:
|
||
|
*value = ent->currentOrigin[2] - ent->s.origin[2];
|
||
|
break;
|
||
|
|
||
|
case SET_DPITCH://## %f="0.0" # Pitch for NPC to turn to
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_DPITCH, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->desiredPitch;
|
||
|
break;
|
||
|
|
||
|
case SET_DYAW://## %f="0.0" # Yaw for NPC to turn to
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_DYAW, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->desiredPitch;
|
||
|
break;
|
||
|
|
||
|
case SET_WIDTH://## %f="0.0" # Width of NPC bounding box
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_WIDTH, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->mins[0];
|
||
|
break;
|
||
|
case SET_TIMESCALE://## %f="0.0" # Speed-up slow down game (0 - 1.0)
|
||
|
*value = g_timescale->value;
|
||
|
break;
|
||
|
case SET_CAMERA_GROUP_Z_OFS://## %s="NULL" # all ents with this cameraGroup will be focused on
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
case SET_VISRANGE://## %f="0.0" # How far away NPC can see
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_VISRANGE, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.visrange;
|
||
|
break;
|
||
|
|
||
|
case SET_EARSHOT://## %f="0.0" # How far an NPC can hear
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_EARSHOT, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.earshot;
|
||
|
break;
|
||
|
|
||
|
case SET_VIGILANCE://## %f="0.0" # How often to look for enemies (0 - 1.0)
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_VIGILANCE, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.vigilance;
|
||
|
break;
|
||
|
|
||
|
case SET_GRAVITY://## %f="0.0" # Change this ent's gravity - 800 default
|
||
|
if ( (ent->svFlags&SVF_CUSTOM_GRAVITY) && ent->client )
|
||
|
{
|
||
|
*value = ent->client->ps.gravity;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
*value = g_gravity->value;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_FACEEYESCLOSED:
|
||
|
case SET_FACEEYESOPENED:
|
||
|
case SET_FACEAUX: //## %f="0.0" # Set face to Aux expression for number of seconds
|
||
|
case SET_FACEBLINK: //## %f="0.0" # Set face to Blink expression for number of seconds
|
||
|
case SET_FACEBLINKFROWN: //## %f="0.0" # Set face to Blinkfrown expression for number of seconds
|
||
|
case SET_FACEFROWN: //## %f="0.0" # Set face to Frown expression for number of seconds
|
||
|
case SET_FACENORMAL: //## %f="0.0" # Set face to Normal expression for number of seconds
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_FACE___ not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_WAIT: //## %f="0.0" # Change an entity's wait field
|
||
|
*value = ent->wait;
|
||
|
break;
|
||
|
case SET_FOLLOWDIST: //## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_FOLLOWDIST, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->followDist;
|
||
|
break;
|
||
|
//# #sep ints
|
||
|
case SET_ANIM_HOLDTIME_LOWER://## %d="0" # Hold lower anim for number of milliseconds
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ANIM_HOLDTIME_LOWER, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->ps.legsAnimTimer;
|
||
|
break;
|
||
|
case SET_ANIM_HOLDTIME_UPPER://## %d="0" # Hold upper anim for number of milliseconds
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ANIM_HOLDTIME_UPPER, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->ps.torsoAnimTimer;
|
||
|
break;
|
||
|
case SET_ANIM_HOLDTIME_BOTH://## %d="0" # Hold lower and upper anims for number of milliseconds
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ANIM_HOLDTIME_BOTH not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_ARMOR://## %d="0" # Change armor
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ARMOR, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->ps.stats[STAT_ARMOR];
|
||
|
break;
|
||
|
case SET_WALKSPEED://## %d="0" # Change walkSpeed
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_WALKSPEED, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.walkSpeed;
|
||
|
break;
|
||
|
case SET_RUNSPEED://## %d="0" # Change runSpeed
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_RUNSPEED, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.runSpeed;
|
||
|
break;
|
||
|
case SET_YAWSPEED://## %d="0" # Change yawSpeed
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_YAWSPEED, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.yawSpeed;
|
||
|
break;
|
||
|
case SET_AGGRESSION://## %d="0" # Change aggression 1-5
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_AGGRESSION, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.aggression;
|
||
|
break;
|
||
|
case SET_AIM://## %d="0" # Change aim 1-5
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_AIM, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.aim;
|
||
|
break;
|
||
|
case SET_FRICTION://## %d="0" # Change ent's friction - 6 default
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_FRICTION, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->ps.friction;
|
||
|
break;
|
||
|
case SET_SHOOTDIST://## %d="0" # How far the ent can shoot - 0 uses weapon
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_SHOOTDIST, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.shootDistance;
|
||
|
break;
|
||
|
case SET_HFOV://## %d="0" # Horizontal field of view
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_HFOV, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.hfov;
|
||
|
break;
|
||
|
case SET_VFOV://## %d="0" # Vertical field of view
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_VFOV, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->stats.vfov;
|
||
|
break;
|
||
|
case SET_DELAYSCRIPTTIME://## %d="0" # How many seconds to wait before running delayscript
|
||
|
*value = ent->delayScriptTime - level.time;
|
||
|
break;
|
||
|
case SET_FORWARDMOVE://## %d="0" # NPC move forward -127(back) to 127
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_FORWARDMOVE, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->forced_forwardmove;
|
||
|
break;
|
||
|
case SET_RIGHTMOVE://## %d="0" # NPC move right -127(left) to 127
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_RIGHTMOVE, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->client->forced_rightmove;
|
||
|
break;
|
||
|
case SET_STARTFRAME: //## %d="0" # frame to start animation sequence on
|
||
|
*value = ent->startFrame;
|
||
|
break;
|
||
|
case SET_ENDFRAME: //## %d="0" # frame to end animation sequence on
|
||
|
*value = ent->endFrame;
|
||
|
break;
|
||
|
case SET_ANIMFRAME: //## %d="0" # of current frame
|
||
|
*value = ent->s.frame;
|
||
|
break;
|
||
|
|
||
|
case SET_SHOT_SPACING://## %d="1000" # Time between shots for an NPC - reset to defaults when changes weapon
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_SHOT_SPACING, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->burstSpacing;
|
||
|
break;
|
||
|
case SET_MISSIONSTATUSTIME://## %d="0" # Amount of time until Mission Status should be shown after death
|
||
|
*value = cg.missionStatusDeadTime - level.time;
|
||
|
break;
|
||
|
//# #sep booleans
|
||
|
case SET_IGNOREPAIN://## %t="BOOL_TYPES" # Do not react to pain
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_IGNOREPAIN, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = ent->NPC->ignorePain;
|
||
|
break;
|
||
|
case SET_IGNOREENEMIES://## %t="BOOL_TYPES" # Do not acquire enemies
|
||
|
*value = (ent->svFlags&SVF_IGNORE_ENEMIES);
|
||
|
break;
|
||
|
case SET_IGNOREALERTS://## Do not get enemy set by allies in area(ambush)
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_IGNOREALERTS, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_IGNORE_ALERTS);
|
||
|
|
||
|
case SET_DONTSHOOT://## %t="BOOL_TYPES" # Others won't shoot you
|
||
|
*value = (ent->flags&FL_DONT_SHOOT);
|
||
|
break;
|
||
|
case SET_NOTARGET://## %t="BOOL_TYPES" # Others won't pick you as enemy
|
||
|
*value = (ent->flags&FL_NOTARGET);
|
||
|
break;
|
||
|
case SET_DONTFIRE://## %t="BOOL_TYPES" # Don't fire your weapon
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_DONTFIRE, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_DONT_FIRE);
|
||
|
break;
|
||
|
|
||
|
case SET_LOCKED_ENEMY://## %t="BOOL_TYPES" # Keep current enemy until dead
|
||
|
*value = (ent->svFlags&SVF_LOCKEDENEMY);
|
||
|
break;
|
||
|
case SET_CROUCHED://## %t="BOOL_TYPES" # Force NPC to crouch
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_CROUCHED, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_CROUCHED);
|
||
|
break;
|
||
|
case SET_WALKING://## %t="BOOL_TYPES" # Force NPC to move at walkSpeed
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_WALKING, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_WALKING);
|
||
|
break;
|
||
|
case SET_RUNNING://## %t="BOOL_TYPES" # Force NPC to move at runSpeed
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_RUNNING, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_RUNNING);
|
||
|
break;
|
||
|
case SET_CHASE_ENEMIES://## %t="BOOL_TYPES" # NPC will chase after enemies
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_CHASE_ENEMIES, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_CHASE_ENEMIES);
|
||
|
break;
|
||
|
case SET_LOOK_FOR_ENEMIES://## %t="BOOL_TYPES" # NPC will be on the lookout for enemies
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_LOOK_FOR_ENEMIES, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_LOOK_FOR_ENEMIES);
|
||
|
break;
|
||
|
case SET_FACE_MOVE_DIR://## %t="BOOL_TYPES" # NPC will face in the direction it's moving
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_FACE_MOVE_DIR, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_FACE_MOVE_DIR);
|
||
|
break;
|
||
|
case SET_FORCED_MARCH://## %t="BOOL_TYPES" # Force NPC to move at runSpeed
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_FORCED_MARCH, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SET_FORCED_MARCH);
|
||
|
break;
|
||
|
case SET_UNDYING://## %t="BOOL_TYPES" # Can take damage down to 1 but not die
|
||
|
*value = (ent->flags&FL_UNDYING);
|
||
|
break;
|
||
|
case SET_NOAVOID://## %t="BOOL_TYPES" # Will not avoid other NPCs or architecture
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_NOAVOID, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->aiFlags&NPCAI_NO_COLL_AVOID);
|
||
|
break;
|
||
|
|
||
|
case SET_SOLID://## %t="BOOL_TYPES" # Make yourself notsolid or solid
|
||
|
*value = ent->contents;
|
||
|
break;
|
||
|
case SET_PLAYER_USABLE://## %t="BOOL_TYPES" # Can be activateby the player's "use" button
|
||
|
*value = (ent->svFlags&SVF_PLAYER_USABLE);
|
||
|
break;
|
||
|
case SET_LOOP_ANIM://## %t="BOOL_TYPES" # For non-NPCs: loop your animation sequence
|
||
|
*value = ent->loopAnim;
|
||
|
break;
|
||
|
case SET_INTERFACE://## %t="BOOL_TYPES" # Player interface on/off
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_INTERFACE not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_SHIELDS://## %t="BOOL_TYPES" # NPC has no shields (Borg do not adapt)
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_SHIELDS, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->aiFlags&NPCAI_SHIELDS);
|
||
|
break;
|
||
|
case SET_INVISIBLE://## %t="BOOL_TYPES" # Makes an NPC not solid and not visible
|
||
|
*value = (ent->s.eFlags&EF_NODRAW);
|
||
|
break;
|
||
|
case SET_VAMPIRE://## %t="BOOL_TYPES" # Makes an NPC not solid and not visible
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
*value = (ent->client->ps.powerups[PW_DISINT_2]>level.time);
|
||
|
}
|
||
|
break;
|
||
|
case SET_FORCE_INVINCIBLE://## %t="BOOL_TYPES" # Makes an NPC not solid and not visible
|
||
|
if ( !ent->client )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
*value = (ent->client->ps.powerups[PW_INVINCIBLE]>level.time);
|
||
|
}
|
||
|
break;
|
||
|
case SET_GREET_ALLIES://## %t="BOOL_TYPES" # Makes an NPC greet teammates
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_GREET_ALLIES, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->aiFlags&NPCAI_GREET_ALLIES);
|
||
|
break;
|
||
|
case SET_VIDEO_FADE_IN://## %t="BOOL_TYPES" # Makes video playback fade in
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_VIDEO_FADE_IN not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_VIDEO_FADE_OUT://## %t="BOOL_TYPES" # Makes video playback fade out
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_VIDEO_FADE_OUT not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_PLAYER_LOCKED://## %t="BOOL_TYPES" # Makes it so player cannot move
|
||
|
*value = player_locked;
|
||
|
break;
|
||
|
case SET_LOCK_PLAYER_WEAPONS://## %t="BOOL_TYPES" # Makes it so player cannot switch weapons
|
||
|
*value = (ent->flags&FL_LOCK_PLAYER_WEAPONS);
|
||
|
break;
|
||
|
case SET_NO_KNOCKBACK://## %t="BOOL_TYPES" # Stops this ent from taking knockback from weapons
|
||
|
*value = (ent->flags&FL_NO_KNOCKBACK);
|
||
|
break;
|
||
|
case SET_ALT_FIRE://## %t="BOOL_TYPES" # Force NPC to use altfire when shooting
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_ALT_FIRE, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_ALT_FIRE);
|
||
|
break;
|
||
|
case SET_NO_RESPONSE://## %t="BOOL_TYPES" # NPCs will do generic responses when this is on (usescripts override generic responses as well)
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_NO_RESPONSE, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_NO_RESPONSE);
|
||
|
break;
|
||
|
case SET_INVINCIBLE://## %t="BOOL_TYPES" # Completely unkillable
|
||
|
*value = (ent->flags&FL_GODMODE);
|
||
|
break;
|
||
|
case SET_MISSIONSTATUSACTIVE: //# Turns on Mission Status Screen
|
||
|
*value = cg.missionStatusShow;
|
||
|
break;
|
||
|
case SET_NO_COMBAT_TALK://## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_NO_COMBAT_TALK, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_NO_COMBAT_TALK);
|
||
|
case SET_USE_CP_NEAREST://## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetFloat: SET_USE_CP_NEAREST, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
*value = (ent->NPC->scriptFlags&SCF_USE_CP_NEAREST);
|
||
|
break;
|
||
|
case SET_TREASONED://## %t="BOOL_TYPES" # Player has turned on his own- scripts will stop: NPCs will turn on him and level changes load the brig
|
||
|
Q3_DebugPrint( WL_VERBOSE, "SET_TREASONED is disabled, do not use\n" );
|
||
|
*value = 0;//(ffireLevel>=FFIRE_LEVEL_RETALIATION);
|
||
|
break;
|
||
|
case SET_DISABLE_SHADER_ANIM: //## %t="BOOL_TYPES" # Shaders won't animate
|
||
|
*value = (ent->s.eFlags & EF_DISABLE_SHADER_ANIM);
|
||
|
break;
|
||
|
case SET_SHADER_ANIM: //## %t="BOOL_TYPES" # Shader will be under frame control
|
||
|
*value = (ent->s.eFlags & EF_SHADER_ANIM);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
if ( Q3_VariableDeclared( name ) != VTYPE_FLOAT )
|
||
|
return false;
|
||
|
|
||
|
return Q3_GetFloatVariable( name, value );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_GetVector
|
||
|
Description :
|
||
|
Return type : int
|
||
|
Argument : int entID
|
||
|
Argument : int type
|
||
|
Argument : const char *name
|
||
|
Argument : vec3_t value
|
||
|
============
|
||
|
*/
|
||
|
static int Q3_GetVector( int entID, int type, const char *name, vec3_t value )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
if ( !ent )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int toGet = GetIDForString( setTable, name ); //FIXME: May want to make a "getTable" as well
|
||
|
//FIXME: I'm getting really sick of these huge switch statements!
|
||
|
|
||
|
//NOTENOTE: return true if the value was correctly obtained
|
||
|
switch ( toGet )
|
||
|
{
|
||
|
case SET_PARM1:
|
||
|
case SET_PARM2:
|
||
|
case SET_PARM3:
|
||
|
case SET_PARM4:
|
||
|
case SET_PARM5:
|
||
|
case SET_PARM6:
|
||
|
case SET_PARM7:
|
||
|
case SET_PARM8:
|
||
|
case SET_PARM9:
|
||
|
case SET_PARM10:
|
||
|
case SET_PARM11:
|
||
|
case SET_PARM12:
|
||
|
case SET_PARM13:
|
||
|
case SET_PARM14:
|
||
|
case SET_PARM15:
|
||
|
case SET_PARM16:
|
||
|
sscanf( ent->parms->parm[toGet - SET_PARM1], "%f %f %f", &value[0], &value[1], &value[2] );
|
||
|
break;
|
||
|
|
||
|
case SET_ORIGIN:
|
||
|
VectorCopy(ent->currentOrigin, value);
|
||
|
break;
|
||
|
|
||
|
case SET_ANGLES:
|
||
|
VectorCopy(ent->currentAngles, value);
|
||
|
break;
|
||
|
|
||
|
case SET_TELEPORT_DEST://## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetVector: SET_TELEPORT_DEST not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
|
||
|
if ( Q3_VariableDeclared( name ) != VTYPE_VECTOR )
|
||
|
return false;
|
||
|
|
||
|
return Q3_GetVectorVariable( name, value );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_GetString
|
||
|
Description :
|
||
|
Return type : int
|
||
|
Argument : int entID
|
||
|
Argument : int type
|
||
|
Argument : const char *name
|
||
|
Argument : char **value
|
||
|
============
|
||
|
*/
|
||
|
static int Q3_GetString( int entID, int type, const char *name, char **value )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
if ( !ent )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int toGet = GetIDForString( setTable, name ); //FIXME: May want to make a "getTable" as well
|
||
|
|
||
|
switch ( toGet )
|
||
|
{
|
||
|
case SET_ANIM_BOTH:
|
||
|
*value = (char *) Q3_GetAnimBoth( ent );
|
||
|
|
||
|
if ( VALIDSTRING( value ) == false )
|
||
|
return false;
|
||
|
|
||
|
break;
|
||
|
|
||
|
case SET_PARM1:
|
||
|
case SET_PARM2:
|
||
|
case SET_PARM3:
|
||
|
case SET_PARM4:
|
||
|
case SET_PARM5:
|
||
|
case SET_PARM6:
|
||
|
case SET_PARM7:
|
||
|
case SET_PARM8:
|
||
|
case SET_PARM9:
|
||
|
case SET_PARM10:
|
||
|
case SET_PARM11:
|
||
|
case SET_PARM12:
|
||
|
case SET_PARM13:
|
||
|
case SET_PARM14:
|
||
|
case SET_PARM15:
|
||
|
case SET_PARM16:
|
||
|
if ( ent->parms )
|
||
|
{
|
||
|
*value = (char *) ent->parms->parm[toGet - SET_PARM1];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: invalid ent %s has no parms!\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_TARGET:
|
||
|
*value = (char *) ent->target;
|
||
|
break;
|
||
|
|
||
|
case SET_LOCATION:
|
||
|
*value = G_GetLocationForEnt( ent );
|
||
|
if ( !value || !value[0] )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
//# #sep Scripts and other file paths
|
||
|
case SET_SPAWNSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when spawned //0 - do not change these, these are equal to BSET_SPAWN, etc
|
||
|
*value = ent->behaviorSet[BSET_SPAWN];
|
||
|
break;
|
||
|
case SET_USESCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used
|
||
|
*value = ent->behaviorSet[BSET_USE];
|
||
|
break;
|
||
|
case SET_AWAKESCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled
|
||
|
*value = ent->behaviorSet[BSET_AWAKE];
|
||
|
break;
|
||
|
case SET_ANGERSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time
|
||
|
*value = ent->behaviorSet[BSET_ANGER];
|
||
|
break;
|
||
|
case SET_ATTACKSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot
|
||
|
*value = ent->behaviorSet[BSET_ATTACK];
|
||
|
break;
|
||
|
case SET_VICTORYSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone
|
||
|
*value = ent->behaviorSet[BSET_VICTORY];
|
||
|
break;
|
||
|
case SET_LOSTENEMYSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy
|
||
|
*value = ent->behaviorSet[BSET_LOSTENEMY];
|
||
|
break;
|
||
|
case SET_PAINSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit
|
||
|
*value = ent->behaviorSet[BSET_PAIN];
|
||
|
break;
|
||
|
case SET_FLEESCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health
|
||
|
*value = ent->behaviorSet[BSET_FLEE];
|
||
|
break;
|
||
|
case SET_DEATHSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed
|
||
|
*value = ent->behaviorSet[BSET_DEATH];
|
||
|
break;
|
||
|
case SET_DELAYEDSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay
|
||
|
*value = ent->behaviorSet[BSET_DELAYED];
|
||
|
break;
|
||
|
case SET_BLOCKEDSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate
|
||
|
*value = ent->behaviorSet[BSET_BLOCKED];
|
||
|
break;
|
||
|
case SET_FFIRESCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly
|
||
|
*value = ent->behaviorSet[BSET_FFIRE];
|
||
|
break;
|
||
|
case SET_FFDEATHSCRIPT://## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
|
||
|
*value = ent->behaviorSet[BSET_FFDEATH];
|
||
|
break;
|
||
|
|
||
|
//# #sep Standard strings
|
||
|
case SET_ENEMY://## %s="NULL" # Set enemy by targetname
|
||
|
if ( ent->enemy != NULL )
|
||
|
{
|
||
|
*value = ent->enemy->targetname;
|
||
|
}
|
||
|
else return false;
|
||
|
break;
|
||
|
case SET_LEADER://## %s="NULL" # Set for BS_FOLLOW_LEADER
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_LEADER, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
else if ( ent->client->leader )
|
||
|
{
|
||
|
*value = ent->client->leader->targetname;
|
||
|
}
|
||
|
else return false;
|
||
|
break;
|
||
|
case SET_CAPTURE://## %s="NULL" # Set captureGoal by targetname
|
||
|
if ( ent->NPC == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_CAPTURE, %s not an NPC\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
else if ( ent->NPC->captureGoal != NULL )
|
||
|
{
|
||
|
*value = ent->NPC->captureGoal->targetname;
|
||
|
}
|
||
|
else return false;
|
||
|
break;
|
||
|
|
||
|
case SET_TARGETNAME://## %s="NULL" # Set/change your targetname
|
||
|
*value = ent->targetname;
|
||
|
break;
|
||
|
case SET_PAINTARGET://## %s="NULL" # Set/change what to use when hit
|
||
|
*value = ent->paintarget;
|
||
|
break;
|
||
|
case SET_CAMERA_GROUP://## %s="NULL" # all ents with this cameraGroup will be focused on
|
||
|
*value = ent->cameraGroup;
|
||
|
break;
|
||
|
case SET_CAMERA_GROUP_TAG://## %s="NULL" # all ents with this cameraGroup will be focused on
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_LOOK_TARGET://## %s="NULL" # object for NPC to look at
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_LOOK_TARGET, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gentity_t *lookTarg = &g_entities[ent->client->renderInfo.lookTarget];
|
||
|
if ( lookTarg != NULL )
|
||
|
{
|
||
|
*value = lookTarg->targetname;
|
||
|
}
|
||
|
else return false;
|
||
|
}
|
||
|
break;
|
||
|
case SET_TARGET2://## %s="NULL" # Set/change your target2: on NPC's: this fires when they're knocked out by the red hypo
|
||
|
*value = ent->target2;
|
||
|
break;
|
||
|
|
||
|
case SET_REMOVE_TARGET://## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState
|
||
|
*value = ent->target3;
|
||
|
break;
|
||
|
case SET_WEAPON:
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_WEAPON, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
*value = (char *)GetStringForID( WPTable, ent->client->ps.weapon );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SET_ITEM:
|
||
|
if ( ent->client == NULL )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_ITEM, %s not a client\n", ent->targetname );
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// *value = (char *)GetStringForID( WPTable, ent->client->ps.weapon );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
//The below cannot be gotten
|
||
|
case SET_NAVGOAL://## %s="NULL" # *Move to this navgoal then continue script
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_NAVGOAL not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_VIEWTARGET://## %s="NULL" # Set angles toward ent by targetname
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_VIEWTARGET not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_WATCHTARGET://## %s="NULL" # Set angles toward ent by targetname
|
||
|
if ( ent && ent->NPC && ent->NPC->watchTarget )
|
||
|
{
|
||
|
*value = ent->NPC->watchTarget->targetname;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_WATCHTARGET no watchTarget!\n" );
|
||
|
return false;
|
||
|
}
|
||
|
break;
|
||
|
case SET_VIEWENTITY:
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_VIEWENTITY not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_CAPTIONTEXTCOLOR: //## %s="" # Color of text RED:WHITE:BLUE: YELLOW
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_CAPTIONTEXTCOLOR not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_CENTERTEXTCOLOR: //## %s="" # Color of text RED:WHITE:BLUE: YELLOW
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_CENTERTEXTCOLOR not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_SCROLLTEXTCOLOR: //## %s="" # Color of text RED:WHITE:BLUE: YELLOW
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_SCROLLTEXTCOLOR not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_COPY_ORIGIN://## %s="targetname" # Copy the origin of the ent with targetname to your origin
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_COPY_ORIGIN not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_DEFEND_TARGET://## %s="targetname" # This NPC will attack the target NPC's enemies
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_COPY_ORIGIN not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_VIDEO_PLAY://## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a Video (inGame)
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_VIDEO_PLAY not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_LOADGAME://## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_LOADGAME not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_LOCKYAW://## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current)
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_LOCKYAW not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_SCROLLTEXT: //## %s="" # key of text string to print
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_SCROLLTEXT not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
case SET_LCARSTEXT: //## %s="" # key of text string to print in LCARS frame
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_GetString: SET_LCARSTEXT not implemented\n" );
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
case SET_FULLNAME://## %s="NULL" # Set/change your targetname
|
||
|
*value = ent->fullName;
|
||
|
break;
|
||
|
default:
|
||
|
|
||
|
if ( Q3_VariableDeclared( name ) != VTYPE_STRING )
|
||
|
return false;
|
||
|
|
||
|
return Q3_GetStringVariable( name, (const char **) value );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Q3_Evaluate
|
||
|
Description :
|
||
|
Return type : int
|
||
|
Argument : int p1Type
|
||
|
Argument : const char *p1
|
||
|
Argument : int p2Type
|
||
|
Argument : const char *p2
|
||
|
Argument : int operatorType
|
||
|
============
|
||
|
*/
|
||
|
static int Q3_Evaluate( int p1Type, const char *p1, int p2Type, const char *p2, int operatorType )
|
||
|
{
|
||
|
float f1=0, f2=0;
|
||
|
vec3_t v1, v2;
|
||
|
char *c1=0, *c2=0;
|
||
|
int i1=0, i2=0;
|
||
|
|
||
|
//Always demote to int on float to integer comparisons
|
||
|
if ( ( ( p1Type == TK_FLOAT ) && ( p2Type == TK_INT ) ) || ( ( p1Type == TK_INT ) && ( p2Type == TK_FLOAT ) ) )
|
||
|
{
|
||
|
p1Type = TK_INT;
|
||
|
p2Type = TK_INT;
|
||
|
}
|
||
|
|
||
|
//Cannot compare two disimilar types
|
||
|
if ( p1Type != p2Type )
|
||
|
{
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate comparing two disimilar types!\n");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//Format the parameters
|
||
|
switch ( p1Type )
|
||
|
{
|
||
|
case TK_FLOAT:
|
||
|
sscanf( p1, "%f", &f1 );
|
||
|
sscanf( p2, "%f", &f2 );
|
||
|
break;
|
||
|
|
||
|
case TK_INT:
|
||
|
sscanf( p1, "%d", &i1 );
|
||
|
sscanf( p2, "%d", &i2 );
|
||
|
break;
|
||
|
|
||
|
case TK_VECTOR:
|
||
|
sscanf( p1, "%f %f %f", &v1[0], &v1[1], &v1[2] );
|
||
|
sscanf( p2, "%f %f %f", &v2[0], &v2[1], &v2[2] );
|
||
|
break;
|
||
|
|
||
|
case TK_STRING:
|
||
|
case TK_IDENTIFIER:
|
||
|
c1 = (char *) p1;
|
||
|
c2 = (char *) p2;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Q3_DebugPrint( WL_WARNING, "Q3_Evaluate unknown type used!\n");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//Compare them and return the result
|
||
|
|
||
|
//FIXME: YUCK!!! Better way to do this?
|
||
|
|
||
|
switch ( operatorType )
|
||
|
{
|
||
|
|
||
|
//
|
||
|
// EQUAL TO
|
||
|
//
|
||
|
|
||
|
case TK_EQUALS:
|
||
|
|
||
|
switch ( p1Type )
|
||
|
{
|
||
|
case TK_FLOAT:
|
||
|
return (int) ( f1 == f2 );
|
||
|
break;
|
||
|
|
||
|
case TK_INT:
|
||
|
return (int) ( i1 == i2 );
|
||
|
break;
|
||
|
|
||
|
case TK_VECTOR:
|
||
|
return (int) VectorCompare( v1, v2 );
|
||
|
break;
|
||
|
|
||
|
case TK_STRING:
|
||
|
case TK_IDENTIFIER:
|
||
|
return (int) !stricmp( c1, c2 ); //NOTENOTE: The script uses proper string comparison logic (ex. ( a == a ) == true )
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate unknown type used!\n");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
//
|
||
|
// GREATER THAN
|
||
|
//
|
||
|
|
||
|
case TK_GREATER_THAN:
|
||
|
|
||
|
switch ( p1Type )
|
||
|
{
|
||
|
case TK_FLOAT:
|
||
|
return (int) ( f1 > f2 );
|
||
|
break;
|
||
|
|
||
|
case TK_INT:
|
||
|
return (int) ( i1 > i2 );
|
||
|
break;
|
||
|
|
||
|
case TK_VECTOR:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate vector comparisons of type GREATER THAN cannot be performed!");
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
case TK_STRING:
|
||
|
case TK_IDENTIFIER:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate string comparisons of type GREATER THAN cannot be performed!");
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate unknown type used!\n");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
//
|
||
|
// LESS THAN
|
||
|
//
|
||
|
|
||
|
case TK_LESS_THAN:
|
||
|
|
||
|
switch ( p1Type )
|
||
|
{
|
||
|
case TK_FLOAT:
|
||
|
return (int) ( f1 < f2 );
|
||
|
break;
|
||
|
|
||
|
case TK_INT:
|
||
|
return (int) ( i1 < i2 );
|
||
|
break;
|
||
|
|
||
|
case TK_VECTOR:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate vector comparisons of type LESS THAN cannot be performed!");
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
case TK_STRING:
|
||
|
case TK_IDENTIFIER:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate string comparisons of type LESS THAN cannot be performed!");
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate unknown type used!\n");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
//
|
||
|
// NOT
|
||
|
//
|
||
|
|
||
|
case TK_NOT: //NOTENOTE: Implied "NOT EQUAL TO"
|
||
|
|
||
|
switch ( p1Type )
|
||
|
{
|
||
|
case TK_FLOAT:
|
||
|
return (int) ( f1 != f2 );
|
||
|
break;
|
||
|
|
||
|
case TK_INT:
|
||
|
return (int) ( i1 != i2 );
|
||
|
break;
|
||
|
|
||
|
case TK_VECTOR:
|
||
|
return (int) !VectorCompare( v1, v2 );
|
||
|
break;
|
||
|
|
||
|
case TK_STRING:
|
||
|
case TK_IDENTIFIER:
|
||
|
return (int) stricmp( c1, c2 );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate unknown type used!\n");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Q3_DebugPrint( WL_ERROR, "Q3_Evaluate unknown operator used!\n");
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_CameraFade
|
||
|
-------------------------
|
||
|
*/
|
||
|
static void Q3_CameraFade( float sr, float sg, float sb, float sa, float dr, float dg, float db, float da, float duration )
|
||
|
{
|
||
|
vec4_t src, dst;
|
||
|
|
||
|
src[0] = sr;
|
||
|
src[1] = sg;
|
||
|
src[2] = sb;
|
||
|
src[3] = sa;
|
||
|
|
||
|
dst[0] = dr;
|
||
|
dst[1] = dg;
|
||
|
dst[2] = db;
|
||
|
dst[3] = da;
|
||
|
|
||
|
CGCam_Fade( src, dst, duration );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_CameraPath
|
||
|
-------------------------
|
||
|
*/
|
||
|
static void Q3_CameraPath( const char *name )
|
||
|
{
|
||
|
CGCam_StartRoff( G_NewString( name ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_DebugPrint
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Q3_DebugPrint( int level, const char *format, ... )
|
||
|
{
|
||
|
//Don't print messages they don't want to see
|
||
|
if ( g_ICARUSDebug->integer < level )
|
||
|
return;
|
||
|
|
||
|
va_list argptr;
|
||
|
char text[1024];
|
||
|
|
||
|
va_start (argptr, format);
|
||
|
vsprintf (text, format, argptr);
|
||
|
va_end (argptr);
|
||
|
|
||
|
//Add the color formatting
|
||
|
switch ( level )
|
||
|
{
|
||
|
case WL_ERROR:
|
||
|
Com_Printf ( S_COLOR_RED"ERROR: %s", text );
|
||
|
break;
|
||
|
|
||
|
case WL_WARNING:
|
||
|
Com_Printf ( S_COLOR_YELLOW"WARNING: %s", text );
|
||
|
break;
|
||
|
|
||
|
case WL_DEBUG:
|
||
|
{
|
||
|
int entNum;
|
||
|
char *buffer;
|
||
|
|
||
|
sscanf( text, "%d", &entNum );
|
||
|
|
||
|
if ( ( ICARUS_entFilter >= 0 ) && ( ICARUS_entFilter != entNum ) )
|
||
|
return;
|
||
|
|
||
|
buffer = (char *) text;
|
||
|
buffer += 5;
|
||
|
|
||
|
if ( ( entNum < 0 ) || ( entNum > MAX_GENTITIES ) )
|
||
|
entNum = 0;
|
||
|
|
||
|
Com_Printf ( S_COLOR_BLUE"DEBUG: %s(%d): %s\n", g_entities[entNum].script_targetname, entNum, buffer );
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
case WL_VERBOSE:
|
||
|
Com_Printf ( S_COLOR_GREEN"INFO: %s", text );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Q3_Play
|
||
|
-------------------------
|
||
|
*/
|
||
|
static void Q3_Play( int taskID, int entID, const char *type, const char *name )
|
||
|
{
|
||
|
gentity_t *ent = &g_entities[entID];
|
||
|
|
||
|
if ( !stricmp( type, "PLAY_ROFF" ) )
|
||
|
{
|
||
|
// Try to load the requested ROFF
|
||
|
if ( G_LoadRoff( name ) )
|
||
|
{
|
||
|
ent->roff = G_NewString( name );
|
||
|
|
||
|
// Start the roff from the beginning
|
||
|
ent->roff_ctr = 0;
|
||
|
|
||
|
//Save this off for later
|
||
|
Q3_TaskIDSet( ent, TID_MOVE_NAV, taskID );
|
||
|
|
||
|
// Let the ROFF playing start.
|
||
|
ent->next_roff_time = level.time;
|
||
|
|
||
|
// These need to be initialised up front...
|
||
|
VectorCopy( ent->currentOrigin, ent->pos1 );
|
||
|
VectorCopy( ent->currentAngles, ent->pos2 );
|
||
|
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Interface_Init
|
||
|
Description : Inits the interface for the game
|
||
|
Return type : void
|
||
|
Argument : interface_export_t *pe
|
||
|
============
|
||
|
*/
|
||
|
void Interface_Init( interface_export_t *pe )
|
||
|
{
|
||
|
//TODO: This is where you link up all your functions to the engine
|
||
|
|
||
|
//General
|
||
|
pe->I_LoadFile = Q3_ReadScript;
|
||
|
pe->I_CenterPrint = Q3_CenterPrint;
|
||
|
pe->I_DPrintf = Q3_DebugPrint;
|
||
|
pe->I_GetEntityByName = Q3_GetEntityByName;
|
||
|
pe->I_GetTime = Q3_GetTime;
|
||
|
pe->I_GetTimeScale = Q3_GetTimeScale;
|
||
|
pe->I_PlaySound = Q3_PlaySound;
|
||
|
pe->I_Lerp2Pos = Q3_Lerp2Pos;
|
||
|
pe->I_Lerp2Origin = Q3_Lerp2Origin;
|
||
|
pe->I_Lerp2Angles = Q3_Lerp2Angles;
|
||
|
pe->I_GetTag = Q3_GetTag;
|
||
|
pe->I_Lerp2Start = Q3_Lerp2Start;
|
||
|
pe->I_Lerp2End = Q3_Lerp2End;
|
||
|
pe->I_Use = Q3_Use;
|
||
|
pe->I_Kill = Q3_Kill;
|
||
|
pe->I_Remove = Q3_Remove;
|
||
|
pe->I_Set = Q3_Set;
|
||
|
pe->I_Random = Q_flrand;
|
||
|
pe->I_Play = Q3_Play;
|
||
|
|
||
|
//Camera functions
|
||
|
pe->I_CameraEnable = CGCam_Enable;
|
||
|
pe->I_CameraDisable = CGCam_Disable;
|
||
|
pe->I_CameraZoom = CGCam_Zoom;
|
||
|
pe->I_CameraMove = CGCam_Move;
|
||
|
pe->I_CameraPan = CGCam_Pan;
|
||
|
pe->I_CameraRoll = CGCam_Roll;
|
||
|
pe->I_CameraTrack = CGCam_Track;
|
||
|
pe->I_CameraFollow = CGCam_Follow;
|
||
|
pe->I_CameraDistance = CGCam_Distance;
|
||
|
pe->I_CameraShake = CGCam_Shake;
|
||
|
pe->I_CameraFade = Q3_CameraFade;
|
||
|
pe->I_CameraPath = Q3_CameraPath;
|
||
|
|
||
|
//Variable information
|
||
|
pe->I_GetFloat = Q3_GetFloat;
|
||
|
pe->I_GetVector = Q3_GetVector;
|
||
|
pe->I_GetString = Q3_GetString;
|
||
|
|
||
|
pe->I_Evaluate = Q3_Evaluate;
|
||
|
|
||
|
pe->I_DeclareVariable = Q3_DeclareVariable;
|
||
|
pe->I_FreeVariable = Q3_FreeVariable;
|
||
|
|
||
|
//Save / Load functions
|
||
|
pe->I_WriteSaveData = gi.AppendToSaveGame;
|
||
|
pe->I_ReadSaveData = gi.ReadFromSaveGame;
|
||
|
pe->I_LinkEntity = ICARUS_LinkEntity;
|
||
|
|
||
|
gclient_t *client;
|
||
|
client = &level.clients[0];
|
||
|
memset(&client->sess,0,sizeof(client->sess));
|
||
|
memset(&client->tourSess,0,sizeof(client->tourSess));
|
||
|
}
|
||
|
|
||
|
// leave these two as standard mallocs for the moment, there's something weird happening in ICARUS...
|
||
|
//
|
||
|
void *ICARUS_Malloc(int iSize)
|
||
|
{
|
||
|
//return gi.Malloc(iSize, TAG_ICARUS);
|
||
|
return malloc(iSize);
|
||
|
}
|
||
|
|
||
|
void ICARUS_Free(void *pMem)
|
||
|
{
|
||
|
//gi.Free(pMem);
|
||
|
free(pMem);
|
||
|
}
|