// Copyright (C) 1999-2000 Id Software, Inc. // // cg_main.c -- initialization and primary entry point for cgame #include "cg_local.h" #include "../ui/ui_shared.h" // display context for new ui stuff displayContextDef_t cgDC; #if !defined(CL_LIGHT_H_INC) #include "cg_lights.h" #endif /* Ghoul2 Insert Start */ void CG_InitItems(void); /* Ghoul2 Insert End */ vec4_t colorTable[CT_MAX] = { {0, 0, 0, 0}, // CT_NONE {0, 0, 0, 1}, // CT_BLACK {1, 0, 0, 1}, // CT_RED {0, 1, 0, 1}, // CT_GREEN {0, 0, 1, 1}, // CT_BLUE {1, 1, 0, 1}, // CT_YELLOW {1, 0, 1, 1}, // CT_MAGENTA {0, 1, 1, 1}, // CT_CYAN {1, 1, 1, 1}, // CT_WHITE {0.75f, 0.75f, 0.75f, 1}, // CT_LTGREY {0.50f, 0.50f, 0.50f, 1}, // CT_MDGREY {0.25f, 0.25f, 0.25f, 1}, // CT_DKGREY {0.15f, 0.15f, 0.15f, 1}, // CT_DKGREY2 {0.810f, 0.530f, 0.0f, 1}, // CT_VLTORANGE -- needs values {0.810f, 0.530f, 0.0f, 1}, // CT_LTORANGE {0.610f, 0.330f, 0.0f, 1}, // CT_DKORANGE {0.402f, 0.265f, 0.0f, 1}, // CT_VDKORANGE {0.503f, 0.375f, 0.996f, 1}, // CT_VLTBLUE1 {0.367f, 0.261f, 0.722f, 1}, // CT_LTBLUE1 {0.199f, 0.0f, 0.398f, 1}, // CT_DKBLUE1 {0.160f, 0.117f, 0.324f, 1}, // CT_VDKBLUE1 {0.300f, 0.628f, 0.816f, 1}, // CT_VLTBLUE2 -- needs values {0.300f, 0.628f, 0.816f, 1}, // CT_LTBLUE2 {0.191f, 0.289f, 0.457f, 1}, // CT_DKBLUE2 {0.125f, 0.250f, 0.324f, 1}, // CT_VDKBLUE2 {0.796f, 0.398f, 0.199f, 1}, // CT_VLTBROWN1 -- needs values {0.796f, 0.398f, 0.199f, 1}, // CT_LTBROWN1 {0.558f, 0.207f, 0.027f, 1}, // CT_DKBROWN1 {0.328f, 0.125f, 0.035f, 1}, // CT_VDKBROWN1 {0.996f, 0.796f, 0.398f, 1}, // CT_VLTGOLD1 -- needs values {0.996f, 0.796f, 0.398f, 1}, // CT_LTGOLD1 {0.605f, 0.441f, 0.113f, 1}, // CT_DKGOLD1 {0.386f, 0.308f, 0.148f, 1}, // CT_VDKGOLD1 {0.648f, 0.562f, 0.784f, 1}, // CT_VLTPURPLE1 -- needs values {0.648f, 0.562f, 0.784f, 1}, // CT_LTPURPLE1 {0.437f, 0.335f, 0.597f, 1}, // CT_DKPURPLE1 {0.308f, 0.269f, 0.375f, 1}, // CT_VDKPURPLE1 {0.816f, 0.531f, 0.710f, 1}, // CT_VLTPURPLE2 -- needs values {0.816f, 0.531f, 0.710f, 1}, // CT_LTPURPLE2 {0.566f, 0.269f, 0.457f, 1}, // CT_DKPURPLE2 {0.343f, 0.226f, 0.316f, 1}, // CT_VDKPURPLE2 {0.929f, 0.597f, 0.929f, 1}, // CT_VLTPURPLE3 {0.570f, 0.371f, 0.570f, 1}, // CT_LTPURPLE3 {0.355f, 0.199f, 0.355f, 1}, // CT_DKPURPLE3 {0.285f, 0.136f, 0.230f, 1}, // CT_VDKPURPLE3 {0.953f, 0.378f, 0.250f, 1}, // CT_VLTRED1 {0.953f, 0.378f, 0.250f, 1}, // CT_LTRED1 {0.593f, 0.121f, 0.109f, 1}, // CT_DKRED1 {0.429f, 0.171f, 0.113f, 1}, // CT_VDKRED1 {.25f, 0, 0, 1}, // CT_VDKRED {.70f, 0, 0, 1}, // CT_DKRED {0.717f, 0.902f, 1.0f, 1}, // CT_VLTAQUA {0.574f, 0.722f, 0.804f, 1}, // CT_LTAQUA {0.287f, 0.361f, 0.402f, 1}, // CT_DKAQUA {0.143f, 0.180f, 0.201f, 1}, // CT_VDKAQUA {0.871f, 0.386f, 0.375f, 1}, // CT_LTPINK {0.435f, 0.193f, 0.187f, 1}, // CT_DKPINK { 0, .5f, .5f, 1}, // CT_LTCYAN { 0, .25f, .25f, 1}, // CT_DKCYAN { .179f, .51f, .92f, 1}, // CT_LTBLUE3 { .199f, .71f, .92f, 1}, // CT_LTBLUE3 { .5f, .05f, .4f, 1}, // CT_DKBLUE3 { 0.0f, .613f, .097f, 1}, // CT_HUD_GREEN { 0.835f, .015f, .015f, 1}, // CT_HUD_RED { .567f, .685f, 1.0f, .75f}, // CT_ICON_BLUE { .515f, .406f, .507f, 1}, // CT_NO_AMMO_RED { 1.0f, .658f, .062f, 1}, // CT_HUD_ORANGE }; char *HolocronIcons[] = { "gfx/mp/f_icon_lt_heal", //FP_HEAL, "gfx/mp/f_icon_levitation", //FP_LEVITATION, "gfx/mp/f_icon_speed", //FP_SPEED, "gfx/mp/f_icon_push", //FP_PUSH, "gfx/mp/f_icon_pull", //FP_PULL, "gfx/mp/f_icon_lt_telepathy", //FP_TELEPATHY, "gfx/mp/f_icon_dk_grip", //FP_GRIP, "gfx/mp/f_icon_dk_l1", //FP_LIGHTNING, "gfx/mp/f_icon_dk_rage", //FP_RAGE, "gfx/mp/f_icon_lt_protect", //FP_PROTECT, "gfx/mp/f_icon_lt_absorb", //FP_ABSORB, "gfx/mp/f_icon_lt_healother", //FP_TEAM_HEAL, "gfx/mp/f_icon_dk_forceother", //FP_TEAM_FORCE, "gfx/mp/f_icon_dk_drain", //FP_DRAIN, "gfx/mp/f_icon_sight", //FP_SEE, "gfx/mp/f_icon_saber_attack", //FP_SABERATTACK, "gfx/mp/f_icon_saber_defend", //FP_SABERDEFEND, "gfx/mp/f_icon_saber_throw" //FP_SABERTHROW }; int forceModelModificationCount = -1; void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); void CG_Shutdown( void ); void CG_CalcEntityLerpPositions( centity_t *cent ); void CG_ROFF_NotetrackCallback( centity_t *cent, const char *notetrack); static int C_PointContents(void); static void C_GetLerpOrigin(void); static void C_GetLerpAngles(void); static void C_GetModelScale(void); static void C_Trace(void); static void C_GetBoltPos(void); static void C_ImpactMark(void); /* ================ vmMain This is the only way control passes into the module. This must be the very first function compiled into the .q3vm file ================ */ int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { switch ( command ) { case CG_INIT: CG_Init( arg0, arg1, arg2 ); return 0; case CG_SHUTDOWN: CG_Shutdown(); return 0; case CG_CONSOLE_COMMAND: return CG_ConsoleCommand(); case CG_DRAW_ACTIVE_FRAME: CG_DrawActiveFrame( arg0, arg1, arg2 ); return 0; case CG_CROSSHAIR_PLAYER: return CG_CrosshairPlayer(); case CG_LAST_ATTACKER: return CG_LastAttacker(); case CG_KEY_EVENT: CG_KeyEvent(arg0, arg1); return 0; case CG_MOUSE_EVENT: cgDC.cursorx = cgs.cursorX; cgDC.cursory = cgs.cursorY; CG_MouseEvent(arg0, arg1); return 0; case CG_EVENT_HANDLING: CG_EventHandling(arg0); return 0; case CG_POINT_CONTENTS: return C_PointContents(); case CG_GET_LERP_ORIGIN: C_GetLerpOrigin(); return 0; case CG_GET_LERP_ANGLES: C_GetLerpAngles(); return 0; case CG_GET_MODEL_SCALE: C_GetModelScale(); return 0; case CG_GET_GHOUL2: return (int)cg_entities[arg0].ghoul2; //NOTE: This is used by the effect bolting which is actually not used at all. //I'm fairly sure if you try to use it with vm's it will just give you total //garbage. In other words, use at your own risk. case CG_GET_MODEL_LIST: return (int)cgs.gameModels; case CG_CALC_LERP_POSITIONS: CG_CalcEntityLerpPositions( &cg_entities[arg0] ); return 0; case CG_TRACE: C_Trace(); return 0; case CG_GET_ORIGIN: VectorCopy(cg_entities[arg0].currentState.pos.trBase, (float *)arg1); return 0; case CG_GET_ANGLES: VectorCopy(cg_entities[arg0].currentState.apos.trBase, (float *)arg1); return 0; case CG_GET_BOLT_POS: C_GetBoltPos(); return 0; case CG_GET_ORIGIN_TRAJECTORY: return (int)&cg_entities[arg0].nextState.pos; case CG_GET_ANGLE_TRAJECTORY: return (int)&cg_entities[arg0].nextState.apos; case CG_ROFF_NOTETRACK_CALLBACK: CG_ROFF_NotetrackCallback( &cg_entities[arg0], (const char *)arg1 ); return 0; case CG_IMPACT_MARK: C_ImpactMark(); return 0; case CG_MAP_CHANGE: // this trap map be called more than once for a given map change, as the // server is going to attempt to send out multiple broadcasts in hopes that // the client will receive one of them cg.mMapChange = qtrue; return 0; default: CG_Error( "vmMain: unknown command %i", command ); break; } return -1; } static int C_PointContents(void) { TCGPointContents *data = (TCGPointContents *)cg.sharedBuffer; return CG_PointContents( data->mPoint, data->mPassEntityNum ); } static void C_GetLerpOrigin(void) { TCGVectorData *data = (TCGVectorData *)cg.sharedBuffer; VectorCopy(cg_entities[data->mEntityNum].lerpOrigin, data->mPoint); } static void C_GetLerpAngles(void) { TCGVectorData *data = (TCGVectorData *)cg.sharedBuffer; VectorCopy(cg_entities[data->mEntityNum].lerpAngles, data->mPoint); } static void C_GetModelScale(void) { TCGVectorData *data = (TCGVectorData *)cg.sharedBuffer; VectorCopy(cg_entities[data->mEntityNum].modelScale, data->mPoint); } static void C_Trace(void) { TCGTrace *td = (TCGTrace *)cg.sharedBuffer; CG_Trace(&td->mResult, td->mStart, td->mMins, td->mMaxs, td->mEnd, td->mSkipNumber, td->mMask); } static void C_GetBoltPos(void) { TCGBoltPos *data = (TCGBoltPos *)cg.sharedBuffer; if (!cg_entities[data->mEntityNum].ghoul2) { VectorClear(data->mPoint); VectorClear(data->mAngle); return; } VectorCopy(cg_entities[data->mEntityNum].lerpOrigin, data->mPoint); if (data->mEntityNum < MAX_CLIENTS) { VectorCopy(cg_entities[data->mEntityNum].turAngles, data->mAngle); } else { VectorCopy(cg_entities[data->mEntityNum].lerpAngles, data->mAngle); } } static void C_ImpactMark(void) { TCGImpactMark *data = (TCGImpactMark *)cg.sharedBuffer; /* CG_ImpactMark((int)arg0, (const float *)arg1, (const float *)arg2, (float)arg3, (float)arg4, (float)arg5, (float)arg6, (float)arg7, qtrue, (float)arg8, qfalse); */ CG_ImpactMark(data->mHandle, data->mPoint, data->mAngle, data->mRotation, data->mRed, data->mGreen, data->mBlue, data->mAlphaStart, qtrue, data->mSizeStart, qfalse); } /* Ghoul2 Insert Start */ /* void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount) { bolt->resize(newCount); } void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount) { surface->resize(newCount); } void CG_ResizeG2Bone(boneInfo_v *bone, int newCount) { bone->resize(newCount); } void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount) { ghoul2->resize(newCount); } void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount) { tempBone->resize(newCount); } */ /* Ghoul2 Insert End */ cg_t cg; cgs_t cgs; centity_t cg_entities[MAX_GENTITIES]; weaponInfo_t cg_weapons[MAX_WEAPONS]; itemInfo_t cg_items[MAX_ITEMS]; vmCvar_t cg_centertime; vmCvar_t cg_runpitch; vmCvar_t cg_runroll; vmCvar_t cg_bobup; vmCvar_t cg_bobpitch; vmCvar_t cg_bobroll; //vmCvar_t cg_swingSpeed; vmCvar_t cg_shadows; vmCvar_t cg_drawTimer; vmCvar_t cg_drawFPS; vmCvar_t cg_drawSnapshot; vmCvar_t cg_draw3dIcons; vmCvar_t cg_drawIcons; vmCvar_t cg_drawAmmoWarning; vmCvar_t cg_drawCrosshair; vmCvar_t cg_drawCrosshairNames; vmCvar_t cg_dynamicCrosshair; vmCvar_t cg_drawRewards; vmCvar_t cg_drawScores; vmCvar_t cg_crosshairSize; vmCvar_t cg_crosshairX; vmCvar_t cg_crosshairY; vmCvar_t cg_crosshairHealth; vmCvar_t cg_draw2D; vmCvar_t cg_drawStatus; vmCvar_t cg_animSpeed; vmCvar_t cg_debugAnim; vmCvar_t cg_debugSaber; vmCvar_t cg_debugPosition; vmCvar_t cg_debugEvents; vmCvar_t cg_errorDecay; vmCvar_t cg_nopredict; vmCvar_t cg_noPlayerAnims; vmCvar_t cg_showmiss; vmCvar_t cg_footsteps; vmCvar_t cg_addMarks; vmCvar_t cg_viewsize; vmCvar_t cg_drawGun; vmCvar_t cg_gun_frame; vmCvar_t cg_gun_x; vmCvar_t cg_gun_y; vmCvar_t cg_gun_z; vmCvar_t cg_tracerChance; vmCvar_t cg_tracerWidth; vmCvar_t cg_tracerLength; vmCvar_t cg_autoswitch; vmCvar_t cg_ignore; vmCvar_t cg_simpleItems; vmCvar_t cg_fov; vmCvar_t cg_zoomFov; vmCvar_t cg_swingAngles; #ifdef G2_COLLISION_ENABLED vmCvar_t cg_saberModelTraceEffect; #endif vmCvar_t cg_saberContact; vmCvar_t cg_saberTrail; vmCvar_t cg_duelHeadAngles; vmCvar_t cg_speedTrail; vmCvar_t cg_auraShell; vmCvar_t cg_animBlend; vmCvar_t cg_dismember; vmCvar_t cg_thirdPerson; vmCvar_t cg_thirdPersonRange; vmCvar_t cg_thirdPersonAngle; vmCvar_t cg_thirdPersonPitchOffset; vmCvar_t cg_thirdPersonVertOffset; vmCvar_t cg_thirdPersonCameraDamp; vmCvar_t cg_thirdPersonTargetDamp; vmCvar_t cg_thirdPersonAlpha; vmCvar_t cg_thirdPersonHorzOffset; vmCvar_t cg_stereoSeparation; vmCvar_t cg_lagometer; vmCvar_t cg_drawEnemyInfo; vmCvar_t cg_synchronousClients; vmCvar_t cg_teamChatTime; vmCvar_t cg_teamChatHeight; vmCvar_t cg_stats; vmCvar_t cg_buildScript; vmCvar_t cg_forceModel; vmCvar_t cg_paused; vmCvar_t cg_blood; vmCvar_t cg_predictItems; vmCvar_t cg_deferPlayers; vmCvar_t cg_drawTeamOverlay; vmCvar_t cg_teamOverlayUserinfo; vmCvar_t cg_drawFriend; vmCvar_t cg_teamChatsOnly; vmCvar_t cg_noVoiceChats; vmCvar_t cg_noVoiceText; vmCvar_t cg_hudFiles; vmCvar_t cg_scorePlum; vmCvar_t cg_smoothClients; vmCvar_t pmove_fixed; //vmCvar_t cg_pmove_fixed; vmCvar_t pmove_msec; vmCvar_t cg_pmove_msec; vmCvar_t cg_cameraMode; vmCvar_t cg_cameraOrbit; vmCvar_t cg_cameraOrbitDelay; vmCvar_t cg_timescaleFadeEnd; vmCvar_t cg_timescaleFadeSpeed; vmCvar_t cg_timescale; vmCvar_t cg_smallFont; vmCvar_t cg_bigFont; vmCvar_t cg_noTaunt; vmCvar_t cg_noProjectileTrail; vmCvar_t cg_trueLightning; /* Ghoul2 Insert Start */ vmCvar_t cg_debugBB; /* Ghoul2 Insert End */ vmCvar_t cg_redTeamName; vmCvar_t cg_blueTeamName; vmCvar_t cg_currentSelectedPlayer; vmCvar_t cg_currentSelectedPlayerName; vmCvar_t cg_singlePlayer; vmCvar_t cg_enableDust; vmCvar_t cg_enableBreath; vmCvar_t cg_singlePlayerActive; vmCvar_t cg_recordSPDemo; vmCvar_t cg_recordSPDemoName; vmCvar_t ui_myteam; typedef struct { vmCvar_t *vmCvar; char *cvarName; char *defaultString; int cvarFlags; } cvarTable_t; static cvarTable_t cvarTable[] = { // bk001129 { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE }, { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, { &cg_zoomFov, "cg_zoomfov", "40.0", CVAR_ARCHIVE }, { &cg_fov, "cg_fov", "80", CVAR_ARCHIVE }, { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE }, { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE }, { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE }, { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE }, { &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE }, { &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE }, { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE }, { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE }, { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "0", CVAR_ARCHIVE }, { &cg_drawEnemyInfo, "cg_drawEnemyInfo", "1", CVAR_ARCHIVE }, { &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE }, { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, { &cg_drawScores, "cg_drawScores", "1", CVAR_ARCHIVE }, { &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE }, { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE }, { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE }, { &cg_crosshairHealth, "cg_crosshairHealth", "0", CVAR_ARCHIVE }, { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE }, { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE }, { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE }, { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, { &cg_lagometer, "cg_lagometer", "0", CVAR_ARCHIVE }, { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT }, { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT }, { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT }, { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT }, { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE}, { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE }, { &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE }, { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE }, { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE }, //{ &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT }, { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT }, { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT }, { &cg_debugSaber, "cg_debugsaber", "0", CVAR_CHEAT }, { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT }, { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT }, { &cg_errorDecay, "cg_errordecay", "100", 0 }, { &cg_nopredict, "cg_nopredict", "0", 0 }, { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT }, { &cg_showmiss, "cg_showmiss", "0", 0 }, { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT }, { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT }, { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT }, { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT }, { &cg_swingAngles, "cg_swingAngles", "1", 0 }, #ifdef G2_COLLISION_ENABLED { &cg_saberModelTraceEffect, "cg_saberModelTraceEffect", "0", 0 }, #endif { &cg_saberContact, "cg_saberContact", "1", 0 }, { &cg_saberTrail, "cg_saberTrail", "1", 0 }, { &cg_duelHeadAngles, "cg_duelHeadAngles", "0", 0 }, { &cg_speedTrail, "cg_speedTrail", "1", 0 }, { &cg_auraShell, "cg_auraShell", "1", 0 }, { &cg_animBlend, "cg_animBlend", "1", 0 }, { &cg_dismember, "cg_dismember", "0", CVAR_ARCHIVE }, { &cg_thirdPerson, "cg_thirdPerson", "0", 0 }, { &cg_thirdPersonRange, "cg_thirdPersonRange", "80", CVAR_CHEAT }, { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT }, { &cg_thirdPersonPitchOffset, "cg_thirdPersonPitchOffset", "0", CVAR_CHEAT }, { &cg_thirdPersonVertOffset, "cg_thirdPersonVertOffset", "16", CVAR_CHEAT }, { &cg_thirdPersonCameraDamp, "cg_thirdPersonCameraDamp", "0.3", 0 }, { &cg_thirdPersonTargetDamp, "cg_thirdPersonTargetDamp", "0.5", CVAR_CHEAT }, { &cg_thirdPersonHorzOffset, "cg_thirdPersonHorzOffset", "0", CVAR_CHEAT }, { &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_CHEAT }, { &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE }, { &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE }, { &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE }, { &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE }, { &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE }, { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE }, { &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO }, { &cg_stats, "cg_stats", "0", 0 }, { &cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE }, { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE }, { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE }, { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE }, // the following variables are created in other parts of the system, // but we also reference them here { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures { &cg_paused, "cl_paused", "0", CVAR_ROM }, { &cg_blood, "com_blood", "1", CVAR_ARCHIVE }, { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo { &cg_redTeamName, "g_redteam", DEFAULT_REDTEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO }, { &cg_blueTeamName, "g_blueteam", DEFAULT_BLUETEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO }, { &cg_currentSelectedPlayer, "cg_currentSelectedPlayer", "0", CVAR_ARCHIVE}, { &cg_currentSelectedPlayerName, "cg_currentSelectedPlayerName", "", CVAR_ARCHIVE}, { &cg_singlePlayer, "ui_singlePlayerActive", "0", CVAR_USERINFO}, { &cg_enableDust, "g_enableDust", "0", 0}, { &cg_enableBreath, "g_enableBreath", "0", 0}, { &cg_singlePlayerActive, "ui_singlePlayerActive", "0", CVAR_USERINFO}, { &cg_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE}, { &cg_recordSPDemoName, "ui_recordSPDemoName", "", CVAR_ARCHIVE}, { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT}, { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE}, { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0}, { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0}, { &cg_timescale, "timescale", "1", 0}, { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE}, { &cg_hudFiles, "cg_hudFiles", "0", CVAR_USERINFO | CVAR_ARCHIVE}, { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE}, { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT}, { &pmove_fixed, "pmove_fixed", "0", 0}, { &pmove_msec, "pmove_msec", "8", 0}, { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE}, { &cg_noProjectileTrail, "cg_noProjectileTrail", "0", CVAR_ARCHIVE}, { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE}, { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE}, { &cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE}, { &ui_myteam, "ui_myteam", "0", CVAR_ROM|CVAR_INTERNAL}, // { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE } /* Ghoul2 Insert Start */ { &cg_debugBB, "debugBB", "0", 0}, /* Ghoul2 Insert End */ }; static int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] ); /* ================= CG_RegisterCvars ================= */ void CG_RegisterCvars( void ) { int i; cvarTable_t *cv; char var[MAX_TOKEN_CHARS]; for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { trap_Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags ); } // see if we are also running the server on this machine trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) ); cgs.localServer = atoi( var ); forceModelModificationCount = cg_forceModel.modificationCount; trap_Cvar_Register(NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); //trap_Cvar_Register(NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); //trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE ); trap_Cvar_Register(NULL, "forcepowers", DEFAULT_FORCEPOWERS, CVAR_USERINFO | CVAR_ARCHIVE ); // Cvars uses for transferring data between client and server trap_Cvar_Register(NULL, "ui_about_gametype", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_fraglimit", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_capturelimit", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_duellimit", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_timelimit", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_maxclients", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_dmflags", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_mapname", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_hostname", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_needpass", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_botminplayers", "0", CVAR_ROM|CVAR_INTERNAL ); } /* =================== CG_ForceModelChange =================== */ static void CG_ForceModelChange( void ) { int i; for (i=0 ; ivmCvar ); } // check for modications here // If team overlay is on, ask for updates from the server. If its off, // let the server know so we don't receive it if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) { drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount; if ( cg_drawTeamOverlay.integer > 0 ) { trap_Cvar_Set( "teamoverlay", "1" ); } else { trap_Cvar_Set( "teamoverlay", "0" ); } // FIXME E3 HACK trap_Cvar_Set( "teamoverlay", "1" ); } // if force model changed if ( forceModelModificationCount != cg_forceModel.modificationCount ) { forceModelModificationCount = cg_forceModel.modificationCount; CG_ForceModelChange(); } } int CG_CrosshairPlayer( void ) { if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) { return -1; } if (cg.crosshairClientNum >= MAX_CLIENTS) { return -1; } return cg.crosshairClientNum; } int CG_LastAttacker( void ) { if ( !cg.attackerTime ) { return -1; } return cg.snap->ps.persistant[PERS_ATTACKER]; } void QDECL CG_Printf( const char *msg, ... ) { va_list argptr; char text[1024]; va_start (argptr, msg); vsprintf (text, msg, argptr); va_end (argptr); trap_Print( text ); } void QDECL CG_Error( const char *msg, ... ) { va_list argptr; char text[1024]; va_start (argptr, msg); vsprintf (text, msg, argptr); va_end (argptr); trap_Error( text ); } #ifndef CGAME_HARD_LINKED // this is only here so the functions in q_shared.c and bg_*.c can link (FIXME) void QDECL Com_Error( int level, const char *error, ... ) { va_list argptr; char text[1024]; va_start (argptr, error); vsprintf (text, error, argptr); va_end (argptr); CG_Error( "%s", text); } void QDECL Com_Printf( const char *msg, ... ) { va_list argptr; char text[1024]; va_start (argptr, msg); vsprintf (text, msg, argptr); va_end (argptr); CG_Printf ("%s", text); } #endif /* ================ CG_Argv ================ */ const char *CG_Argv( int arg ) { static char buffer[MAX_STRING_CHARS]; trap_Argv( arg, buffer, sizeof( buffer ) ); return buffer; } //======================================================================== /* ================= CG_RegisterItemSounds The server says this item is used on this level ================= */ static void CG_RegisterItemSounds( int itemNum ) { gitem_t *item; char data[MAX_QPATH]; char *s, *start; int len; item = &bg_itemlist[ itemNum ]; if( item->pickup_sound ) { trap_S_RegisterSound( item->pickup_sound ); } // parse the space seperated precache string for other media s = item->sounds; if (!s || !s[0]) return; while (*s) { start = s; while (*s && *s != ' ') { s++; } len = s-start; if (len >= MAX_QPATH || len < 5) { CG_Error( "PrecacheItem: %s has bad precache string", item->classname); return; } memcpy (data, start, len); data[len] = 0; if ( *s ) { s++; } if ( !strcmp(data+len-3, "wav" )) { trap_S_RegisterSound( data ); } } } /* ================= CG_RegisterSounds called during a precache command ================= */ static void CG_RegisterSounds( void ) { int i; char items[MAX_ITEMS+1]; char name[MAX_QPATH]; const char *soundName; // voice commands // rww - no "voice commands" I guess. //CG_LoadVoiceChats(); cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM004" ); cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM005" ); cgs.media.oneFragSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM001" ); cgs.media.twoFragSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM002" ); cgs.media.threeFragSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM003"); cgs.media.count3Sound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM035" ); cgs.media.count2Sound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM036" ); cgs.media.count1Sound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM037" ); cgs.media.countFightSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM038" ); cgs.media.redSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/red_glow" ); cgs.media.redSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/red_line" ); cgs.media.orangeSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/orange_glow" ); cgs.media.orangeSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/orange_line" ); cgs.media.yellowSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/yellow_glow" ); cgs.media.yellowSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/yellow_line" ); cgs.media.greenSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/green_glow" ); cgs.media.greenSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/green_line" ); cgs.media.blueSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/blue_glow" ); cgs.media.blueSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/blue_line" ); cgs.media.purpleSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/purple_glow" ); cgs.media.purpleSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/purple_line" ); cgs.media.saberBlurShader = trap_R_RegisterShader( "gfx/effects/sabers/saberBlur" ); cgs.media.yellowDroppedSaberShader = trap_R_RegisterShader("gfx/effects/yellow_glow"); cgs.media.rivetMarkShader = trap_R_RegisterShader( "gfx/damage/rivetmark" ); trap_R_RegisterShader( "gfx/effects/saberFlare" ); trap_R_RegisterShader( "powerups/ysalimarishell" ); trap_R_RegisterShader("gfx/effects/saberDamageGlow" ); trap_R_RegisterShader( "gfx/effects/forcePush" ); trap_R_RegisterShader( "gfx/misc/red_dmgshield" ); trap_R_RegisterShader( "gfx/misc/red_portashield" ); trap_R_RegisterShader( "gfx/misc/blue_dmgshield" ); trap_R_RegisterShader( "gfx/misc/blue_portashield" ); trap_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg.tga" ); for (i=1 ; i<9 ; i++) { trap_S_RegisterSound(va("sound/weapons/saber/saberhup%i.wav", i)); } for (i=1 ; i<10 ; i++) { trap_S_RegisterSound(va("sound/weapons/saber/saberblock%i.wav", i)); } for (i=1 ; i<4 ; i++) { trap_S_RegisterSound(va("sound/weapons/saber/bounce%i.wav", i)); } trap_S_RegisterSound( "sound/weapons/saber/saberhum1.wav" ); trap_S_RegisterSound( "sound/weapons/saber/saberon.wav" ); trap_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ); trap_S_RegisterSound( "sound/weapons/saber/saberhitwall1" ); trap_S_RegisterSound( "sound/weapons/saber/saberhitwall2" ); trap_S_RegisterSound( "sound/weapons/saber/saberhitwall3" ); trap_S_RegisterSound("sound/weapons/saber/saberhit.wav"); cgs.media.teamHealSound = trap_S_RegisterSound("sound/weapons/force/teamheal.wav"); cgs.media.teamRegenSound = trap_S_RegisterSound("sound/weapons/force/teamforce.wav"); trap_S_RegisterSound("sound/weapons/force/heal.wav"); trap_S_RegisterSound("sound/weapons/force/speed.wav"); trap_S_RegisterSound("sound/weapons/force/see.wav"); trap_S_RegisterSound("sound/weapons/force/rage.wav"); trap_S_RegisterSound("sound/weapons/force/lightning.wav"); trap_S_RegisterSound("sound/weapons/force/lightninghit.wav"); trap_S_RegisterSound("sound/weapons/force/drain.wav"); trap_S_RegisterSound("sound/weapons/force/jumpbuild.wav"); trap_S_RegisterSound("sound/weapons/force/distract.wav"); trap_S_RegisterSound("sound/weapons/force/distractstop.wav"); trap_S_RegisterSound("sound/weapons/force/pull.wav"); trap_S_RegisterSound("sound/weapons/force/push.wav"); if (cg_buildScript.integer) { trap_S_RegisterSound("sound/chars/atst/ATSTcrash.wav"); trap_S_RegisterSound("sound/chars/atst/ATSTstart.wav"); trap_S_RegisterSound("sound/chars/atst/ATSTstep1.wav"); trap_S_RegisterSound("sound/chars/atst/ATSTstep2.wav"); trap_S_RegisterSound("sound/weapons/atst/ATSTfire1.wav"); trap_S_RegisterSound("sound/weapons/atst/ATSTfire2.wav"); trap_S_RegisterSound("sound/weapons/atst/ATSTfire3.wav"); trap_S_RegisterSound("sound/weapons/atst/ATSTfire4.wav"); } for (i=1 ; i<3 ; i++) { trap_S_RegisterSound(va("sound/weapons/thermal/bounce%i.wav", i)); } trap_S_RegisterSound("sound/movers/switches/switch2.wav"); trap_S_RegisterSound("sound/movers/switches/switch3.wav"); trap_S_RegisterSound("sound/ambience/spark5.wav"); trap_S_RegisterSound("sound/chars/turret/ping.wav"); trap_S_RegisterSound("sound/chars/turret/startup.wav"); trap_S_RegisterSound("sound/chars/turret/shutdown.wav"); trap_S_RegisterSound("sound/chars/turret/move.wav"); trap_S_RegisterSound("sound/player/pickuphealth.wav"); trap_S_RegisterSound("sound/player/pickupshield.wav"); trap_S_RegisterSound("sound/effects/glassbreak1.wav"); trap_S_RegisterSound( "sound/weapons/rocket/tick.wav" ); trap_S_RegisterSound( "sound/weapons/rocket/lock.wav" ); trap_S_RegisterSound("sound/weapons/force/speedloop.wav"); trap_S_RegisterSound("sound/weapons/force/protecthit.mp3"); //PDSOUND_PROTECTHIT trap_S_RegisterSound("sound/weapons/force/protect.mp3"); //PDSOUND_PROTECT trap_S_RegisterSound("sound/weapons/force/absorbhit.mp3"); //PDSOUND_ABSORBHIT trap_S_RegisterSound("sound/weapons/force/absorb.mp3"); //PDSOUND_ABSORB trap_S_RegisterSound("sound/weapons/force/jump.mp3"); //PDSOUND_FORCEJUMP trap_S_RegisterSound("sound/weapons/force/grip.mp3"); //PDSOUND_FORCEGRIP if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { #ifdef JK2AWARDS cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav" ); #endif cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM046"); cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM045"); cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM032" ); cgs.media.redScoredSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM044"); cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM043" ); if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY || cg_buildScript.integer ) { cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM042" ); cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM041" ); cgs.media.redTookFlagSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM040" ); cgs.media.blueTookFlagSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM039" ); cgs.media.redYsalReturnedSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM050" ); cgs.media.blueYsalReturnedSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM049" ); cgs.media.redTookYsalSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM048" ); cgs.media.blueTookYsalSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM047" ); } } cgs.media.drainSound = trap_S_RegisterSound("sound/weapons/force/drained.mp3"); cgs.media.happyMusic = trap_S_RegisterSound("music/goodsmall.mp3"); cgs.media.dramaticFailure = trap_S_RegisterSound("music/badsmall.mp3"); //PRECACHE ALL MUSIC HERE (don't need to precache normally because it's streamed off the disk) if (cg_buildScript.integer) { trap_S_StartBackgroundTrack( "music/mp/duel.mp3", "music/mp/duel.mp3", qfalse ); } cg.loadLCARSStage = 1; cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav" ); cgs.media.teleInSound = trap_S_RegisterSound( "sound/player/telein.wav" ); cgs.media.teleOutSound = trap_S_RegisterSound( "sound/player/teleout.wav" ); cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav" ); trap_S_RegisterSound( "sound/movers/objects/objectHit.wav" ); cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav" ); cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav"); cgs.media.fallSound = trap_S_RegisterSound( "sound/player/fallsplat.wav"); cgs.media.crackleSound = trap_S_RegisterSound( "sound/effects/energy_crackle.wav" ); #ifdef JK2AWARDS cgs.media.impressiveSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM025" ); cgs.media.excellentSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM053" ); cgs.media.deniedSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM017" ); cgs.media.humiliationSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM019" ); cgs.media.defendSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM024" ); #endif cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM051"); cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM032"); cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM052"); cgs.media.rollSound = trap_S_RegisterSound( "sound/player/roll1.wav"); cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav"); cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav"); cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav"); cgs.media.explosionModel = trap_R_RegisterModel ( "models/map_objects/mp/sphere.md3" ); cgs.media.surfaceExplosionShader = trap_R_RegisterShader( "surfaceExplosion" ); cgs.media.disruptorShader = trap_R_RegisterShader( "gfx/effects/burn"); if (cg_buildScript.integer) { trap_R_RegisterShader( "gfx/effects/turretflashdie" ); } cgs.media.solidWhite = trap_R_RegisterShader( "gfx/effects/solidWhite_cull" ); trap_R_RegisterShader("gfx/misc/mp_light_enlight_disable"); trap_R_RegisterShader("gfx/misc/mp_dark_enlight_disable"); trap_R_RegisterModel ( "models/map_objects/mp/sphere.md3" ); trap_R_RegisterModel("models/items/remote.md3"); cgs.media.holocronPickup = trap_S_RegisterSound( "sound/player/holocron.wav" ); // Zoom cgs.media.zoomStart = trap_S_RegisterSound( "sound/interface/zoomstart.wav" ); cgs.media.zoomLoop = trap_S_RegisterSound( "sound/interface/zoomloop.wav" ); cgs.media.zoomEnd = trap_S_RegisterSound( "sound/interface/zoomend.wav" ); for (i=0 ; i<4 ; i++) { Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name); // should these always be registered?? Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1); trap_S_RegisterSound (name); } // only register the items that the server says we need strcpy( items, CG_ConfigString( CS_ITEMS ) ); for ( i = 1 ; i < bg_numItems ; i++ ) { // if ( items[ i ] == '1' || cg_buildScript.integer ) { CG_RegisterItemSounds( i ); // } } for ( i = 1 ; i < MAX_SOUNDS ; i++ ) { soundName = CG_ConfigString( CS_SOUNDS+i ); if ( !soundName[0] ) { break; } if ( soundName[0] == '*' ) { continue; // custom sound } cgs.gameSounds[i] = trap_S_RegisterSound( soundName ); } for ( i = 1 ; i < MAX_FX ; i++ ) { soundName = CG_ConfigString( CS_EFFECTS+i ); if ( !soundName[0] ) { break; } if ( soundName[0] == '*' ) { continue; // custom sound } cgs.gameEffects[i] = trap_FX_RegisterEffect( soundName ); } cg.loadLCARSStage = 2; // FIXME: only needed with item cgs.media.deploySeeker = trap_S_RegisterSound ("sound/chars/seeker/misc/hiss"); cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_bacta.wav"); cgs.media.winnerSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM006" ); cgs.media.loserSound = trap_S_RegisterSound( "sound/chars/mothma/misc/40MOM010" ); } //------------------------------------- // CG_RegisterEffects // // Handles precaching all effect files // and any shader, model, or sound // files an effect may use. //------------------------------------- static void CG_RegisterEffects( void ) { const char *effectName; int i; for ( i = 1 ; i < MAX_FX ; i++ ) { effectName = CG_ConfigString( CS_EFFECTS + i ); if ( !effectName[0] ) { break; } trap_FX_RegisterEffect( effectName ); } // Set up the glass effects mini-system. CG_InitGlass(); } //=================================================================================== extern char *forceHolocronModels[]; /* ================= CG_RegisterGraphics This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { int i; char items[MAX_ITEMS+1]; static char *sb_nums[11] = { "gfx/2d/numbers/zero", "gfx/2d/numbers/one", "gfx/2d/numbers/two", "gfx/2d/numbers/three", "gfx/2d/numbers/four", "gfx/2d/numbers/five", "gfx/2d/numbers/six", "gfx/2d/numbers/seven", "gfx/2d/numbers/eight", "gfx/2d/numbers/nine", "gfx/2d/numbers/minus", }; static char *sb_t_nums[11] = { "gfx/2d/numbers/t_zero", "gfx/2d/numbers/t_one", "gfx/2d/numbers/t_two", "gfx/2d/numbers/t_three", "gfx/2d/numbers/t_four", "gfx/2d/numbers/t_five", "gfx/2d/numbers/t_six", "gfx/2d/numbers/t_seven", "gfx/2d/numbers/t_eight", "gfx/2d/numbers/t_nine", "gfx/2d/numbers/t_minus", }; static char *sb_c_nums[11] = { "gfx/2d/numbers/c_zero", "gfx/2d/numbers/c_one", "gfx/2d/numbers/c_two", "gfx/2d/numbers/c_three", "gfx/2d/numbers/c_four", "gfx/2d/numbers/c_five", "gfx/2d/numbers/c_six", "gfx/2d/numbers/c_seven", "gfx/2d/numbers/c_eight", "gfx/2d/numbers/c_nine", "gfx/2d/numbers/t_minus", //????? }; // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); trap_R_ClearScene(); CG_LoadingString( cgs.mapname ); trap_R_LoadWorldMap( cgs.mapname ); // precache status bar pics CG_LoadingString( "game media" ); for ( i=0 ; i<11 ; i++) { cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] ); } cg.loadLCARSStage = 3; for ( i=0; i < 11; i++ ) { cgs.media.numberShaders[i] = trap_R_RegisterShaderNoMip( sb_nums[i] ); cgs.media.smallnumberShaders[i] = trap_R_RegisterShaderNoMip( sb_t_nums[i] ); cgs.media.chunkyNumberShaders[i] = trap_R_RegisterShaderNoMip( sb_c_nums[i] ); } cgs.media.balloonShader = trap_R_RegisterShader( "gfx/mp/chat_icon" ); cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" ); cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" ); cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" ); cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" ); cgs.media.lagometerShader = trap_R_RegisterShaderNoMip("gfx/2d/lag" ); cgs.media.connectionShader = trap_R_RegisterShaderNoMip( "gfx/2d/net" ); cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" ); cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); Com_Printf( S_COLOR_CYAN "---------- Fx System Initialization ---------\n" ); trap_FX_InitSystem(); Com_Printf( S_COLOR_CYAN "----- Fx System Initialization Complete -----\n" ); CG_RegisterEffects(); cgs.effects.turretShotEffect = trap_FX_RegisterEffect( "turret/shot" ); trap_FX_RegisterEffect("effects/blaster/deflect.efx"); trap_FX_RegisterEffect("emplaced/dead_smoke.efx"); trap_FX_RegisterEffect("emplaced/explode.efx"); trap_FX_RegisterEffect("turret/explode.efx"); trap_FX_RegisterEffect("spark_explosion.efx"); trap_FX_RegisterEffect("effects/turret/muzzle_flash.efx"); trap_FX_RegisterEffect("saber/spark.efx"); trap_FX_RegisterEffect("mp/spawn.efx"); trap_FX_RegisterEffect("mp/jedispawn.efx"); trap_FX_RegisterEffect("mp/itemcone.efx"); trap_FX_RegisterEffect("blaster/deflect.efx"); trap_FX_RegisterEffect("saber/saber_block.efx"); trap_FX_RegisterEffect("saber/spark.efx"); trap_FX_RegisterEffect("saber/blood_sparks.efx"); trap_FX_RegisterEffect("blaster/smoke_bolton"); trap_FX_RegisterEffect("force/confusion.efx"); trap_FX_RegisterEffect("effects/force/lightning.efx"); for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) ); } cg.loadLCARSStage = 4; cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" ); // powerup shaders cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" ); cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" ); cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" ); cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" ); cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" ); cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" ); cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" ); cgs.media.itemRespawningPlaceholder = trap_R_RegisterShader("powerups/placeholder"); cgs.media.itemRespawningRezOut = trap_R_RegisterShader("powerups/rezout"); cgs.media.playerShieldDamage = trap_R_RegisterShader("gfx/misc/personalshield"); cgs.media.forceSightBubble = trap_R_RegisterShader("gfx/misc/sightbubble"); cgs.media.forceShell = trap_R_RegisterShader("powerups/forceshell"); cgs.media.sightShell = trap_R_RegisterShader("powerups/sightshell"); cgs.media.itemHoloModel = trap_R_RegisterModel("models/map_objects/mp/holo.md3"); if (cgs.gametype == GT_HOLOCRON || cg_buildScript.integer) { for ( i=0; i < NUM_FORCE_POWERS; i++ ) { if (forceHolocronModels[i] && forceHolocronModels[i][0]) { trap_R_RegisterModel(forceHolocronModels[i]); } } } if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY || cg_buildScript.integer ) { if (cg_buildScript.integer) { trap_R_RegisterModel( "models/flags/r_flag.md3" ); trap_R_RegisterModel( "models/flags/b_flag.md3" ); trap_R_RegisterModel( "models/flags/r_flag_ysal.md3" ); trap_R_RegisterModel( "models/flags/b_flag_ysal.md3" ); } if (cgs.gametype == GT_CTF) { cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" ); cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" ); } else { cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag_ysal.md3" ); cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag_ysal.md3" ); } trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_x" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_x" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_ys" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_ys" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag" ); trap_R_RegisterShaderNoMip("gfx/2d/net.tga"); cgs.media.flagPoleModel = trap_R_RegisterModel( "models/flag2/flagpole.md3" ); cgs.media.flagFlapModel = trap_R_RegisterModel( "models/flag2/flagflap3.md3" ); cgs.media.redFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/red.skin" ); cgs.media.blueFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/blue.skin" ); cgs.media.neutralFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/white.skin" ); cgs.media.redFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/red_base.md3" ); cgs.media.blueFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/blue_base.md3" ); cgs.media.neutralFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/ntrl_base.md3" ); } if ( cg_buildScript.integer ) { cgs.media.neutralFlagModel = 0;//trap_R_RegisterModel( "models/flags/n_flag.md3" ); cgs.media.flagShader[0] = 0;//trap_R_RegisterShaderNoMip( "icons/iconf_neutral1" ); cgs.media.flagShader[1] = 0;//trap_R_RegisterShaderNoMip( "icons/iconf_red2" ); cgs.media.flagShader[2] = 0;//trap_R_RegisterShaderNoMip( "icons/iconf_blu2" ); cgs.media.flagShader[3] = 0;//trap_R_RegisterShaderNoMip( "icons/iconf_neutral3" ); } if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { cgs.media.teamRedShader = trap_R_RegisterShader( "sprites/team_red" ); cgs.media.teamBlueShader = trap_R_RegisterShader( "sprites/team_blue" ); cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" ); cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" ); } else if ( cgs.gametype == GT_JEDIMASTER ) { cgs.media.teamRedShader = trap_R_RegisterShader( "sprites/team_red" ); } cgs.media.armorModel = 0;//trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" ); cgs.media.armorIcon = 0;//trap_R_RegisterShaderNoMip( "icons/iconr_yellow" ); cgs.media.heartShader = trap_R_RegisterShaderNoMip( "ui/assets/statusbar/selectedhealth.tga" ); cgs.media.ysaliredShader = trap_R_RegisterShader( "powerups/ysaliredshell"); cgs.media.ysaliblueShader = trap_R_RegisterShader( "powerups/ysaliblueshell"); cgs.media.ysalimariShader = trap_R_RegisterShader( "powerups/ysalimarishell"); cgs.media.boonShader = trap_R_RegisterShader( "powerups/boonshell"); cgs.media.endarkenmentShader = trap_R_RegisterShader( "powerups/endarkenmentshell"); cgs.media.enlightenmentShader = trap_R_RegisterShader( "powerups/enlightenmentshell"); cgs.media.invulnerabilityShader = trap_R_RegisterShader( "powerups/invulnerabilityshell"); #ifdef JK2AWARDS cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" ); cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" ); cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" ); cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" ); cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" ); cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" ); #endif // Binocular interface cgs.media.binocularCircle = trap_R_RegisterShader( "gfx/2d/binCircle" ); cgs.media.binocularMask = trap_R_RegisterShader( "gfx/2d/binMask" ); cgs.media.binocularArrow = trap_R_RegisterShader( "gfx/2d/binSideArrow" ); cgs.media.binocularTri = trap_R_RegisterShader( "gfx/2d/binTopTri" ); cgs.media.binocularStatic = trap_R_RegisterShader( "gfx/2d/binocularWindow" ); cgs.media.binocularOverlay = trap_R_RegisterShader( "gfx/2d/binocularNumOverlay" ); cg.loadLCARSStage = 5; /* Ghoul2 Insert Start */ CG_InitItems(); /* Ghoul2 Insert End */ memset( cg_weapons, 0, sizeof( cg_weapons ) ); // only register the items that the server says we need strcpy( items, CG_ConfigString( CS_ITEMS) ); for ( i = 1 ; i < bg_numItems ; i++ ) { if ( items[ i ] == '1' || cg_buildScript.integer ) { CG_LoadingItem( i ); CG_RegisterItemVisuals( i ); } } cg.loadLCARSStage = 6; cgs.media.glassShardShader = trap_R_RegisterShader( "gfx/misc/test_crackle" ); // doing one shader just makes it look like a shell. By using two shaders with different bulge offsets and different texture scales, it has a much more chaotic look cgs.media.electricBodyShader = trap_R_RegisterShader( "gfx/misc/electric" ); cgs.media.electricBody2Shader = trap_R_RegisterShader( "gfx/misc/fullbodyelectric2" ); // wall marks cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" ); cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" ); cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" ); cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" ); cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" ); cgs.media.viewPainShader = trap_R_RegisterShader( "gfx/misc/borgeyeflare" ); cgs.media.viewPainShader_Shields = trap_R_RegisterShader( "gfx/mp/dmgshader_shields" ); cgs.media.viewPainShader_ShieldsAndHealth = trap_R_RegisterShader( "gfx/mp/dmgshader_shieldsandhealth" ); // register the inline models cgs.numInlineModels = trap_CM_NumInlineModels(); for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { char name[10]; vec3_t mins, maxs; int j; Com_sprintf( name, sizeof(name), "*%i", i ); cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } } cg.loadLCARSStage = 7; // register all the server specified models for (i=1 ; i= MAX_CONFIGSTRINGS ) { CG_Error( "CG_ConfigString: bad index: %i", index ); } return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; } //================================================================== /* ====================== CG_StartMusic ====================== */ void CG_StartMusic( qboolean bForceStart ) { char *s; char parm1[MAX_QPATH], parm2[MAX_QPATH]; // start the background music s = (char *)CG_ConfigString( CS_MUSIC ); Q_strncpyz( parm1, COM_Parse( (const char **)&s ), sizeof( parm1 ) ); Q_strncpyz( parm2, COM_Parse( (const char **)&s ), sizeof( parm2 ) ); trap_S_StartBackgroundTrack( parm1, parm2, !bForceStart ); } char *CG_GetMenuBuffer(const char *filename) { int len; fileHandle_t f; static char buf[MAX_MENUFILE]; len = trap_FS_FOpenFile( filename, &f, FS_READ ); if ( !f ) { trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) ); return NULL; } if ( len >= MAX_MENUFILE ) { trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) ); trap_FS_FCloseFile( f ); return NULL; } trap_FS_Read( buf, len, f ); buf[len] = 0; trap_FS_FCloseFile( f ); return buf; } // // ============================== // new hud stuff ( mission pack ) // ============================== // qboolean CG_Asset_Parse(int handle) { pc_token_t token; const char *tempStr; if (!trap_PC_ReadToken(handle, &token)) return qfalse; if (Q_stricmp(token.string, "{") != 0) { return qfalse; } while ( 1 ) { if (!trap_PC_ReadToken(handle, &token)) return qfalse; if (Q_stricmp(token.string, "}") == 0) { return qtrue; } // font if (Q_stricmp(token.string, "font") == 0) { int pointSize; if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont); cgDC.Assets.qhMediumFont = cgDC.RegisterFont(tempStr); continue; } // smallFont if (Q_stricmp(token.string, "smallFont") == 0) { int pointSize; if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont); cgDC.Assets.qhSmallFont = cgDC.RegisterFont(tempStr); continue; } // font if (Q_stricmp(token.string, "bigfont") == 0) { int pointSize; if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont); cgDC.Assets.qhBigFont = cgDC.RegisterFont(tempStr); continue; } // gradientbar if (Q_stricmp(token.string, "gradientbar") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr); continue; } // enterMenuSound if (Q_stricmp(token.string, "menuEnterSound") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr ); continue; } // exitMenuSound if (Q_stricmp(token.string, "menuExitSound") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr ); continue; } // itemFocusSound if (Q_stricmp(token.string, "itemFocusSound") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr ); continue; } // menuBuzzSound if (Q_stricmp(token.string, "menuBuzzSound") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr ); continue; } if (Q_stricmp(token.string, "cursor") == 0) { if (!PC_String_Parse(handle, &cgDC.Assets.cursorStr)) { return qfalse; } cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr); continue; } if (Q_stricmp(token.string, "fadeClamp") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.fadeClamp)) { return qfalse; } continue; } if (Q_stricmp(token.string, "fadeCycle") == 0) { if (!PC_Int_Parse(handle, &cgDC.Assets.fadeCycle)) { return qfalse; } continue; } if (Q_stricmp(token.string, "fadeAmount") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.fadeAmount)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowX") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.shadowX)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowY") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.shadowY)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowColor") == 0) { if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor)) { return qfalse; } cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3]; continue; } } return qfalse; // bk001204 - why not? } void CG_ParseMenu(const char *menuFile) { pc_token_t token; int handle; handle = trap_PC_LoadSource(menuFile); if (!handle) handle = trap_PC_LoadSource("ui/testhud.menu"); if (!handle) return; while ( 1 ) { if (!trap_PC_ReadToken( handle, &token )) { break; } //if ( Q_stricmp( token, "{" ) ) { // Com_Printf( "Missing { in menu file\n" ); // break; //} //if ( menuCount == MAX_MENUS ) { // Com_Printf( "Too many menus!\n" ); // break; //} if ( token.string[0] == '}' ) { break; } if (Q_stricmp(token.string, "assetGlobalDef") == 0) { if (CG_Asset_Parse(handle)) { continue; } else { break; } } if (Q_stricmp(token.string, "menudef") == 0) { // start a new menu Menu_New(handle); } } trap_PC_FreeSource(handle); } qboolean CG_Load_Menu(char **p) { char *token; token = COM_ParseExt((const char **)p, qtrue); if (token[0] != '{') { return qfalse; } while ( 1 ) { token = COM_ParseExt((const char **)p, qtrue); if (Q_stricmp(token, "}") == 0) { return qtrue; } if ( !token || token[0] == 0 ) { return qfalse; } CG_ParseMenu(token); } return qfalse; } static qboolean CG_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) { return qfalse; } static int CG_FeederCount(float feederID) { int i, count; count = 0; if (feederID == FEEDER_REDTEAM_LIST) { for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_RED) { count++; } } } else if (feederID == FEEDER_BLUETEAM_LIST) { for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_BLUE) { count++; } } } else if (feederID == FEEDER_SCOREBOARD) { return cg.numScores; } return count; } void CG_SetScoreSelection(void *p) { menuDef_t *menu = (menuDef_t*)p; playerState_t *ps = &cg.snap->ps; int i, red, blue; red = blue = 0; for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_RED) { red++; } else if (cg.scores[i].team == TEAM_BLUE) { blue++; } if (ps->clientNum == cg.scores[i].client) { cg.selectedScore = i; } } if (menu == NULL) { // just interested in setting the selected score return; } if ( cgs.gametype >= GT_TEAM ) { int feeder = FEEDER_REDTEAM_LIST; i = red; if (cg.scores[cg.selectedScore].team == TEAM_BLUE) { feeder = FEEDER_BLUETEAM_LIST; i = blue; } Menu_SetFeederSelection(menu, feeder, i, NULL); } else { Menu_SetFeederSelection(menu, FEEDER_SCOREBOARD, cg.selectedScore, NULL); } } // FIXME: might need to cache this info static clientInfo_t * CG_InfoFromScoreIndex(int index, int team, int *scoreIndex) { int i, count; if ( cgs.gametype >= GT_TEAM ) { count = 0; for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == team) { if (count == index) { *scoreIndex = i; return &cgs.clientinfo[cg.scores[i].client]; } count++; } } } *scoreIndex = index; return &cgs.clientinfo[ cg.scores[index].client ]; } static const char *CG_FeederItemText(float feederID, int index, int column, qhandle_t *handle1, qhandle_t *handle2, qhandle_t *handle3) { gitem_t *item; int scoreIndex = 0; clientInfo_t *info = NULL; int team = -1; score_t *sp = NULL; *handle1 = *handle2 = *handle3 = -1; if (feederID == FEEDER_REDTEAM_LIST) { team = TEAM_RED; } else if (feederID == FEEDER_BLUETEAM_LIST) { team = TEAM_BLUE; } info = CG_InfoFromScoreIndex(index, team, &scoreIndex); sp = &cg.scores[scoreIndex]; if (info && info->infoValid) { switch (column) { case 0: if ( info->powerups & ( 1 << PW_NEUTRALFLAG ) ) { item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else if ( info->powerups & ( 1 << PW_REDFLAG ) ) { item = BG_FindItemForPowerup( PW_REDFLAG ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) { item = BG_FindItemForPowerup( PW_BLUEFLAG ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else { /* if ( info->botSkill > 0 && info->botSkill <= 5 ) { *handle1 = cgs.media.botSkillShaders[ info->botSkill - 1 ]; } else if ( info->handicap < 100 ) { return va("%i", info->handicap ); } */ } break; case 1: if (team == -1) { return ""; } else { *handle1 = CG_StatusHandle(info->teamTask); } break; case 2: if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << sp->client ) ) { return "Ready"; } if (team == -1) { if (cgs.gametype == GT_TOURNAMENT) { return va("%i/%i", info->wins, info->losses); } else if (info->infoValid && info->team == TEAM_SPECTATOR ) { return "Spectator"; } else { return ""; } } else { if (info->teamLeader) { return "Leader"; } } break; case 3: return info->name; break; case 4: return va("%i", info->score); break; case 5: return va("%4i", sp->time); break; case 6: if ( sp->ping == -1 ) { return "connecting"; } return va("%4i", sp->ping); break; } } return ""; } static qhandle_t CG_FeederItemImage(float feederID, int index) { return 0; } static qboolean CG_FeederSelection(float feederID, int index) { if ( cgs.gametype >= GT_TEAM ) { int i, count; int team = (feederID == FEEDER_REDTEAM_LIST) ? TEAM_RED : TEAM_BLUE; count = 0; for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == team) { if (index == count) { cg.selectedScore = i; } count++; } } } else { cg.selectedScore = index; } return qtrue; } static float CG_Cvar_Get(const char *cvar) { char buff[128]; memset(buff, 0, sizeof(buff)); trap_Cvar_VariableStringBuffer(cvar, buff, sizeof(buff)); return atof(buff); } void CG_Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style, int iMenuFont) { CG_Text_Paint(x, y, scale, color, text, 0, limit, style, iMenuFont); } static int CG_OwnerDrawWidth(int ownerDraw, float scale) { switch (ownerDraw) { case CG_GAME_TYPE: return CG_Text_Width(CG_GameTypeString(), scale, FONT_MEDIUM); case CG_GAME_STATUS: return CG_Text_Width(CG_GetGameStatusText(), scale, FONT_MEDIUM); break; case CG_KILLER: return CG_Text_Width(CG_GetKillerText(), scale, FONT_MEDIUM); break; case CG_RED_NAME: return CG_Text_Width(cg_redTeamName.string, scale, FONT_MEDIUM); break; case CG_BLUE_NAME: return CG_Text_Width(cg_blueTeamName.string, scale, FONT_MEDIUM); break; } return 0; } static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) { return trap_CIN_PlayCinematic(name, x, y, w, h, CIN_loop); } static void CG_StopCinematic(int handle) { trap_CIN_StopCinematic(handle); } static void CG_DrawCinematic(int handle, float x, float y, float w, float h) { trap_CIN_SetExtents(handle, x, y, w, h); trap_CIN_DrawCinematic(handle); } static void CG_RunCinematicFrame(int handle) { trap_CIN_RunCinematic(handle); } /* ================= CG_LoadHudMenu(); ================= */ void CG_LoadHudMenu() { cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip; cgDC.setColor = &trap_R_SetColor; cgDC.drawHandlePic = &CG_DrawPic; cgDC.drawStretchPic = &trap_R_DrawStretchPic; cgDC.drawText = &CG_Text_Paint; cgDC.textWidth = &CG_Text_Width; cgDC.textHeight = &CG_Text_Height; cgDC.registerModel = &trap_R_RegisterModel; cgDC.modelBounds = &trap_R_ModelBounds; cgDC.fillRect = &CG_FillRect; cgDC.drawRect = &CG_DrawRect; cgDC.drawSides = &CG_DrawSides; cgDC.drawTopBottom = &CG_DrawTopBottom; cgDC.clearScene = &trap_R_ClearScene; cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene; cgDC.renderScene = &trap_R_RenderScene; cgDC.RegisterFont = &trap_R_RegisterFont; cgDC.Font_StrLenPixels = &trap_R_Font_StrLenPixels; cgDC.Font_StrLenChars = &trap_R_Font_StrLenChars; cgDC.Font_HeightPixels = &trap_R_Font_HeightPixels; cgDC.Font_DrawString = &trap_R_Font_DrawString; cgDC.Language_IsAsian = &trap_Language_IsAsian; cgDC.Language_UsesSpaces = &trap_Language_UsesSpaces; cgDC.AnyLanguage_ReadCharFromString = &trap_AnyLanguage_ReadCharFromString; cgDC.ownerDrawItem = &CG_OwnerDraw; cgDC.getValue = &CG_GetValue; cgDC.ownerDrawVisible = &CG_OwnerDrawVisible; cgDC.runScript = &CG_RunMenuScript; cgDC.deferScript = &CG_DeferMenuScript; cgDC.getTeamColor = &CG_GetTeamColor; cgDC.setCVar = trap_Cvar_Set; cgDC.getCVarString = trap_Cvar_VariableStringBuffer; cgDC.getCVarValue = CG_Cvar_Get; cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor; //cgDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode; //cgDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode; cgDC.startLocalSound = &trap_S_StartLocalSound; cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey; cgDC.feederCount = &CG_FeederCount; cgDC.feederItemImage = &CG_FeederItemImage; cgDC.feederItemText = &CG_FeederItemText; cgDC.feederSelection = &CG_FeederSelection; //cgDC.setBinding = &trap_Key_SetBinding; //cgDC.getBindingBuf = &trap_Key_GetBindingBuf; //cgDC.keynumToStringBuf = &trap_Key_KeynumToStringBuf; //cgDC.executeText = &trap_Cmd_ExecuteText; cgDC.Error = &Com_Error; cgDC.Print = &Com_Printf; cgDC.ownerDrawWidth = &CG_OwnerDrawWidth; //cgDC.Pause = &CG_Pause; cgDC.registerSound = &trap_S_RegisterSound; cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack; cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack; cgDC.playCinematic = &CG_PlayCinematic; cgDC.stopCinematic = &CG_StopCinematic; cgDC.drawCinematic = &CG_DrawCinematic; cgDC.runCinematicFrame = &CG_RunCinematicFrame; Init_Display(&cgDC); Menu_Reset(); } void CG_AssetCache() { //if (Assets.textFont == NULL) { // trap_R_RegisterFont("fonts/arial.ttf", 72, &Assets.textFont); //} //Assets.background = trap_R_RegisterShaderNoMip( ASSET_BACKGROUND ); //Com_Printf("Menu Size: %i bytes\n", sizeof(Menus)); cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR ); cgDC.Assets.fxBasePic = trap_R_RegisterShaderNoMip( ART_FX_BASE ); cgDC.Assets.fxPic[0] = trap_R_RegisterShaderNoMip( ART_FX_RED ); cgDC.Assets.fxPic[1] = trap_R_RegisterShaderNoMip( ART_FX_YELLOW ); cgDC.Assets.fxPic[2] = trap_R_RegisterShaderNoMip( ART_FX_GREEN ); cgDC.Assets.fxPic[3] = trap_R_RegisterShaderNoMip( ART_FX_TEAL ); cgDC.Assets.fxPic[4] = trap_R_RegisterShaderNoMip( ART_FX_BLUE ); cgDC.Assets.fxPic[5] = trap_R_RegisterShaderNoMip( ART_FX_CYAN ); cgDC.Assets.fxPic[6] = trap_R_RegisterShaderNoMip( ART_FX_WHITE ); cgDC.Assets.scrollBar = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR ); cgDC.Assets.scrollBarArrowDown = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN ); cgDC.Assets.scrollBarArrowUp = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP ); cgDC.Assets.scrollBarArrowLeft = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT ); cgDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT ); cgDC.Assets.scrollBarThumb = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB ); cgDC.Assets.sliderBar = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR ); cgDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB ); } /* /* Ghoul2 Insert Start */ // initialise the cg_entities structure - take into account the ghoul2 stl stuff in the active snap shots void CG_Init_CG(void) { memset( &cg, 0, sizeof(cg)); } // initialise the cg_entities structure - take into account the ghoul2 stl stuff void CG_Init_CGents(void) { memset(&cg_entities, 0, sizeof(cg_entities)); } void CG_InitItems(void) { memset( cg_items, 0, sizeof( cg_items ) ); } /* Ghoul2 Insert End */ forceTicPos_t forceTicPos[] = { 11, 41, 20, 10, "gfx/hud/force_tick1", 0, // Left Top 12, 45, 20, 10, "gfx/hud/force_tick2", 0, 14, 49, 20, 10, "gfx/hud/force_tick3", 0, 17, 52, 20, 10, "gfx/hud/force_tick4", 0, 22, 55, 10, 10, "gfx/hud/force_tick5", 0, 28, 57, 10, 20, "gfx/hud/force_tick6", 0, 34, 59, 10, 10, "gfx/hud/force_tick7", 0, // Left bottom 46, 59, -10, 10, "gfx/hud/force_tick7", 0, // Right bottom 52, 57, -10, 20, "gfx/hud/force_tick6", 0, 58, 55, -10, 10, "gfx/hud/force_tick5", 0, 63, 52, -20, 10, "gfx/hud/force_tick4", 0, 66, 49, -20, 10, "gfx/hud/force_tick3", 0, 68, 45, -20, 10, "gfx/hud/force_tick2", 0, 69, 41, -20, 10, "gfx/hud/force_tick1", 0, // Right top }; forceTicPos_t ammoTicPos[] = { 12, 34, 10, 10, "gfx/hud/ammo_tick7", 0, // Bottom 13, 28, 10, 10, "gfx/hud/ammo_tick6", 0, 15, 23, 10, 10, "gfx/hud/ammo_tick5", 0, 19, 19, 10, 10, "gfx/hud/ammo_tick4", 0, 23, 15, 10, 10, "gfx/hud/ammo_tick3", 0, 29, 12, 10, 10, "gfx/hud/ammo_tick2", 0, 34, 11, 10, 10, "gfx/hud/ammo_tick1", 0, 47, 11, -10, 10, "gfx/hud/ammo_tick1", 0, 52, 12, -10, 10, "gfx/hud/ammo_tick2", 0, 58, 15, -10, 10, "gfx/hud/ammo_tick3", 0, 62, 19, -10, 10, "gfx/hud/ammo_tick4", 0, 66, 23, -10, 10, "gfx/hud/ammo_tick5", 0, 68, 28, -10, 10, "gfx/hud/ammo_tick6", 0, 69, 34, -10, 10, "gfx/hud/ammo_tick7", 0, }; /* ================= CG_Init Called after every level change or subsystem restart Will perform callbacks to make the loading info screen update. ================= */ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) { const char *s; int i = 0; trap_CG_RegisterSharedMemory(cg.sharedBuffer); // clear everything /* Ghoul2 Insert Start */ // memset( cg_entities, 0, sizeof( cg_entities ) ); CG_Init_CGents(); // this is a No-No now we have stl vector classes in here. // memset( &cg, 0, sizeof( cg ) ); CG_Init_CG(); CG_InitItems(); /* Ghoul2 Insert End */ // this is kinda dumb as well, but I need to pre-load some fonts in order to have the text available // to say I'm loading the assets.... which includes loading the fonts. So I'll set these up as reasonable // defaults, then let the menu asset parser (which actually specifies the ingame fonts) load over them // if desired during parse. Dunno how legal it is to store in these cgDC things, but it causes no harm // and even if/when they get overwritten they'll be legalised by the menu asset parser :-) // CG_LoadFonts(); cgDC.Assets.qhSmallFont = trap_R_RegisterFont("ocr_a"); cgDC.Assets.qhMediumFont = trap_R_RegisterFont("ergoec"); cgDC.Assets.qhBigFont = cgDC.Assets.qhMediumFont; memset( &cgs, 0, sizeof( cgs ) ); memset( cg_weapons, 0, sizeof(cg_weapons) ); cg.clientNum = clientNum; cgs.processedSnapshotNum = serverMessageNum; cgs.serverCommandSequence = serverCommandSequence; cg.loadLCARSStage = 0; cg.itemSelect = -1; cg.forceSelect = -1; // load a few needed things before we do any screen updates cgs.media.charsetShader = trap_R_RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cgs.media.whiteShader = trap_R_RegisterShader( "white" ); cgs.media.loadBarLED = trap_R_RegisterShaderNoMip( "gfx/hud/load_tick" ); cgs.media.loadBarLEDCap = trap_R_RegisterShaderNoMip( "gfx/hud/load_tick_cap" ); cgs.media.loadBarLEDSurround= trap_R_RegisterShaderNoMip( "gfx/hud/mp_levelload" ); //rww - precache HUD weapon icons here //actually, these should be stored in the icon field of each item def cgs.media.weaponIcons[WP_STUN_BATON] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_stunbaton"); cgs.media.weaponIcons_NA[WP_STUN_BATON] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_stunbaton_na"); cgs.media.weaponIcons[WP_SABER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_lightsaber"); cgs.media.weaponIcons_NA[WP_SABER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_lightsaber_na"); cgs.media.weaponIcons[WP_BRYAR_PISTOL] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_briar"); cgs.media.weaponIcons_NA[WP_BRYAR_PISTOL] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_briar_na"); cgs.media.weaponIcons[WP_BLASTER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_blaster"); cgs.media.weaponIcons_NA[WP_BLASTER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_blaster_na"); cgs.media.weaponIcons[WP_DISRUPTOR] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_disruptor"); cgs.media.weaponIcons_NA[WP_DISRUPTOR] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_disruptor_na"); cgs.media.weaponIcons[WP_BOWCASTER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_bowcaster"); cgs.media.weaponIcons_NA[WP_BOWCASTER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_bowcaster_na"); cgs.media.weaponIcons[WP_REPEATER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_repeater"); cgs.media.weaponIcons_NA[WP_REPEATER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_repeater_na"); cgs.media.weaponIcons[WP_DEMP2] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_demp2"); cgs.media.weaponIcons_NA[WP_DEMP2] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_demp2_na"); cgs.media.weaponIcons[WP_FLECHETTE] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_flechette"); cgs.media.weaponIcons_NA[WP_FLECHETTE] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_flechette_na"); cgs.media.weaponIcons[WP_ROCKET_LAUNCHER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_merrsonn"); cgs.media.weaponIcons_NA[WP_ROCKET_LAUNCHER] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_merrsonn_na"); cgs.media.weaponIcons[WP_THERMAL] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_thermal"); cgs.media.weaponIcons_NA[WP_THERMAL] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_thermal_na"); cgs.media.weaponIcons[WP_TRIP_MINE] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_tripmine"); cgs.media.weaponIcons_NA[WP_TRIP_MINE] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_tripmine_na"); cgs.media.weaponIcons[WP_DET_PACK] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_detpack"); cgs.media.weaponIcons_NA[WP_DET_PACK] = trap_R_RegisterShaderNoMip("gfx/hud/w_icon_detpack_na"); // HUD artwork for cycling inventory,weapons and force powers cgs.media.weaponIconBackground = trap_R_RegisterShaderNoMip( "gfx/hud/background"); cgs.media.weaponProngsOn = trap_R_RegisterShaderNoMip( "gfx/hud/prong_on_w"); cgs.media.weaponProngsOff = trap_R_RegisterShaderNoMip( "gfx/hud/prong_off"); cgs.media.forceProngsOn = trap_R_RegisterShaderNoMip( "gfx/hud/prong_on_f"); cgs.media.forceIconBackground = trap_R_RegisterShaderNoMip( "gfx/hud/background_f"); cgs.media.inventoryIconBackground = trap_R_RegisterShaderNoMip( "gfx/hud/background_i"); cgs.media.inventoryProngsOn = trap_R_RegisterShaderNoMip( "gfx/hud/prong_on_i"); //rww - precache holdable item icons here while (i < bg_numItems) { if (bg_itemlist[i].giType == IT_HOLDABLE) { if (bg_itemlist[i].icon) { cgs.media.invenIcons[bg_itemlist[i].giTag] = trap_R_RegisterShaderNoMip(bg_itemlist[i].icon); } else { cgs.media.invenIcons[bg_itemlist[i].giTag] = 0; } } i++; } //rww - precache force power icons here i = 0; while (i < NUM_FORCE_POWERS) { cgs.media.forcePowerIcons[i] = trap_R_RegisterShaderNoMip(HolocronIcons[i]); i++; } cgs.media.rageRecShader = trap_R_RegisterShaderNoMip("gfx/mp/f_icon_ragerec"); //rww - precache other HUD graphics cgs.media.HUDLeftFrame = trap_R_RegisterShaderNoMip( "gfx/hud/static_test" ); cgs.media.HUDInnerLeft = trap_R_RegisterShaderNoMip( "gfx/hud/hudleft_innerframe" ); cgs.media.HUDArmor1 = trap_R_RegisterShaderNoMip( "gfx/hud/armor1" ); cgs.media.HUDArmor2 = trap_R_RegisterShaderNoMip( "gfx/hud/armor2" ); cgs.media.HUDHealth = trap_R_RegisterShaderNoMip( "gfx/hud/health" ); cgs.media.HUDHealthTic = trap_R_RegisterShaderNoMip( "gfx/hud/health_tic" ); cgs.media.HUDArmorTic = trap_R_RegisterShaderNoMip( "gfx/hud/armor_tic" ); cgs.media.HUDLeftStatic = cgs.media.HUDLeftFrame;//trap_R_RegisterShaderNoMip( "gfx/hud/static_test" ); cgs.media.HUDLeft = cgs.media.HUDInnerLeft;//trap_R_RegisterShaderNoMip( "gfx/hud/hudleft" ); cgs.media.HUDSaberStyle1 = trap_R_RegisterShader( "gfx/hud/saber_stylesFast" ); cgs.media.HUDSaberStyle2 = trap_R_RegisterShader( "gfx/hud/saber_stylesMed" ); cgs.media.HUDSaberStyle3 = trap_R_RegisterShader( "gfx/hud/saber_stylesStrong" ); cgs.media.HUDRightFrame = trap_R_RegisterShaderNoMip("gfx/hud/hudrightframe"); cgs.media.HUDInnerRight = trap_R_RegisterShaderNoMip( "gfx/hud/hudright_innerframe" ); // Load tics for (i=0;ips.pm_flags & PMF_FOLLOW) { return; } // BG_CycleForce(&cg.snap->ps, 1); if (cg.forceSelect != -1) { cg.snap->ps.fd.forcePowerSelected = cg.forceSelect; } BG_CycleForce(&cg.snap->ps, 1); if (cg.snap->ps.fd.forcePowersKnown & (1 << cg.snap->ps.fd.forcePowerSelected)) { cg.forceSelect = cg.snap->ps.fd.forcePowerSelected; cg.forceSelectTime = cg.time; } } /* =============== CG_PrevForcePower_f =============== */ void CG_PrevForcePower_f( void ) { if ( !cg.snap ) { return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } // BG_CycleForce(&cg.snap->ps, -1); if (cg.forceSelect != -1) { cg.snap->ps.fd.forcePowerSelected = cg.forceSelect; } BG_CycleForce(&cg.snap->ps, -1); if (cg.snap->ps.fd.forcePowersKnown & (1 << cg.snap->ps.fd.forcePowerSelected)) { cg.forceSelect = cg.snap->ps.fd.forcePowerSelected; cg.forceSelectTime = cg.time; } } void CG_NextInventory_f(void) { if ( !cg.snap ) { return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } if (cg.itemSelect != -1) { cg.snap->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE); } BG_CycleInven(&cg.snap->ps, 1); if (cg.snap->ps.stats[STAT_HOLDABLE_ITEM]) { cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag; cg.invenSelectTime = cg.time; } } void CG_PrevInventory_f(void) { if ( !cg.snap ) { return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } if (cg.itemSelect != -1) { cg.snap->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE); } BG_CycleInven(&cg.snap->ps, -1); if (cg.snap->ps.stats[STAT_HOLDABLE_ITEM]) { cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag; cg.invenSelectTime = cg.time; } }