jedioutcast/CODE-mp/cgame/cg_main.c
2013-04-04 13:07:40 -05:00

2668 lines
82 KiB
C

// 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_gibs;
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_saberContact;
vmCvar_t cg_saberTrail;
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;
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_gibs, "cg_gibs", "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_saberContact, "cg_saberContact", "1", 0 },
{ &cg_saberTrail, "cg_saberTrail", "1", 0 },
{ &cg_speedTrail, "cg_speedTrail", "1", 0 },
{ &cg_auraShell, "cg_auraShell", "1", 0 },
{ &cg_animBlend, "cg_animBlend", "1", 0 },
{ &cg_dismember, "cg_dismember", "0", 0 },
{ &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", CVAR_CHEAT },
{ &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", CVAR_SERVERINFO},
{ &cg_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO},
{ &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_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},
// { &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_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 ; i<MAX_CLIENTS ; i++) {
const char *clientInfo;
void *oldGhoul2;
clientInfo = CG_ConfigString( CS_PLAYERS+i );
if ( !clientInfo[0] ) {
continue;
}
oldGhoul2 = cgs.clientinfo[i].ghoul2Model;
CG_NewClientInfo( i, qtrue);
}
}
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
int i;
cvarTable_t *cv;
for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
trap_Cvar_Update( cv->vmCvar );
}
// 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");
trap_S_RegisterSound("sound/weapons/force/heal.wav");
trap_S_RegisterSound("sound/weapons/force/teamheal.wav");
trap_S_RegisterSound("sound/weapons/force/teamforce.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/jump.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");
trap_S_RegisterSound("sound/weapons/force/grip.mp3");
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/suitenergy.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");
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.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.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.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );
cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );
cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
cgs.media.lagometerShader = trap_R_RegisterShader("gfx/2d/lag" );
cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
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.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_RegisterShader( "gfx/hud/mpi_rflag_x" );
trap_R_RegisterShader( "gfx/hud/mpi_bflag_x" );
trap_R_RegisterShader( "gfx/hud/mpi_rflag_ys" );
trap_R_RegisterShader( "gfx/hud/mpi_bflag_ys" );
trap_R_RegisterShader( "gfx/hud/mpi_rflag" );
trap_R_RegisterShader( "gfx/hud/mpi_bflag" );
if (cg_buildScript.integer)
{
trap_R_RegisterShader("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" );
}
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" );
#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" );
// 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_MODELS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_MODELS+i );
if ( !modelName[0] ) {
break;
}
cgs.gameModels[i] = trap_R_RegisterModel( modelName );
}
cg.loadLCARSStage = 8;
/*
Ghoul2 Insert Start
*/
CG_LoadingString("skins");
// register all the server specified models
for (i=1 ; i<MAX_CHARSKINS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_CHARSKINS+i );
if ( !modelName[0] ) {
break;
}
cgs.skins[i] = trap_R_RegisterSkin( modelName );
}
CG_InitG2Weapons();
/*
Ghoul2 Insert End
*/
cg.loadLCARSStage = 9;
// new stuff
cgs.media.patrolShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/patrol.tga");
cgs.media.assaultShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/assault.tga");
cgs.media.campShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/camp.tga");
cgs.media.followShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/follow.tga");
cgs.media.defendShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/defend.tga");
cgs.media.teamLeaderShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/team_leader.tga");
cgs.media.retrieveShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/retrieve.tga");
cgs.media.escortShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/escort.tga");
cgs.media.cursor = trap_R_RegisterShaderNoMip( "menu/art/3_cursor2" );
cgs.media.sizeCursor = trap_R_RegisterShaderNoMip( "ui/assets/sizecursor.tga" );
cgs.media.selectCursor = trap_R_RegisterShaderNoMip( "ui/assets/selectcursor.tga" );
cgs.media.flagShaders[0] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_in_base.tga");
cgs.media.flagShaders[1] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_capture.tga");
cgs.media.flagShaders[2] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_missing.tga");
cgs.media.halfShieldModel = trap_R_RegisterModel ( "models/weaphits/testboom.md3" );
cgs.media.halfShieldShader = trap_R_RegisterShader( "halfShieldShell" );
CG_ClearParticles ();
/*
for (i=1; i<MAX_PARTICLES_AREAS; i++)
{
{
int rval;
rval = CG_NewParticleArea ( CS_PARTICLES + i);
if (!rval)
break;
}
}
*/
}
const char *CG_GetStripEdString(char *refSection, char *refName)
{
static char text[1024]={0};
trap_SP_GetStringTextString(va("%s_%s", refSection, refName), text, sizeof(text));
return text;
}
/*
=======================
CG_BuildSpectatorString
=======================
*/
void CG_BuildSpectatorString(void) {
int i;
cg.spectatorList[0] = 0;
for (i = 0; i < MAX_CLIENTS; i++) {
if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) {
Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s ", cgs.clientinfo[i].name));
}
}
i = strlen(cg.spectatorList);
if (i != cg.spectatorLen) {
cg.spectatorLen = i;
cg.spectatorWidth = -1;
}
}
/*
===================
CG_RegisterClients
===================
*/
static void CG_RegisterClients( void ) {
int i;
CG_LoadingClient(cg.clientNum);
CG_NewClientInfo(cg.clientNum, qfalse);
for (i=0 ; i<MAX_CLIENTS ; i++) {
const char *clientInfo;
if (cg.clientNum == i) {
continue;
}
clientInfo = CG_ConfigString( CS_PLAYERS+i );
if ( !clientInfo[0]) {
continue;
}
CG_LoadingClient( i );
CG_NewClientInfo( i, qfalse);
}
CG_BuildSpectatorString();
}
//===========================================================================
/*
=================
CG_ConfigString
=================
*/
const char *CG_ConfigString( int index ) {
if ( index < 0 || index >= 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 *handle) {
gitem_t *item;
int scoreIndex = 0;
clientInfo_t *info = NULL;
int team = -1;
score_t *sp = NULL;
*handle = -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 );
*handle = cg_items[ ITEM_INDEX(item) ].icon;
} else if ( info->powerups & ( 1 << PW_REDFLAG ) ) {
item = BG_FindItemForPowerup( PW_REDFLAG );
*handle = cg_items[ ITEM_INDEX(item) ].icon;
} else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) {
item = BG_FindItemForPowerup( PW_BLUEFLAG );
*handle = cg_items[ ITEM_INDEX(item) ].icon;
} else {
/*
if ( info->botSkill > 0 && info->botSkill <= 5 ) {
*handle = cgs.media.botSkillShaders[ info->botSkill - 1 ];
} else if ( info->handicap < 100 ) {
return va("%i", info->handicap );
}
*/
}
break;
case 1:
if (team == -1) {
return "";
} else {
*handle = 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 void 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;
}
}
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.AnyLanguage_ReadCharFromString = &trap_AnyLanguage_ReadCharFromString;
cgDC.ownerDrawItem = &CG_OwnerDraw;
cgDC.getValue = &CG_GetValue;
cgDC.ownerDrawVisible = &CG_OwnerDrawVisible;
cgDC.runScript = &CG_RunMenuScript;
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.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_styles1" );
cgs.media.HUDSaberStyle2 = trap_R_RegisterShader( "gfx/hud/saber_styles2" );
cgs.media.HUDSaberStyle3 = trap_R_RegisterShader( "gfx/hud/saber_styles3" );
cgs.media.HUDRightFrame = trap_R_RegisterShaderNoMip("gfx/hud/hudrightframe");
cgs.media.HUDInnerRight = trap_R_RegisterShaderNoMip( "gfx/hud/hudright_innerframe" );
// Load tics
for (i=0;i<MAX_TICS;i++)
{
forceTicPos[i].tic = trap_R_RegisterShaderNoMip( forceTicPos[i].file );
ammoTicPos[i].tic = trap_R_RegisterShaderNoMip( ammoTicPos[i].file );
}
CG_RegisterCvars();
CG_InitConsoleCommands();
cg.weaponSelect = WP_BRYAR_PISTOL;
cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
cgs.flagStatus = -1;
// old servers
// get the rendering configuration from the client system
trap_GetGlconfig( &cgs.glconfig );
cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;
// get the gamestate from the client system
trap_GetGameState( &cgs.gameState );
// check version
s = CG_ConfigString( CS_GAME_VERSION );
if ( strcmp( s, GAME_VERSION ) ) {
CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
}
s = CG_ConfigString( CS_LEVEL_START_TIME );
cgs.levelStartTime = atoi( s );
CG_ParseServerinfo();
// load the new map
CG_LoadingString( "collision map" );
trap_CM_LoadMap( cgs.mapname );
String_Init();
cg.loading = qtrue; // force players to load instead of defer
CG_InitSagaMode();
CG_LoadingString( "sounds" );
CG_RegisterSounds();
CG_LoadingString( "graphics" );
CG_RegisterGraphics();
CG_LoadingString( "clients" );
CG_RegisterClients(); // if low on memory, some clients will be deferred
CG_AssetCache();
CG_LoadHudMenu(); // load new hud stuff
cg.loading = qfalse; // future players will be deferred
CG_InitLocalEntities();
CG_InitMarkPolys();
// remove the last loading update
cg.infoScreenText[0] = 0;
// Make sure we have update values (scores)
CG_SetConfigValues();
CG_StartMusic(qfalse);
CG_LoadingString( "Clearing light styles" );
CG_ClearLightStyles();
CG_LoadingString( "" );
CG_InitTeamChat();
CG_ShaderStateChanged();
trap_S_ClearLoopingSounds( qtrue );
}
/*
=================
CG_Shutdown
Called before every level change or subsystem restart
=================
*/
void CG_Shutdown( void )
{
trap_FX_FreeSystem();
trap_ROFF_Clean();
CG_ShutDownG2Weapons();
// some mods may need to do cleanup work here,
// like closing files or archiving session data
}
/*
===============
CG_NextForcePower_f
===============
*/
void CG_NextForcePower_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;
}
}
/*
===============
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;
}
}