1806 lines
No EOL
59 KiB
C++
1806 lines
No EOL
59 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "anims.h"
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#include "g_icarus.h"
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#include "wp_saber.h"
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extern void Q3_DebugPrint( int level, const char *format, ... );
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extern void WP_SaberInitBladeData( gentity_t *ent );
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extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel );
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extern qboolean CheatsOk( gentity_t *ent );
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extern vmCvar_t cg_thirdPersonAlpha;
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// g_client.c -- client functions that don't happen every frame
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float DEFAULT_MINS_0 = -16;
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float DEFAULT_MINS_1 = -16;
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float DEFAULT_MAXS_0 = 16;
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float DEFAULT_MAXS_1 = 16;
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float DEFAULT_PLAYER_RADIUS = sqrt((DEFAULT_MAXS_0*DEFAULT_MAXS_0) + (DEFAULT_MAXS_1*DEFAULT_MAXS_1));
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vec3_t playerMins = {DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2};
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vec3_t playerMaxs = {DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2};
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void SP_misc_teleporter_dest (gentity_t *ent);
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/*QUAK-ED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) - - NODRAW
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potential spawning position for deathmatch games.
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Targets will be fired when someone spawns in on them.
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*/
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void SP_info_player_deathmatch(gentity_t *ent) {
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SP_misc_teleporter_dest (ent);
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if ( ent->spawnflags & 32 ) // STUN_BATON
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{
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RegisterItem( FindItemForWeapon( WP_STUN_BATON ));
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}
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else
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{
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RegisterItem( FindItemForWeapon( WP_SABER ) ); //these are given in ClientSpawn(), but we register them now before cgame starts
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G_SkinIndex("models/players/kyle/model_fpls2.skin"); //preache the skin used in cg_players.cpp
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}
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}
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) KEEP_PREV DROPTOFLOOR x x x STUN_BATON NOWEAPON x
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KEEP_PREV - keep previous health/ammo/etc
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DROPTOFLOOR - Player will start on the first solid structure under it
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STUN_BATON - Gives player the stun baton and bryar pistol, but not the saber, plus any weapons they may have carried over from previous levels.
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Targets will be fired when someone spawns in on them.
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equivalant to info_player_deathmatch
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*/
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void SP_info_player_start(gentity_t *ent) {
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ent->classname = "info_player_deathmatch";
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ent->spawnflags |= 1; // James suggests force-ORing the KEEP_PREV flag in for now
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SP_info_player_deathmatch( ent );
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}
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/*
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=======================================================================
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SelectSpawnPoint
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=======================================================================
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*/
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/*
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================
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SpotWouldTelefrag
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================
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*/
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qboolean SpotWouldTelefrag( gentity_t *spot, team_t checkteam )
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{
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int i, num;
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gentity_t *touch[MAX_GENTITIES], *hit;
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vec3_t mins, maxs;
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// If we have a mins, use that instead of the hardcoded bounding box
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if ( spot->mins && VectorLength( spot->mins ) )
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VectorAdd( spot->s.origin, spot->mins, mins );
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else
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VectorAdd( spot->s.origin, playerMins, mins );
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// If we have a maxs, use that instead of the hardcoded bounding box
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if ( spot->maxs && VectorLength( spot->maxs ) )
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VectorAdd( spot->s.origin, spot->maxs, maxs );
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else
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VectorAdd( spot->s.origin, playerMaxs, maxs );
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num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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for (i=0 ; i<num ; i++)
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{
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hit = touch[i];
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if ( hit != spot && hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 )
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{
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if ( hit->contents & CONTENTS_BODY )
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{
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if( checkteam == TEAM_FREE || hit->client->playerTeam == checkteam )
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{//checking against teammates only...?
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return qtrue;
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}
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}
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}
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}
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return qfalse;
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}
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qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest )
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{
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int i, num;
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gentity_t *touch[MAX_GENTITIES], *hit;
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vec3_t mins, maxs;
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VectorAdd( dest, mover->mins, mins );
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VectorAdd( dest, mover->maxs, maxs );
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num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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for (i=0 ; i<num ; i++)
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{
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hit = touch[i];
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if ( hit == mover )
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{
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continue;
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}
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if ( hit->contents & mover->contents )
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{
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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================
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SelectNearestDeathmatchSpawnPoint
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Find the spot that we DON'T want to use
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================
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*/
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#define MAX_SPAWN_POINTS 128
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gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from, team_t team ) {
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gentity_t *spot;
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float dist, nearestDist;
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gentity_t *nearestSpot;
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nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE;
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nearestSpot = NULL;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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/*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) {
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continue;
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}
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if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) {
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continue;
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}*/
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if ( spot->targetname != NULL ) {
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//this search routine should never find a spot that is targetted
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continue;
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}
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dist = DistanceSquared( spot->s.origin, from );
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if ( dist < nearestDist ) {
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nearestDist = dist;
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nearestSpot = spot;
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}
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}
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return nearestSpot;
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}
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/*
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================
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SelectRandomDeathmatchSpawnPoint
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go to a random point that doesn't telefrag
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================
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*/
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#define MAX_SPAWN_POINTS 128
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gentity_t *SelectRandomDeathmatchSpawnPoint( team_t team ) {
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gentity_t *spot;
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int count;
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int selection;
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gentity_t *spots[MAX_SPAWN_POINTS];
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count = 0;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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/*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) {
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continue;
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}
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if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) {
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continue;
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}*/
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if ( spot->targetname != NULL ) {
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//this search routine should never find a spot that is targetted
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continue;
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}
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if ( SpotWouldTelefrag( spot, TEAM_FREE ) ) {
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continue;
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}
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spots[ count ] = spot;
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count++;
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}
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if ( !count ) { // no spots that won't telefrag
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spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch");
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if ( !spot )
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{
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return NULL;
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}
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if ( spot->targetname != NULL )
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{
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//this search routine should never find a spot that is targetted
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return NULL;
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}
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else
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{
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return spot;
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}
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}
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selection = rand() % count;
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return spots[ selection ];
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}
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/*
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===========
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SelectSpawnPoint
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Chooses a player start, deathmatch start, etc
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============
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*/
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gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, team_t team, vec3_t origin, vec3_t angles ) {
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gentity_t *spot;
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gentity_t *nearestSpot;
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if ( level.spawntarget != NULL && level.spawntarget[0] )
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{//we have a spawnpoint specified, try to find it
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if ( (nearestSpot = spot = G_Find( NULL, FOFS(targetname), level.spawntarget )) == NULL )
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{//you HAVE to be able to find the desired spot
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G_Error( "Couldn't find spawntarget %s\n", level.spawntarget );
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return NULL;
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}
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}
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else
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{//not looking for a special startspot
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nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint, team );
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spot = SelectRandomDeathmatchSpawnPoint ( team );
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if ( spot == nearestSpot ) {
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// roll again if it would be real close to point of death
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spot = SelectRandomDeathmatchSpawnPoint ( team );
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}
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}
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// find a single player start spot
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if (!spot) {
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G_Error( "Couldn't find a spawn point\n" );
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}
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VectorCopy( spot->s.origin, origin );
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if ( spot->spawnflags & 2 )
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{
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trace_t tr;
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origin[2] = MIN_WORLD_COORD;
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gi.trace(&tr, spot->s.origin, playerMins, playerMaxs, origin, ENTITYNUM_NONE, MASK_PLAYERSOLID );
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if ( tr.fraction < 1.0 && !tr.allsolid && !tr.startsolid )
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{//found a floor
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VectorCopy(tr.endpos, origin );
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}
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else
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{//In solid or too far
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VectorCopy( spot->s.origin, origin );
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}
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}
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origin[2] += 9;
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VectorCopy (spot->s.angles, angles);
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return spot;
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}
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//======================================================================
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/*
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==================
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SetClientViewAngle
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==================
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*/
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void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
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int i;
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// set the delta angle
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for (i=0 ; i<3 ; i++)
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{
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ent->client->ps.delta_angles[i] = (ANGLE2SHORT(angle[i]) - ent->client->pers.cmd_angles[i])&0xffff;
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}
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VectorCopy( angle, ent->s.angles );
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VectorCopy (ent->s.angles, ent->client->ps.viewangles);
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}
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/*
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================
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respawn
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================
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*/
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void respawn( gentity_t *ent ) {
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if (Q_stricmpn(level.mapname,"_holo",5)) {
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gi.SendConsoleCommand("load *respawn\n"); // special case
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}
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else {//we're on the holodeck
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int flags;
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// toggle the teleport bit so the client knows to not lerp
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flags = ent->client->ps.eFlags;
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ClientSpawn(ent, eNO/*qfalse*/); // SavedGameJustLoaded_e
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ent->client->ps.eFlags = flags ^ EF_TELEPORT_BIT;
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}
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}
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/*
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================
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PickTeam
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================
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*/
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team_t PickTeam( int ignoreClientNum ) {
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int i;
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int counts[TEAM_NUM_TEAMS];
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memset( counts, 0, sizeof( counts ) );
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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if ( i == ignoreClientNum ) {
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continue;
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}
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if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
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continue;
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}
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}
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return TEAM_FREE;
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}
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/*
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===========
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ForceClientSkin
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Forces a client's skin (for teamplay)
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===========
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*/
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void ForceClientSkin( gclient_t *client, char *model, const char *skin ) {
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char *p;
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if ((p = strchr(model, '/')) != NULL) {
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*p = 0;
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}
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Q_strcat(model, MAX_QPATH, "/");
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Q_strcat(model, MAX_QPATH, skin);
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}
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/*
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===========
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ClientUserInfoChanged
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Called from ClientConnect when the player first connects and
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directly by the server system when the player updates a userinfo variable.
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The game can override any of the settings and call gi.SetUserinfo
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if desired.
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============
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*/
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void ClientUserinfoChanged( int clientNum ) {
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gentity_t *ent;
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char *s;
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char headModel[MAX_QPATH];
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char torsoModel[MAX_QPATH];
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char legsModel[MAX_QPATH];
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char sound[MAX_QPATH];
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char oldname[MAX_STRING_CHARS];
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gclient_t *client;
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char *sex;
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char userinfo[MAX_INFO_STRING];
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ent = g_entities + clientNum;
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client = ent->client;
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gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
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// check for malformed or illegal info strings
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if ( !Info_Validate(userinfo) ) {
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strcpy (userinfo, "\\name\\badinfo");
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}
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// check for lcoal client
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s = Info_ValueForKey( userinfo, "ip" );
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if ( !strcmp( s, "localhost" ) ) {
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client->pers.localClient = qtrue;
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}
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// set name
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Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) );
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s = Info_ValueForKey (userinfo, "name");
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Q_strncpyz( client->pers.netname, s, sizeof(client->pers.netname) );
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if ( client->pers.connected == CON_CONNECTED ) {
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if ( strcmp( oldname, client->pers.netname ) ) {
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gi.SendServerCommand( -1, "print \"%s renamed to %s\n\"", oldname,
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client->pers.netname );
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}
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}
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// set max health
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client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
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if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
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client->pers.maxHealth = 100;
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}
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client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
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// sounds
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Q_strncpyz( sound, Info_ValueForKey (userinfo, "snd"), sizeof( sound ) );
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// set model
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//Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headModel"), sizeof( headModel ) );
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//Q_strncpyz( torsoModel, Info_ValueForKey (userinfo, "torsoModel"), sizeof( torsoModel ) );
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//Q_strncpyz( legsModel, Info_ValueForKey (userinfo, "legsModel"), sizeof( legsModel ) );
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memset( headModel, 0, sizeof( headModel ) );
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memset( torsoModel, 0, sizeof( torsoModel ) );
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memset( legsModel, 0, sizeof( legsModel ) );
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// sex
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sex = Info_ValueForKey( userinfo, "sex" );
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if ( !sex[0] ) {
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sex = "m";
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}
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// send over a subset of the userinfo keys so other clients can
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// print scoreboards, display models, and play custom sounds
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s = va("n\\%s\\t\\%i\\headModel\\%s\\torsoModel\\%s\\legsModel\\%s\\sex\\%s\\hc\\%i",
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client->pers.netname, client->sess.sessionTeam, headModel, torsoModel, legsModel, sex,
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client->pers.maxHealth );
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gi.SetConfigstring( CS_PLAYERS+clientNum, s );
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}
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/*
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===========
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ClientConnect
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Called when a player begins connecting to the server.
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Called again for every map change or tournement restart.
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The session information will be valid after exit.
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Return NULL if the client should be allowed, otherwise return
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a string with the reason for denial.
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Otherwise, the client will be sent the current gamestate
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and will eventually get to ClientBegin.
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firstTime will be qtrue the very first time a client connects
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to the server machine, but qfalse on map changes and tournement
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restarts.
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============
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*/
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char *ClientConnect( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eSavedGameJustLoaded )
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{
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gclient_t *client;
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char userinfo[MAX_INFO_STRING];
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gentity_t *ent;
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clientSession_t savedSess;
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ent = &g_entities[ clientNum ];
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gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
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// they can connect
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ent->client = level.clients + clientNum;
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client = ent->client;
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// if (!qbFromSavedGame)
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if (eSavedGameJustLoaded != eFULL)
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{
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savedSess = client->sess; //
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memset( client, 0, sizeof(*client) );
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client->sess = savedSess;
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}
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client->pers.connected = CON_CONNECTING;
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if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame)
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{
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// G_WriteClientSessionData( client ); // forget it, this is DM stuff anyway
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// get and distribute relevent paramters
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ClientUserinfoChanged( clientNum );
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}
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else
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{
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// read or initialize the session data
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if ( firstTime ) {
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G_InitSessionData( client, userinfo );
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}
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G_ReadSessionData( client );
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// get and distribute relevent paramters
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ClientUserinfoChanged( clientNum );
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// don't do the "xxx connected" messages if they were caried over from previous level
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if ( firstTime ) {
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gi.SendServerCommand( -1, "print \"%s connected\n\"", client->pers.netname);
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}
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}
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return NULL;
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}
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|
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/*
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===========
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ClientBegin
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called when a client has finished connecting, and is ready
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to be placed into the level. This will happen every level load,
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and on transition between teams, but doesn't happen on respawns
|
|
============
|
|
*/
|
|
void ClientBegin( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded)
|
|
// qboolean qbFromSavedGame
|
|
{
|
|
gentity_t *ent;
|
|
gclient_t *client;
|
|
|
|
ent = g_entities + clientNum;
|
|
client = level.clients + clientNum;
|
|
|
|
if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame)
|
|
{
|
|
client->pers.connected = CON_CONNECTED;
|
|
ent->client = client;
|
|
ClientSpawn( ent, eSavedGameJustLoaded );
|
|
}
|
|
else
|
|
{
|
|
if ( ent->linked ) {
|
|
gi.unlinkentity( ent );
|
|
}
|
|
G_InitGentity( ent );
|
|
ent->e_TouchFunc = touchF_NULL;
|
|
ent->e_PainFunc = painF_PlayerPain;//painF_NULL;
|
|
ent->client = client;
|
|
|
|
client->pers.connected = CON_CONNECTED;
|
|
client->pers.teamState.state = TEAM_BEGIN;
|
|
_VectorCopy( cmd->angles, client->pers.cmd_angles );
|
|
|
|
memset( &client->ps, 0, sizeof( client->ps ) );
|
|
memset( &client->sess.missionStats, 0, sizeof( client->sess.missionStats ) );
|
|
client->sess.missionStats.totalSecrets = gi.Cvar_VariableIntegerValue("newTotalSecrets");
|
|
|
|
// locate ent at a spawn point
|
|
if ( ClientSpawn( ent, eSavedGameJustLoaded) ) // SavedGameJustLoaded_e
|
|
{
|
|
// send teleport event
|
|
}
|
|
client->ps.inventory[INV_GOODIE_KEY] = 0;
|
|
client->ps.inventory[INV_SECURITY_KEY] = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
============
|
|
Player_CacheFromPrevLevel
|
|
Description : just need to grab the weapon items we're going to have when we spawn so they'll be cached
|
|
Return type : void
|
|
Argument : void
|
|
============
|
|
*/
|
|
void Player_CacheFromPrevLevel(void)
|
|
{
|
|
char s[MAX_STRING_CHARS];
|
|
|
|
gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
|
|
|
|
if (strlen(s)) // actually this would be safe anyway because of the way sscanf() works, but this is clearer
|
|
{
|
|
int iDummy, bits, ibits;
|
|
|
|
sscanf( s, "%i %i %i %i",
|
|
&iDummy,//client->ps.stats[STAT_HEALTH],
|
|
&iDummy,//client->ps.stats[STAT_ARMOR],
|
|
&bits, //client->ps.stats[STAT_WEAPONS]
|
|
&ibits //client->ps.stats[STAT_ITEMS]
|
|
);
|
|
|
|
for ( int i = 1 ; i < 16 ; i++ )
|
|
{
|
|
if ( bits & ( 1 << i ) )
|
|
{
|
|
RegisterItem( FindItemForWeapon( (weapon_t)i ) );
|
|
}
|
|
}
|
|
|
|
extern gitem_t *FindItemForInventory( int inv );
|
|
|
|
for ( i = 1 ; i < 16 ; i++ )
|
|
{
|
|
if ( ibits & ( 1 << i ) )
|
|
{
|
|
RegisterItem( FindItemForInventory( i-1 ));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
Player_RestoreFromPrevLevel
|
|
Description : retrieve maptransition data recorded by server when exiting previous level (to carry over weapons/ammo/health/etc)
|
|
Return type : void
|
|
Argument : gentity_t *ent
|
|
============
|
|
*/
|
|
void Player_RestoreFromPrevLevel(gentity_t *ent)
|
|
{
|
|
gclient_t *client = ent->client;
|
|
int i;
|
|
|
|
assert(client);
|
|
if (client) // though I can't see it not being true...
|
|
{
|
|
char s[MAX_STRING_CHARS];
|
|
const char *var;
|
|
|
|
gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
|
|
|
|
if (strlen(s)) // actually this would be safe anyway because of the way sscanf() works, but this is clearer
|
|
{
|
|
sscanf( s, "%i %i %i %i %i %i %i %f %f %f %i %i %i %i %i %i",
|
|
&client->ps.stats[STAT_HEALTH],
|
|
&client->ps.stats[STAT_ARMOR],
|
|
&client->ps.stats[STAT_WEAPONS],
|
|
&client->ps.stats[STAT_ITEMS],
|
|
&client->ps.weapon,
|
|
&client->ps.weaponstate,
|
|
&client->ps.batteryCharge,
|
|
&client->ps.viewangles[0],
|
|
&client->ps.viewangles[1],
|
|
&client->ps.viewangles[2],
|
|
&client->ps.forcePowersKnown,
|
|
&client->ps.forcePower,
|
|
&client->ps.saberActive,
|
|
&client->ps.saberAnimLevel,
|
|
&client->ps.saberLockEnemy,
|
|
&client->ps.saberLockTime
|
|
);
|
|
ent->health = client->ps.stats[STAT_HEALTH];
|
|
|
|
// slight issue with ths for the moment in that although it'll correctly restore angles it doesn't take into account
|
|
// the overall map orientation, so (eg) exiting east to enter south will be out by 90 degrees, best keep spawn angles for now
|
|
//
|
|
// VectorClear (ent->client->pers.cmd_angles);
|
|
//
|
|
// SetClientViewAngle( ent, ent->client->ps.viewangles);
|
|
|
|
//ammo
|
|
gi.Cvar_VariableStringBuffer( "playerammo", s, sizeof(s) );
|
|
i=0;
|
|
var = strtok( s, " " );
|
|
while( var != NULL )
|
|
{
|
|
/* While there are tokens in "s" */
|
|
client->ps.ammo[i++] = atoi(var);
|
|
/* Get next token: */
|
|
var = strtok( NULL, " " );
|
|
}
|
|
assert (i==AMMO_MAX);
|
|
|
|
//inventory
|
|
gi.Cvar_VariableStringBuffer( "playerinv", s, sizeof(s) );
|
|
i=0;
|
|
var = strtok( s, " " );
|
|
while( var != NULL )
|
|
{
|
|
/* While there are tokens in "s" */
|
|
client->ps.inventory[i++] = atoi(var);
|
|
/* Get next token: */
|
|
var = strtok( NULL, " " );
|
|
}
|
|
assert (i==INV_MAX);
|
|
|
|
|
|
// the new JK2 stuff - force powers, etc...
|
|
//
|
|
gi.Cvar_VariableStringBuffer( "playerfplvl", s, sizeof(s) );
|
|
i=0;
|
|
var = strtok( s, " " );
|
|
while( var != NULL )
|
|
{
|
|
/* While there are tokens in "s" */
|
|
client->ps.forcePowerLevel[i++] = atoi(var);
|
|
/* Get next token: */
|
|
var = strtok( NULL, " " );
|
|
}
|
|
assert (i==NUM_FORCE_POWERS);
|
|
|
|
client->ps.forcePowerMax = FORCE_POWER_MAX;
|
|
client->ps.forceGripEntityNum = ENTITYNUM_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
void G_SetSkin( gentity_t *ent, const char *modelName, const char *customSkin )
|
|
{
|
|
char skinName[MAX_QPATH];
|
|
//ok, lets register the skin name, and then pass that name to the config strings so the client can get it too.
|
|
//FIXME: is have an alternate skin (in modelName, after '/'), replace "default" with that skin name
|
|
if ( !customSkin )
|
|
{
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", modelName );
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_%s.skin", modelName, customSkin );
|
|
}
|
|
// lets see if it's out there
|
|
int skin = gi.RE_RegisterSkin( skinName );
|
|
if ( skin )
|
|
{
|
|
// put it in the config strings
|
|
// and set the ghoul2 model to use it
|
|
gi.G2API_SetSkin( &ent->ghoul2[ent->playerModel], G_SkinIndex( skinName ) );
|
|
}
|
|
}
|
|
|
|
qboolean G_StandardHumanoid( const char *modelName )
|
|
{
|
|
if ( !modelName )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !Q_stricmp( "kyle", modelName ) ||
|
|
!Q_strncmp( "st", modelName, 2 ) ||
|
|
!Q_strncmp( "imp", modelName, 3 ) ||
|
|
!Q_strncmp( "gran", modelName, 4 ) ||
|
|
!Q_strncmp( "rodian", modelName, 6 ) ||
|
|
!Q_strncmp( "weequay", modelName, 7 ) ||
|
|
!Q_strncmp( "reborn", modelName, 6 ) ||
|
|
!Q_strncmp( "shadowtrooper", modelName, 13 ) ||
|
|
!Q_strncmp( "swamptrooper", modelName, 12 ) ||
|
|
!Q_stricmp( "rockettrooper", modelName ) ||
|
|
!Q_stricmp( "bespin_cop", modelName ) ||
|
|
!Q_strncmp( "bespincop", modelName, 9 ) ||
|
|
!Q_strncmp( "rebel", modelName, 5 ) ||
|
|
!Q_strncmp( "ugnaught", modelName, 8 ) ||
|
|
!Q_strncmp( "morgan", modelName,6 ) ||
|
|
!Q_strncmp( "protocol", modelName, 8 ) ||
|
|
!Q_strncmp( "jedi", modelName, 4 ) ||
|
|
!Q_strncmp( "prisoner", modelName, 8 ) ||
|
|
!Q_stricmp( "tavion", modelName ) ||
|
|
!Q_stricmp( "desann", modelName ) ||
|
|
!Q_stricmp( "trandoshan", modelName ) ||
|
|
!Q_stricmp( "jan", modelName ) ||
|
|
!Q_stricmp( "luke", modelName ) ||
|
|
!Q_stricmp( "lando", modelName ) ||
|
|
!Q_stricmp( "reelo", modelName ) ||
|
|
!Q_stricmp( "bartender", modelName ) ||
|
|
!Q_stricmp( "monmothma", modelName ) ||
|
|
!Q_stricmp( "chiss", modelName ) ||
|
|
!Q_stricmp( "galak", modelName ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
extern void G_LoadAnimFileSet( gentity_t *ent, const char *modelName );
|
|
qboolean G_SetG2PlayerModelInfo( gentity_t *ent, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn )
|
|
{
|
|
if ( ent->playerModel != -1 )
|
|
{// we found the model ok
|
|
vec3_t angles = {0,0,0};
|
|
const char *token;
|
|
const char *p;
|
|
|
|
//Now turn on/off any surfaces
|
|
if ( surfOff && surfOff[0] )
|
|
{
|
|
p = surfOff;
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( !token[0] )
|
|
{//reached end of list
|
|
break;
|
|
}
|
|
//turn off this surf
|
|
gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], token, 0x00000002/*G2SURFACEFLAG_OFF*/ );
|
|
}
|
|
}
|
|
if ( surfOn && surfOn[0] )
|
|
{
|
|
p = surfOn;
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( !token[0] )
|
|
{//reached end of list
|
|
break;
|
|
}
|
|
//turn on this surf
|
|
gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], token, 0 );
|
|
}
|
|
}
|
|
if ( ent->client->NPC_class == CLASS_IMPERIAL && ent->message )
|
|
{//carrying a key, turn on the key sleeve surface (assuming we have one)
|
|
gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "l_arm_key", 0 );
|
|
}
|
|
|
|
G_LoadAnimFileSet( ent, modelName );
|
|
//we shouldn't actually have to do this anymore
|
|
//G_SetSkin( ent, modelName, customSkin );
|
|
|
|
ent->headBolt = ent->cervicalBolt = ent->torsoBolt = ent->gutBolt = ent->chestBolt =
|
|
ent->crotchBolt = ent->elbowLBolt = ent->elbowRBolt = ent->handLBolt =
|
|
ent->handRBolt = ent->kneeLBolt = ent->kneeRBolt = ent->footLBolt =
|
|
ent->footRBolt = -1;
|
|
// now turn on the bolt in the hand - this one would be best always turned on.
|
|
if ( G_StandardHumanoid( modelName ) )
|
|
{//temp hack because only the gran are set up right so far
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes");
|
|
ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cervical" );
|
|
if ( !Q_stricmp("protocol", modelName ) )
|
|
{//*sigh*, no thoracic bone
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar");
|
|
ent->chestBolt = ent->gutBolt;
|
|
}
|
|
else
|
|
{
|
|
ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "thoracic");
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar");
|
|
}
|
|
ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_lumbar");
|
|
ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "pelvis");
|
|
ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_arm_elbow");
|
|
ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_arm_elbow");
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_hand");
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_hand");
|
|
ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_l_knee");
|
|
ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_r_knee");
|
|
ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_leg_foot");
|
|
ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_leg_foot");
|
|
}
|
|
else
|
|
{
|
|
if ( !Q_stricmp( "gonk", modelName ) || !Q_stricmp( "seeker", modelName ) || !Q_stricmp( "remote", modelName )
|
|
|| !Q_strncmp( "r2d2", modelName, 4 ) || !Q_strncmp( "r5d2", modelName, 4 ) )
|
|
{//TEMP HACK: not a non-humanoid droid
|
|
ent->headBolt = -1;
|
|
}
|
|
else if (!Q_stricmp( "interrogator",modelName))
|
|
{
|
|
ent->headBolt = -1;
|
|
}
|
|
else if (!Q_strncmp( "probe",modelName, 5))
|
|
{
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cranium"); // head pivot point
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash"); // Gun 1
|
|
}
|
|
/*
|
|
else if (!Q_strncmp( "protocol",modelName, 8))
|
|
{
|
|
ent->headBolt = -1;
|
|
}
|
|
*/
|
|
else if (!Q_stricmp( "sentry",modelName))
|
|
{
|
|
ent->headBolt = -1;
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Gun 1
|
|
ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); // Gun 2
|
|
ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash03"); // Gun 3
|
|
}
|
|
else if (!Q_stricmp( "mark1",modelName))
|
|
{
|
|
ent->headBolt = -1;
|
|
ent->handRBolt = ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Blaster Gun 1
|
|
ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); // Blaster Gun 2
|
|
ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash3"); // Blaster Gun 3
|
|
ent->genericBolt4 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash4"); // Blaster Gun 4
|
|
ent->genericBolt5 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash5"); // Missile Gun 1
|
|
}
|
|
else if (!Q_stricmp( "mark2",modelName))
|
|
{
|
|
ent->headBolt = -1;
|
|
ent->handRBolt = ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash"); // Blaster Gun 1
|
|
}
|
|
else if (!Q_stricmp( "atst",modelName) )//&& (ent->client->playerTeam != TEAM_PLAYER))
|
|
{
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head");
|
|
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Front guns
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2");
|
|
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash3"); // Left side gun
|
|
ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash4"); // Right side missle launcher
|
|
|
|
ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_foot");
|
|
ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_foot");
|
|
}
|
|
else if ( !Q_stricmp( "minemonster", modelName ))
|
|
{
|
|
ent->handRBolt = ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_f1");
|
|
}
|
|
else if ( !Q_stricmp( "howler", modelName ))
|
|
{
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cranium"); // FIXME!
|
|
}
|
|
else if ( !Q_stricmp( "galak_mech", modelName ))
|
|
{
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*antenna_effect");
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes");
|
|
ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "torso");
|
|
ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "hips");
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flasha");
|
|
ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flashb");
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flashc");
|
|
}
|
|
else
|
|
{//TEMP HACK: not a non-humanoid droid
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*weapon");//should be r_hand
|
|
if ( Q_stricmp( "atst", modelName ) )
|
|
{//not an ATST
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*headg");
|
|
ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cervical" );
|
|
ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_lumbar");
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar");
|
|
ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "thoracic");
|
|
ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "pelvis");
|
|
ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*bicep_lg");
|
|
ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*bicep_rg");
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hand_l");
|
|
ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*thigh_lg");
|
|
ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*thigh_rg");
|
|
ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*foot_lg");
|
|
ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*foot_rg");
|
|
}
|
|
}
|
|
}
|
|
|
|
ent->faceBone = BONE_INDEX_INVALID;
|
|
ent->craniumBone = BONE_INDEX_INVALID;
|
|
ent->cervicalBone = BONE_INDEX_INVALID;
|
|
ent->thoracicBone = BONE_INDEX_INVALID;
|
|
ent->upperLumbarBone = BONE_INDEX_INVALID;
|
|
ent->lowerLumbarBone = BONE_INDEX_INVALID;
|
|
ent->motionBone = BONE_INDEX_INVALID;
|
|
ent->hipsBone = BONE_INDEX_INVALID;
|
|
ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue );
|
|
ent->footLBone = BONE_INDEX_INVALID;
|
|
ent->footRBone = BONE_INDEX_INVALID;
|
|
// now add overrides on specific joints so the client can set angle overrides on the legs, torso and head
|
|
if ( !Q_stricmp( "gonk", modelName ) || !Q_stricmp( "seeker", modelName ) || !Q_stricmp( "remote", modelName ) )
|
|
{//
|
|
}
|
|
else if (!Q_stricmp( "sentry",modelName))
|
|
{
|
|
}
|
|
else if (!Q_strncmp( "probe", modelName, 5 ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
/*
|
|
else if (!Q_strncmp( "protocol",modelName,8))
|
|
{
|
|
}
|
|
*/
|
|
else if (!Q_stricmp( "interrogator", modelName ))
|
|
{
|
|
ent->genericBone1 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "left_arm", qtrue );
|
|
if (ent->genericBone1>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone1, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->genericBone2 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "right_arm", qtrue );
|
|
if (ent->genericBone2>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone2, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->genericBone3 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "claw", qtrue );
|
|
if (ent->genericBone3>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone3, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
else if (!Q_strncmp( "r2d2", modelName, 4 ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "body", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->genericBone1 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "f_eye", qtrue );
|
|
if (ent->genericBone1>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone1, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
else if (!Q_strncmp( "r5d2", modelName, 4 ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "body", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "atst", modelName ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->footLBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "l_tarsal", qtrue );
|
|
if (ent->footLBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->footLBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
}
|
|
ent->footRBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "r_tarsal", qtrue );
|
|
if (ent->footRBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->footRBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "mark1", modelName ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->upperLumbarBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "mark2", modelName ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "minemonster", modelName ))
|
|
{
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic1", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "howler", modelName ))
|
|
{
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//special case motion bone - to match up split anims
|
|
ent->motionBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "Motion", qtrue );
|
|
if (ent->motionBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->motionBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL );
|
|
}
|
|
ent->motionBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "Motion");
|
|
//bone needed for turning anims
|
|
ent->hipsBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue );
|
|
if (ent->hipsBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->hipsBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
//regular bones we need
|
|
ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_lumbar", qtrue );
|
|
if (ent->upperLumbarBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_lumbar", qtrue );
|
|
if (ent->lowerLumbarBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
|
|
ent->faceBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "face", qtrue );
|
|
if (ent->faceBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->faceBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->cervicalBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cervical", qtrue );
|
|
if (ent->cervicalBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->cervicalBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
}
|
|
ent->client->clientInfo.infoValid = qtrue;
|
|
|
|
}
|
|
|
|
int max;
|
|
if ( ent->s.radius <= 0 )//radius cannot be negative or zero
|
|
{//set the radius to be the largest axial distance on the entity
|
|
max = ent->mins[0];//NOTE: mins is always negative
|
|
if ( max > ent->mins[1] )
|
|
{
|
|
max = ent->mins[1];
|
|
}
|
|
|
|
if ( max > ent->mins[2] )
|
|
{
|
|
max = ent->mins[2];
|
|
}
|
|
|
|
max = fabs(max);//convert to positive to compare with maxs
|
|
if ( max < ent->maxs[0] )
|
|
{
|
|
max = ent->maxs[0];
|
|
}
|
|
|
|
if ( max < ent->maxs[1] )
|
|
{
|
|
max = ent->maxs[1];
|
|
}
|
|
|
|
if ( max < ent->maxs[2] )
|
|
{
|
|
max = ent->maxs[2];
|
|
}
|
|
|
|
ent->s.radius = max;
|
|
|
|
if (!ent->s.radius) // Still no radius?
|
|
{
|
|
ent->s.radius = 60;
|
|
}
|
|
}
|
|
|
|
// set the weaponmodel to -1 so we don't try and remove it in Pmove before we have it built
|
|
ent->weaponModel = -1;
|
|
|
|
if ( ent->playerModel == -1 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void G_SetG2PlayerModel( gentity_t * const ent, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn )
|
|
{
|
|
char skinName[MAX_QPATH];
|
|
|
|
//ok, lets register the skin name, and then pass that name to the config strings so the client can get it too.
|
|
if ( !customSkin )
|
|
{//use the default
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", modelName );
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_%s.skin", modelName, customSkin );
|
|
}
|
|
gi.RE_RegisterSkin( skinName );
|
|
//now generate the ghoul2 model this client should be.
|
|
//NOTE: for some reason, it still loads the default skin's tga's? Because they're referenced in the .glm?
|
|
ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), G_ModelIndex( va("models/players/%s/model.glm", modelName) ), G_SkinIndex( skinName ) );
|
|
if (ent->playerModel == -1)
|
|
{//try the stormtrooper as a default
|
|
modelName = "stormtrooper";
|
|
ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), G_ModelIndex( va("models/players/%s/model.glm", modelName) ) );
|
|
}
|
|
|
|
if ( !Q_stricmp( "kyle", modelName ))
|
|
{
|
|
// Try to get the skin we'll use when we switch to the first person light saber.
|
|
// We use a new skin to disable certain surfaces so they are not drawn but we can still collide against them
|
|
int skin = gi.RE_RegisterSkin( "models/players/kyle/model_fpls.skin" );
|
|
if ( skin )
|
|
{
|
|
// put it in the config strings
|
|
G_SkinIndex( skinName );
|
|
}
|
|
}
|
|
|
|
// did we find a ghoul2 model? if so, load the animation.cfg file
|
|
if ( !G_SetG2PlayerModelInfo( ent, modelName, customSkin, surfOff, surfOn ) )
|
|
{//couldn't set g2 info, fall back to a mouse md3
|
|
NPC_ParseParms( "mouse", ent );
|
|
//Com_Error( ERR_DROP, "couldn't load playerModel %s!\n", va("models/players/%s/model.glm", modelName) );
|
|
Com_Printf( S_COLOR_RED"couldn't load playerModel %s!\n", va("models/players/%s/model.glm", modelName) );
|
|
}
|
|
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
void G_ActivatePersonalShield( gentity_t *ent )
|
|
{
|
|
ent->client->ps.stats[STAT_ARMOR] = 100;//FIXME: define?
|
|
ent->client->ps.powerups[PW_BATTLESUIT] = Q3_INFINITE;//Doesn't go away until armor does
|
|
}
|
|
|
|
//HACK FOR FLYING
|
|
extern void CG_ChangeWeapon( int num );
|
|
void G_PilotXWing( gentity_t *ent )
|
|
{
|
|
if ( !CheatsOk( ent ) )
|
|
{
|
|
return;
|
|
}
|
|
if ( ent->client->ps.vehicleModel != 0 )
|
|
{
|
|
CG_ChangeWeapon( WP_SABER );
|
|
ent->client->ps.vehicleModel = 0;
|
|
ent->svFlags &= ~SVF_CUSTOM_GRAVITY;
|
|
ent->client->ps.stats[STAT_ARMOR] = 0;//HACK
|
|
//ent->mass = 10;
|
|
//gi.cvar_set( "m_pitchOverride", "0" );
|
|
//gi.cvar_set( "m_yawOverride", "0" );
|
|
if ( ent->client->ps.weapon != WP_SABER )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "0" );
|
|
}
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_RNG;
|
|
cg.overrides.thirdPersonRange = 240;
|
|
cg.overrides.active &= ~CG_OVERRIDE_FOV;
|
|
cg.overrides.fov = 0;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.vehicleModel = G_ModelIndex( "models/map_objects/ships/x_wing.md3" );
|
|
|
|
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_ATST_SIDE );
|
|
ent->client->ps.ammo[weaponData[WP_ATST_SIDE].ammoIndex] = ammoData[weaponData[WP_ATST_SIDE].ammoIndex].max;
|
|
gitem_t *item = FindItemForWeapon( WP_ATST_SIDE );
|
|
RegisterItem( item ); //make sure the weapon is cached in case this runs at startup
|
|
G_AddEvent( ent, EV_ITEM_PICKUP, (item - bg_itemlist) );
|
|
CG_ChangeWeapon( WP_ATST_SIDE );
|
|
|
|
ent->client->ps.gravity = 0;
|
|
ent->svFlags |= SVF_CUSTOM_GRAVITY;
|
|
ent->client->ps.stats[STAT_ARMOR] = 200;//FIXME: define?
|
|
//ent->mass = 300;
|
|
ent->client->ps.speed = 0;
|
|
//gi.cvar_set( "m_pitchOverride", "0.01" );//ignore inverse mouse look
|
|
//gi.cvar_set( "m_yawOverride", "0.0075" );
|
|
gi.cvar_set( "cg_thirdperson", "1" );
|
|
cg.overrides.active |= (CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_FOV);
|
|
cg.overrides.thirdPersonRange = 240;
|
|
cg.overrides.fov = 100;
|
|
}
|
|
}
|
|
//HACK FOR FLYING
|
|
|
|
//HACK FOR ATST
|
|
void G_DrivableATSTDie( gentity_t *self )
|
|
{
|
|
}
|
|
|
|
void G_DriveATST( gentity_t *ent, gentity_t *atst )
|
|
{
|
|
if ( ent->NPC_type && ent->client && (ent->client->NPC_class == CLASS_ATST) )
|
|
{//already an atst, switch back
|
|
//open hatch
|
|
if ( ent->playerModel >= 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->playerModel );
|
|
}
|
|
ent->NPC_type = "kyle";
|
|
ent->client->NPC_class = CLASS_KYLE;
|
|
ent->flags &= ~FL_SHIELDED;
|
|
ent->client->ps.eFlags &= ~EF_IN_ATST;
|
|
//size
|
|
VectorCopy( playerMins, ent->mins );
|
|
VectorCopy( playerMaxs, ent->maxs );
|
|
ent->client->crouchheight = CROUCH_MAXS_2;
|
|
ent->client->standheight = DEFAULT_MAXS_2;
|
|
G_SetG2PlayerModel( ent, "kyle", NULL, NULL, NULL );
|
|
//FIXME: reset/initialize their weapon
|
|
ent->client->ps.stats[STAT_WEAPONS] &= ~(( 1 << WP_ATST_MAIN )|( 1 << WP_ATST_SIDE ));
|
|
ent->client->ps.ammo[weaponData[WP_ATST_MAIN].ammoIndex] = 0;
|
|
ent->client->ps.ammo[weaponData[WP_ATST_SIDE].ammoIndex] = 0;
|
|
CG_ChangeWeapon( WP_BRYAR_PISTOL );
|
|
//camera
|
|
//if ( ent->client->ps.weapon != WP_SABER )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "0" );
|
|
}
|
|
cg.overrides.active &= ~(CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_3RD_PERSON_VOF|CG_OVERRIDE_3RD_PERSON_POF|CG_OVERRIDE_3RD_PERSON_APH);
|
|
cg.overrides.thirdPersonRange = cg.overrides.thirdPersonVertOffset = cg.overrides.thirdPersonPitchOffset = 0;
|
|
cg.overrides.thirdPersonAlpha = cg_thirdPersonAlpha.value;
|
|
ent->client->ps.viewheight = ent->maxs[2] + STANDARD_VIEWHEIGHT_OFFSET;
|
|
//ent->mass = 10;
|
|
}
|
|
else
|
|
{//become an atst
|
|
ent->NPC_type = "atst";
|
|
ent->client->NPC_class = CLASS_ATST;
|
|
ent->client->ps.eFlags |= EF_IN_ATST;
|
|
ent->flags |= FL_SHIELDED;
|
|
//size
|
|
VectorSet( ent->mins, ATST_MINS0, ATST_MINS1, ATST_MINS2 );
|
|
VectorSet( ent->maxs, ATST_MAXS0, ATST_MAXS1, ATST_MAXS2 );
|
|
ent->client->crouchheight = ATST_MAXS2;
|
|
ent->client->standheight = ATST_MAXS2;
|
|
if ( ent->playerModel >= 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->playerModel );
|
|
ent->playerModel = -1;
|
|
}
|
|
if ( ent->weaponModel >= 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel );
|
|
ent->weaponModel = -1;
|
|
}
|
|
if ( !atst )
|
|
{//no ent to copy from
|
|
G_SetG2PlayerModel( ent, "atst", NULL, NULL, NULL );
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE );
|
|
}
|
|
else
|
|
{
|
|
gi.G2API_CopyGhoul2Instance( atst->ghoul2, ent->ghoul2 );
|
|
ent->playerModel = 0;
|
|
G_SetG2PlayerModelInfo( ent, "atst", NULL, NULL, NULL );
|
|
//turn off hatch underside
|
|
gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "head_hatchcover_off", 0x00000002/*G2SURFACEFLAG_OFF*/ );
|
|
G_Sound( ent, G_SoundIndex( "sound/chars/atst/atst_hatch_close" ));
|
|
}
|
|
ent->s.radius = 320;
|
|
//weapon
|
|
gitem_t *item = FindItemForWeapon( WP_ATST_MAIN ); //precache the weapon
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
item = FindItemForWeapon( WP_ATST_SIDE ); //precache the weapon
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_ATST_MAIN )|( 1 << WP_ATST_SIDE );
|
|
ent->client->ps.ammo[weaponData[WP_ATST_MAIN].ammoIndex] = ammoData[weaponData[WP_ATST_MAIN].ammoIndex].max;
|
|
ent->client->ps.ammo[weaponData[WP_ATST_SIDE].ammoIndex] = ammoData[weaponData[WP_ATST_SIDE].ammoIndex].max;
|
|
CG_ChangeWeapon( WP_ATST_MAIN );
|
|
//HACKHACKHACKTEMP
|
|
item = FindItemForWeapon( WP_EMPLACED_GUN );
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
item = FindItemForWeapon( WP_ROCKET_LAUNCHER );
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
item = FindItemForWeapon( WP_BOWCASTER );
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
//HACKHACKHACKTEMP
|
|
//FIXME: these get lost in load/save! Must use variables that are set every frame or saved/loaded
|
|
//camera
|
|
gi.cvar_set( "cg_thirdperson", "1" );
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_RNG;
|
|
cg.overrides.thirdPersonRange = 240;
|
|
//cg.overrides.thirdPersonVertOffset = 100;
|
|
//cg.overrides.thirdPersonPitchOffset = -30;
|
|
//FIXME: this gets stomped in pmove?
|
|
ent->client->ps.viewheight = 120;
|
|
//FIXME: setting these broke things very badly...?
|
|
//ent->client->standheight = 200;
|
|
//ent->client->crouchheight = 200;
|
|
//ent->mass = 300;
|
|
//movement
|
|
//ent->client->ps.speed = 0;//FIXME: override speed?
|
|
//FIXME: slow turn turning/can't turn if not moving?
|
|
}
|
|
}
|
|
//HACK FOR ATST
|
|
|
|
/*
|
|
===========
|
|
ClientSpawn
|
|
|
|
Called every time a client is placed fresh in the world:
|
|
after the first ClientBegin, and after each respawn
|
|
Initializes all non-persistant parts of playerState
|
|
============
|
|
*/
|
|
|
|
qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded )
|
|
{
|
|
int index;
|
|
vec3_t spawn_origin, spawn_angles;
|
|
gclient_t *client;
|
|
int i;
|
|
clientPersistant_t saved;
|
|
clientSession_t savedSess;
|
|
clientInfo_t savedCi;
|
|
int persistant[MAX_PERSISTANT];
|
|
usercmd_t ucmd;
|
|
gentity_t *spawnPoint;
|
|
qboolean beamInEffect = qfalse;
|
|
extern qboolean g_qbLoadTransition;
|
|
|
|
index = ent - g_entities;
|
|
client = ent->client;
|
|
|
|
if ( eSavedGameJustLoaded == eFULL && g_qbLoadTransition == qfalse )//qbFromSavedGame)
|
|
{
|
|
ent->client->pers.teamState.state = TEAM_ACTIVE;
|
|
|
|
// increment the spawncount so the client will detect the respawn
|
|
client->ps.persistant[PERS_SPAWN_COUNT]++;
|
|
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
|
|
|
|
client->airOutTime = level.time + 12000;
|
|
|
|
for (i=0; i<3; i++)
|
|
{
|
|
ent->client->pers.cmd_angles[i] = 0.0f;
|
|
}
|
|
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles);//spawn_angles );
|
|
|
|
gi.linkentity (ent);
|
|
|
|
// run the presend to set anything else
|
|
ClientEndFrame( ent );
|
|
|
|
// clear entity state values
|
|
PlayerStateToEntityState( &client->ps, &ent->s );
|
|
|
|
if ( ent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
G_LoadAnimFileSet( ent, "atst" );
|
|
G_SetSkin( ent, "atst", NULL );
|
|
}
|
|
else
|
|
{
|
|
G_LoadAnimFileSet( ent, "kyle" );
|
|
G_SetSkin( ent, "kyle", NULL );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// find a spawn point
|
|
// do it before setting health back up, so farthest
|
|
// ranging doesn't count this client
|
|
// don't spawn near existing origin if possible
|
|
spawnPoint = SelectSpawnPoint ( ent->client->ps.origin,
|
|
(team_t) ent->client->ps.persistant[PERS_TEAM], spawn_origin, spawn_angles);
|
|
|
|
ent->client->pers.teamState.state = TEAM_ACTIVE;
|
|
|
|
// clear everything but the persistant data
|
|
saved = client->pers;
|
|
savedSess = client->sess;
|
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ )
|
|
{
|
|
persistant[i] = client->ps.persistant[i];
|
|
}
|
|
//Preserve clientInfo
|
|
memcpy (&savedCi, &client->clientInfo, sizeof(clientInfo_t));
|
|
|
|
memset (client, 0, sizeof(*client));
|
|
|
|
memcpy (&client->clientInfo, &savedCi, sizeof(clientInfo_t));
|
|
|
|
client->pers = saved;
|
|
client->sess = savedSess;
|
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ )
|
|
{
|
|
client->ps.persistant[i] = persistant[i];
|
|
}
|
|
|
|
// increment the spawncount so the client will detect the respawn
|
|
client->ps.persistant[PERS_SPAWN_COUNT]++;
|
|
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
|
|
|
|
client->airOutTime = level.time + 12000;
|
|
|
|
// clear entity values
|
|
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
|
|
ent->s.groundEntityNum = ENTITYNUM_NONE;
|
|
ent->client = &level.clients[index];
|
|
ent->mass = 10;
|
|
ent->takedamage = qtrue;
|
|
ent->inuse = qtrue;
|
|
SetInUse(ent);
|
|
ent->classname = "player";
|
|
client->squadname = ent->targetname = ent->script_targetname = ent->NPC_type = "kyle";
|
|
if ( ent->client->NPC_class == CLASS_NONE )
|
|
{
|
|
ent->client->NPC_class = CLASS_KYLE;
|
|
}
|
|
client->playerTeam = TEAM_PLAYER;
|
|
client->enemyTeam = TEAM_ENEMY;
|
|
ent->contents = CONTENTS_BODY;
|
|
ent->clipmask = MASK_PLAYERSOLID;
|
|
ent->e_DieFunc = dieF_player_die;
|
|
ent->waterlevel = 0;
|
|
ent->watertype = 0;
|
|
client->ps.friction = 6;
|
|
client->ps.gravity = g_gravity->value;
|
|
ent->flags &= ~FL_NO_KNOCKBACK;
|
|
client->renderInfo.lookTarget = ENTITYNUM_NONE;
|
|
client->renderInfo.lookTargetClearTime = 0;
|
|
client->renderInfo.lookMode = LM_ENT;
|
|
|
|
VectorCopy (playerMins, ent->mins);
|
|
VectorCopy (playerMaxs, ent->maxs);
|
|
client->crouchheight = CROUCH_MAXS_2;
|
|
client->standheight = DEFAULT_MAXS_2;
|
|
|
|
client->ps.clientNum = index;
|
|
|
|
// give default weapons
|
|
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL ); //these are precached in g_items, ClearRegisteredItems()
|
|
client->ps.inventory[INV_ELECTROBINOCULARS] = 1;
|
|
|
|
// always give the bryar pistol, but we have to give EITHER the saber or the stun baton..never both
|
|
if ( spawnPoint->spawnflags & 32 ) // STUN_BATON
|
|
{
|
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_STUN_BATON );
|
|
}
|
|
else
|
|
{ // give the saber AND the blaster because most test maps will not have the STUN BATON flag set
|
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //this is precached in SP_info_player_deathmatch
|
|
}
|
|
|
|
for ( i = 0; i < AMMO_THERMAL; i++ ) // don't give ammo for explosives
|
|
{
|
|
client->ps.ammo[i] = ammoData[i].max;
|
|
}
|
|
|
|
client->ps.saberColor = SABER_BLUE;
|
|
client->ps.saberActive = qfalse;
|
|
client->ps.saberLength = 0;
|
|
//Initialize force powers
|
|
WP_InitForcePowers( ent );
|
|
//
|
|
|
|
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH];
|
|
ent->client->dismemberProbHead = 0;
|
|
ent->client->dismemberProbArms = 5;
|
|
ent->client->dismemberProbHands = 20;
|
|
ent->client->dismemberProbWaist = 0;
|
|
ent->client->dismemberProbLegs = 0;
|
|
|
|
ent->client->ps.batteryCharge = 2500;
|
|
|
|
VectorCopy( spawn_origin, client->ps.origin );
|
|
VectorCopy( spawn_origin, ent->currentOrigin );
|
|
|
|
// the respawned flag will be cleared after the attack and jump keys come up
|
|
client->ps.pm_flags |= PMF_RESPAWNED;
|
|
|
|
SetClientViewAngle( ent, spawn_angles );
|
|
|
|
{
|
|
G_KillBox( ent );
|
|
gi.linkentity (ent);
|
|
// force the base weapon up
|
|
client->ps.weapon = WP_BRYAR_PISTOL;
|
|
client->ps.weaponstate = WEAPON_READY;
|
|
}
|
|
|
|
// don't allow full run speed for a bit
|
|
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
client->ps.pm_time = 100;
|
|
|
|
client->respawnTime = level.time;
|
|
client->inactivityTime = level.time + g_inactivity->integer * 1000;
|
|
client->latched_buttons = 0;
|
|
|
|
// set default animations
|
|
client->ps.torsoAnim = BOTH_STAND2;
|
|
client->ps.legsAnim = BOTH_STAND2;
|
|
|
|
// restore some player data if this is a spawn point with KEEP_REV (spawnflags&1) set...
|
|
//
|
|
if ( eSavedGameJustLoaded == eAUTO ||
|
|
(spawnPoint->spawnflags&1) || // KEEP_PREV
|
|
g_qbLoadTransition == qtrue )
|
|
{
|
|
Player_RestoreFromPrevLevel(ent);
|
|
}
|
|
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
if (eSavedGameJustLoaded == eNO)
|
|
{
|
|
ent->weaponModel = -1;
|
|
G_SetG2PlayerModel( ent, "kyle", NULL, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
if ( ent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
G_LoadAnimFileSet( ent, "atst" );
|
|
G_SetSkin( ent, "atst", NULL );
|
|
}
|
|
else
|
|
{
|
|
G_LoadAnimFileSet( ent, "kyle" );
|
|
G_SetSkin( ent, "kyle", NULL );
|
|
}
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
// run a client frame to drop exactly to the floor,
|
|
// initialize animations and other things
|
|
client->ps.commandTime = level.time - 100;
|
|
ucmd = client->pers.lastCommand;
|
|
ucmd.serverTime = level.time;
|
|
_VectorCopy( client->pers.cmd_angles, ucmd.angles );
|
|
ucmd.weapon = client->ps.weapon; // client think calls Pmove which sets the client->ps.weapon to ucmd.weapon, so ...
|
|
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
|
|
ClientThink( ent-g_entities, &ucmd );
|
|
|
|
// run the presend to set anything else
|
|
ClientEndFrame( ent );
|
|
|
|
// clear entity state values
|
|
PlayerStateToEntityState( &client->ps, &ent->s );
|
|
|
|
//ICARUS include
|
|
ICARUS_FreeEnt( ent ); //FIXME: This shouldn't need to be done...?
|
|
ICARUS_InitEnt( ent );
|
|
|
|
if ( spawnPoint->spawnflags & 64 )
|
|
{//player starts with absolutely no weapons
|
|
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
|
ent->client->ps.ammo[weaponData[WP_NONE].ammoIndex] = 32000; // checkme
|
|
ent->client->ps.weapon = WP_NONE;
|
|
ent->client->ps.weaponstate = WEAPON_READY;
|
|
}
|
|
|
|
if ( ent->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_SABER ) )
|
|
{//set up so has lightsaber
|
|
WP_SaberInitBladeData( ent );
|
|
if ( ent->weaponModel == -1 && ent->client->ps.weapon == WP_SABER )
|
|
{
|
|
G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saberModel );
|
|
}
|
|
}
|
|
if ( ent->weaponModel == -1 && ent->client->ps.weapon != WP_NONE )
|
|
{
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl );
|
|
}
|
|
|
|
{
|
|
// fire the targets of the spawn point
|
|
G_UseTargets( spawnPoint, ent );
|
|
//Designers needed them to fire off target2's as well... this is kind of messy
|
|
G_UseTargets2( spawnPoint, ent, spawnPoint->target2 );
|
|
|
|
/*
|
|
// select the highest weapon number available, after any
|
|
// spawn given items have fired
|
|
client->ps.weapon = 1;
|
|
for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
|
|
if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
|
|
client->ps.weapon = i;
|
|
break;
|
|
}
|
|
}*/
|
|
}
|
|
}
|
|
|
|
client->pers.enterTime = level.time;//needed mainly to stop the weapon switch to WP_NONE that happens on loads
|
|
ent->max_health = client->ps.stats[STAT_MAX_HEALTH];
|
|
|
|
if ( eSavedGameJustLoaded == eNO )
|
|
{//on map transitions, Ghoul2 frame gets reset to zero, restart our anim
|
|
NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART );
|
|
NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART );
|
|
}
|
|
return beamInEffect;
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientDisconnect
|
|
|
|
Called when a player drops from the server.
|
|
Will not be called between levels.
|
|
============
|
|
*/
|
|
void ClientDisconnect( int clientNum ) {
|
|
gentity_t *ent;
|
|
|
|
ent = g_entities + clientNum;
|
|
if ( !ent->client ) {
|
|
return;
|
|
}
|
|
|
|
// send effect if they were completely connected
|
|
/* if ( ent->client->pers.connected == CON_CONNECTED ) {
|
|
// They don't get to take powerups with them!
|
|
// Especially important for stuff like CTF flags
|
|
TossClientItems ( ent );
|
|
}
|
|
*/
|
|
gi.unlinkentity (ent);
|
|
ent->s.modelindex = 0;
|
|
ent->inuse = qfalse;
|
|
ClearInUse(ent);
|
|
ent->classname = "disconnected";
|
|
ent->client->pers.connected = CON_DISCONNECTED;
|
|
ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
|
|
|
|
gi.SetConfigstring( CS_PLAYERS + clientNum, "");
|
|
|
|
}
|
|
|
|
|
|
|