jkxr/Projects/Android/jni/OpenJK/codeJK2/game/g_main.cpp

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "g_headers.h"
#include "g_local.h"
#include "g_functions.h"
#include "Q3_Interface.h"
#include "g_nav.h"
#include "g_roff.h"
#include "g_navigator.h"
#include "b_local.h"
#include "anims.h"
#include "g_icarus.h"
#include "objectives.h"
#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
#include "time.h"
#include "../code/qcommon/ojk_saved_game_helper.h"
#include "qcommon/q_version.h"
extern CNavigator navigator;
static int navCalcPathTime = 0;
int eventClearTime = 0;
#define STEPSIZE 18
level_locals_t level;
game_import_t gi;
game_export_t globals;
gentity_t g_entities[MAX_GENTITIES];
unsigned int g_entityInUseBits[MAX_GENTITIES/32];
void G_ASPreCacheFree(void);
void ClearAllInUse(void)
{
memset(g_entityInUseBits,0,sizeof(g_entityInUseBits));
}
void SetInUse(gentity_t *ent)
{
assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
unsigned int entNum=ent-g_entities;
g_entityInUseBits[entNum/32]|=((unsigned int)1)<<(entNum&0x1f);
}
void ClearInUse(gentity_t *ent)
{
assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
unsigned int entNum=ent-g_entities;
g_entityInUseBits[entNum/32]&=~(((unsigned int)1)<<(entNum&0x1f));
}
qboolean PInUse(unsigned int entNum)
{
assert(entNum>=0);
assert(entNum<MAX_GENTITIES);
return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0);
}
qboolean PInUse2(gentity_t *ent)
{
assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
unsigned int entNum=ent-g_entities;
return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0);
}
void WriteInUseBits()
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.write_chunk<uint32_t>(
INT_ID('I', 'N', 'U', 'S'),
::g_entityInUseBits);
}
void ReadInUseBits()
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk<uint32_t>(
INT_ID('I', 'N', 'U', 'S'),
::g_entityInUseBits);
// This is only temporary. Once I have converted all the ent->inuse refs,
// it won;t be needed -MW.
for(int i=0;i<MAX_GENTITIES;i++)
{
g_entities[i].inuse=PInUse(i);
}
}
void ValidateInUseBits(void)
{
for(int i=0;i<MAX_GENTITIES;i++)
{
assert(g_entities[i].inuse==PInUse(i));
}
}
class CGEntCleaner
{
public:
~CGEntCleaner()
{
for (int i=0; i<MAX_GENTITIES; i++)
{
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
}
}
};
// CGEntCleaner TheGEntCleaner; I don't think we want this
gentity_t *player;
cvar_t *g_speed;
cvar_t *g_gravity;
cvar_t *g_sex;
cvar_t *g_spskill;
cvar_t *g_cheats;
cvar_t *g_developer;
cvar_t *g_timescale;
cvar_t *g_knockback;
cvar_t *g_dismemberment;
cvar_t *g_dismemberProbabilities;
cvar_t *g_synchSplitAnims;
cvar_t *g_inactivity;
cvar_t *g_debugMove;
cvar_t *g_debugDamage;
cvar_t *g_weaponRespawn;
cvar_t *g_subtitles;
cvar_t *g_ICARUSDebug;
cvar_t *com_buildScript;
cvar_t *g_skippingcin;
cvar_t *g_AIsurrender;
cvar_t *g_numEntities;
cvar_t *g_iscensored;
cvar_t *g_TeamBeefDirectorsCut;
cvar_t *g_saberAutoDeflect1stPerson;
cvar_t *g_saberAutoBlocking;
cvar_t *g_saberRealisticCombat;
cvar_t *g_saberMoveSpeed;
cvar_t *g_saberAnimSpeed;
cvar_t *g_saberAutoAim;
qboolean stop_icarus = qfalse;
extern char *G_GetLocationForEnt( gentity_t *ent );
extern void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
extern void CP_FindCombatPointWaypoints( void );
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
void G_RunFrame (int levelTime);
void PrintEntClassname( int gentNum );
void CG_LoadInterface (void);
void ClearNPCGlobals( void );
extern void AI_UpdateGroups( void );
void ClearPlayerAlertEvents( void );
extern void NPC_ShowDebugInfo (void);
extern int killPlayerTimer;
extern cvar_t *d_altRoutes;
/*
static void G_DynamicMusicUpdate( usercmd_t *ucmd )
FIXME: can we merge any of this with the G_ChooseLookEnemy stuff?
*/
static void G_DynamicMusicUpdate( void )
{
gentity_t *ent;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
int i, e;
int distSq, radius = 2048;
vec3_t center;
int danger = 0;
int battle = 0;
int entTeam;
qboolean LOScalced = qfalse, clearLOS = qfalse;
//FIXME: intro and/or other cues? (one-shot music sounds)
//loops
//player-based
if ( !player )
{//WTF?
player = &g_entities[0];
return;
}
if ( !player->client
|| player->client->pers.teamState.state != TEAM_ACTIVE
|| level.time - player->client->pers.enterTime < 100 )
{//player hasn't spawned yet
return;
}
if ( player->health <= 0 && player->max_health > 0 )
{//defeat music
if ( level.dmState != DM_DEATH )
{
level.dmState = DM_DEATH;
}
}
if ( level.dmState == DM_DEATH )
{
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "death" );
return;
}
if ( level.dmState == DM_BOSS )
{
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "boss" );
return;
}
if ( level.dmState == DM_SILENCE )
{
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "silence" );
return;
}
if ( level.dmBeatTime > level.time )
{//not on a beat
return;
}
level.dmBeatTime = level.time + 1000;//1 second beats
if ( player->health <= 20 )
{
danger = 1;
}
//enemy-based
VectorCopy( player->currentOrigin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = entityList[ e ];
if ( !ent || !ent->inuse )
{
continue;
}
if ( !ent->client || !ent->NPC )
{
if ( ent->classname && (!Q_stricmp( "PAS", ent->classname )||!Q_stricmp( "misc_turret", ent->classname )) )
{//a turret
entTeam = ent->noDamageTeam;
}
else
{
continue;
}
}
else
{//an NPC
entTeam = ent->client->playerTeam;
}
if ( entTeam == player->client->playerTeam )
{//ally
continue;
}
if ( entTeam == TEAM_NEUTRAL && (!ent->enemy || !ent->enemy->client || ent->enemy->client->playerTeam != player->client->playerTeam) )
{//a droid that is not mad at me or my allies
continue;
}
if ( !gi.inPVS( player->currentOrigin, ent->currentOrigin ) )
{//not potentially visible
continue;
}
if ( ent->client && ent->s.weapon == WP_NONE )
{//they don't have a weapon... FIXME: only do this for droids?
continue;
}
LOScalced = clearLOS = qfalse;
if ( (ent->enemy==player&&(!ent->NPC||ent->NPC->confusionTime<level.time)) || (ent->client&&ent->client->ps.weaponTime) || (!ent->client&&ent->attackDebounceTime>level.time))
{//mad
if ( ent->health > 0 )
{//alive
//FIXME: do I really need this check?
if ( ent->s.weapon == WP_SABER && ent->client && !ent->client->ps.saberActive && ent->enemy != player )
{//a Jedi who has not yet gotten made at me
continue;
}
if ( ent->NPC && ent->NPC->behaviorState == BS_CINEMATIC )
{//they're not actually going to do anything about being mad at me...
continue;
}
//okay, they're in my PVS, but how close are they? Are they actively attacking me?
if ( !ent->client && ent->s.weapon == WP_TURRET && ent->fly_sound_debounce_time && ent->fly_sound_debounce_time - level.time < 10000 )
{//a turret that shot at me less than ten seconds ago
}
else if ( ent->client && ent->client->ps.lastShotTime && ent->client->ps.lastShotTime - level.time < 10000 )
{//an NPC that shot at me less than ten seconds ago
}
else
{//not actively attacking me lately, see how far away they are
distSq = DistanceSquared( ent->currentOrigin, player->currentOrigin );
if ( distSq > 4194304/*2048*2048*/ )
{//> 2048 away
continue;
}
else if ( distSq > 1048576/*1024*1024*/ )
{//> 1024 away
clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent );
LOScalced = qtrue;
if ( clearLOS == qfalse )
{//No LOS
continue;
}
}
}
battle++;
}
}
if ( level.dmState == DM_EXPLORE )
{//only do these visibility checks if you're still in exploration mode
if ( !InFront( ent->currentOrigin, player->currentOrigin, player->client->ps.viewangles, 0.0f) )
{//not in front
continue;
}
if ( !LOScalced )
{
clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent );
}
if ( !clearLOS )
{//can't see them directly
continue;
}
}
if ( ent->health <= 0 )
{//dead
if ( !ent->client || level.time - ent->s.time > 10000 )
{//corpse has been dead for more than 10 seconds
//FIXME: coming across corpses should cause danger sounds too?
continue;
}
}
//we see enemies and/or corpses
danger++;
}
if ( !battle )
{//no active enemies, but look for missiles, shot impacts, etc...
int alert = G_CheckAlertEvents( player, qtrue, qtrue, 1024, 1024, -1, qfalse, AEL_SUSPICIOUS );
if ( alert != -1 )
{//FIXME: maybe tripwires and other FIXED things need their own sound, some kind of danger/caution theme
if ( G_CheckForDanger( player, alert ) )
{//found danger near by
danger++;
battle = 1;
}
else if ( level.alertEvents[alert].owner && (level.alertEvents[alert].owner == player->enemy || (level.alertEvents[alert].owner->client && level.alertEvents[alert].owner->client->playerTeam == player->client->enemyTeam) ) )
{//NPC on enemy team of player made some noise
switch ( level.alertEvents[alert].level )
{
case AEL_DISCOVERED:
//dangerNear = qtrue;
break;
case AEL_SUSPICIOUS:
//suspicious = qtrue;
break;
case AEL_MINOR:
//distraction = qtrue;
break;
default:
break;
}
}
}
}
if ( battle )
{//battle - this can interrupt level.dmDebounceTime of lower intensity levels
//play battle
if ( level.dmState != DM_ACTION )
{
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "action" );
}
level.dmState = DM_ACTION;
if ( battle > 5 )
{
//level.dmDebounceTime = level.time + 8000;//don't change again for 5 seconds
}
else
{
//level.dmDebounceTime = level.time + 3000 + 1000*battle;
}
}
else
{
if ( level.dmDebounceTime > level.time )
{//not ready to switch yet
return;
}
else
{//at least 1 second (for beats)
//level.dmDebounceTime = level.time + 1000;//FIXME: define beat time?
}
/*
if ( danger || dangerNear )
{//danger
//stay on whatever we were on, action or exploration
if ( !danger )
{//minimum
danger = 1;
}
if ( danger > 3 )
{
level.dmDebounceTime = level.time + 5000;
}
else
{
level.dmDebounceTime = level.time + 2000 + 1000*danger;
}
}
else
*/
{//still nothing dangerous going on
if ( level.dmState != DM_EXPLORE )
{//just went to explore, hold it for a couple seconds at least
//level.dmDebounceTime = level.time + 2000;
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "explore" );
}
level.dmState = DM_EXPLORE;
//FIXME: look for interest points and play "mysterious" music instead of exploration?
//FIXME: suspicious and distraction sounds should play some cue or change music in a subtle way?
//play exploration
}
//FIXME: when do we go to silence?
}
}
/*
================
G_FindTeams
Chain together all entities with a matching team field.
Entity teams are used for item groups and multi-entity mover groups.
All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
All but the last will have the teamchain field set to the next one
================
*/
void G_FindTeams( void ) {
gentity_t *e, *e2;
int i, j;
int c, c2;
c = 0;
c2 = 0;
// for ( i=1, e=g_entities,i ; i < globals.num_entities ; i++,e++ )
for ( i=1 ; i < globals.num_entities ; i++ )
{
// if (!e->inuse)
// continue;
if(!PInUse(i))
continue;
e=&g_entities[i];
if (!e->team)
continue;
if (e->flags & FL_TEAMSLAVE)
continue;
e->teammaster = e;
c++;
c2++;
// for (j=i+1, e2=e+1 ; j < globals.num_entities ; j++,e2++)
for (j=i+1; j < globals.num_entities ; j++)
{
// if (!e2->inuse)
// continue;
if(!PInUse(j))
continue;
e2=&g_entities[j];
if (!e2->team)
continue;
if (e2->flags & FL_TEAMSLAVE)
continue;
if (!strcmp(e->team, e2->team))
{
c2++;
e2->teamchain = e->teamchain;
e->teamchain = e2;
e2->teammaster = e;
e2->flags |= FL_TEAMSLAVE;
// make sure that targets only point at the master
if ( e2->targetname ) {
e->targetname = e2->targetname;
e2->targetname = NULL;
}
}
}
}
gi.Printf ("%i teams with %i entities\n", c, c2);
}
/*
============
G_InitCvars
============
*/
void G_InitCvars( void ) {
// don't override the cheat state set by the system
g_cheats = gi.cvar ("helpUsObi", "", 0);
g_developer = gi.cvar ("developer", "", 0);
// noset vars
gi.cvar( "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM );
gi.cvar( "gamedate", SOURCE_DATE , CVAR_ROM );
g_skippingcin = gi.cvar ("skippingCinematic", "0", CVAR_ROM);
// latched vars
// change anytime vars
g_speed = gi.cvar( "g_speed", "250", CVAR_CHEAT );
g_gravity = gi.cvar( "g_gravity", "800", CVAR_SAVEGAME|CVAR_ROM );
g_sex = gi.cvar ("sex", "male", CVAR_USERINFO | CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_spskill = gi.cvar ("g_spskill", "0", CVAR_ARCHIVE | CVAR_SAVEGAME|CVAR_NORESTART);
g_knockback = gi.cvar( "g_knockback", "1000", CVAR_CHEAT );
g_dismemberment = gi.cvar ( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head, 4 = mega dismemberment
Squashed commit of the following: commit 0c85ac4704990b9862cdb2569ff9aa4b2daad2dd Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 15 18:47:10 2023 +0200 Menu updates commit 35b89acc8716ff19549a46d164c65489170f2a83 Author: Simon <simonbrown77@googlemail.com> Date: Sat Apr 15 12:32:35 2023 +0100 Support for changeable fresh rate commit 539bfa8956e91de289540401dbd1c395f6935db3 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 15 00:02:59 2023 +0200 Ensure proper menu defaults on the very first start commit 216a225aa69e63e75eb7874c73df1ac6af93deae Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:41:24 2023 +0200 Fix storing of force crosshair option commit 48c2486aada0326fe099cfacdc5f115aba93ae19 Merge: a72ca45 fcb9169 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:23:24 2023 +0200 Merge remote-tracking branch 'origin/main' into contributions commit a72ca459c56e73d9299b0d44af7229385efe114d Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:19:47 2023 +0200 Intern all default values; Remove no longer needed configuration files commit 32c4e6eac187dba0814f5e4dae4ab3658658fa8a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 20:59:41 2023 +0200 Ensure weapon adjustment is applied when resetting to defaults commit fcb91699556aa03fd62523aca8f8e097de2de6c8 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 18:58:32 2023 +0200 Increased default force motion trigger commit 2433ae41106ff1b39a8ba5b02291663955af597d Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 18:55:56 2023 +0200 Change Force Crosshair commit 4ab6a6024a293f86beb76a1e5ebfe0e30329cc70 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 17:01:16 2023 +0200 Fixed player knockback.... hopefully commit 7deeee7a6f2defa94c03baec35db7d63d7687e84 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 17:01:00 2023 +0200 Increased Force Power Visibility commit 1fdcb7c48f6a02eed80e85dea0c37a722abde232 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 15:16:34 2023 +0200 Changed Brightness Range and Default commit fada09a0bbb6c4c0f54c571a7bef57b133370773 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 13 20:38:13 2023 +0200 Fix remote turret on-screen help commit 82af313786a643ff29bc13fa65c2ba698e2962de Merge: 7680cb1 d13176c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 13 18:59:46 2023 +0200 Merge branch 'main' into contributions commit d13176c9ba8c1f3fe0c7a02a5369ead4fad15124 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 13 13:29:49 2023 +0200 New Quick Save / Load Video commit 7680cb1288a466a403e7b8a9be0ce39551f50e8b Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Apr 12 22:26:44 2023 +0200 Fix use action when controlling droid; fix droid view help commit 4d905951394c3d4983669d2c436b726be001f02f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 18:21:10 2023 +0200 Fencing Speed on Pico default commit 37d5ac418480910f1a511c8303c6986ec306313a Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 18:12:07 2023 +0200 Changes to TBDC Different menu text + added vanilla mode commit d6e40ead649bcd8ec9a047e4b3ae8eedceb2e387 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 17:44:29 2023 +0200 Set Fencing Speed back to Default (by Default) commit 3f7d116e25ab3f3ef8ca4b3208379be7f35ac5d6 Merge: 7424628 c7c66e4 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 14:50:26 2023 +0200 Merge branch 'main' of https://github.com/DrBeef/JKXR commit 7424628a5d0b97013b6bbd9511ea251fdadf8665 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 14:50:23 2023 +0200 Updated Weapons + Shader fix for FX mod commit c7c66e46a7c7318b1fa4b701b86c236054b84621 Author: Simon <simonbrown77@googlemail.com> Date: Wed Apr 12 08:37:36 2023 +0100 Revert "Arrange quick save icons horizontally" This reverts commit 20f8fff3feddfe83eabc70e59ebbe0053b167e81. Also make the icons white commit fa54045159e90ea67868d61e7efb6eb9c569db4c Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 21:02:29 2023 +0100 Update .gitignore commit 20f8fff3feddfe83eabc70e59ebbe0053b167e81 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 21:00:09 2023 +0100 Arrange quick save icons horizontally commit d3dcac8f9dc0709de0cd43a0939e9645262147b1 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 20:58:56 2023 +0100 Save game crash fix in JKO commit 6314561b52120942d37ec22876969c45905603ae Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:49:42 2023 +0100 Switch selector on offhand using offhand thumbstick commit 3b2ffd7289e5c40ee80695da3c01c71d2c632b92 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:39:32 2023 +0100 Attempted fix for save game crash - Not really a proper fix, but might at least workaround it commit c135eefa050e5cedf6b61ad2251ff756b6845beb Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:38:54 2023 +0100 Fixed save/load icon image size commit f51270a294ed869c2a64f27740b3f4af45bd7f79 Merge: a2ff16b e243d0b Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 10 19:42:11 2023 +0100 Merge branch 'main' of https://github.com/DrBeef/JKXR commit a2ff16b57616ae8443892e022cff8e073060b9da Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 10 19:42:06 2023 +0100 Quick Save/Load in Selector Haven't been able to test yet! commit e243d0bdfac370ac8ead35991d4ec7f5e43a4c58 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 10 18:29:18 2023 +0200 Update README.md commit b9d0314a6a137e37914d674717c8a67e09124546 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 9 19:38:32 2023 +0200 Make getting into AT-ST easier commit d121206f830cccc5a77a5c6b8a56a5f1105d9786 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 8 22:49:28 2023 +0200 Tune touch gesture distance; Improve use interaction in 3rd person. commit 260d5017761ffb97de63008fa4725932a7f0a8e8 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 8 22:34:59 2023 +0200 Fix and improve weapon adjustment helper axes commit a6318867bb0c1dd44f54940418e965c6ab1eb1a5 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 20:35:02 2023 +0200 Update README.md commit 4a1d90e7299a5e2d8fd3718aaea0753a8b19555c Merge: 425db0f 821a56d Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 6 19:12:07 2023 +0200 Merge branch 'main' into contributions commit 821a56d4b9329db20581baada9162702fbf2ec50 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 17:24:20 2023 +0100 Update README.md commit 67b7d26de88c15c3d7d82c309657348e92b8bc63 Merge: b407932 ccd63d4 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 16:54:01 2023 +0100 Merge pull request #4 from DrBeef/TBDC TBDC Scales in Code commit b407932bb2ef930d2030297a39eb656304e0dbc9 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:43:26 2023 +0200 Update README.md commit 174c3ce96c54d5553fb0070a9b2f6629a6cfcc25 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:33:33 2023 +0200 Update README.md commit e9af8e87c25cc195db32f3a68fb06af09766e25f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:23:36 2023 +0200 Update README.md commit ccd63d4eeca9e6e5dd8304e73a6edf4555eeec16 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 16:57:36 2023 +0200 Forced for Extended Menu commit d6b3e8eb6541c4bbcbc23639c53c9bdc0fc64c33 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 16:55:02 2023 +0200 TBDC Scales in Code commit a5f3adf725406a21f8cc2a6a449566281f06e452 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 15:04:07 2023 +0100 Update README.md commit 316c2a290464241716f20f9eb374a14a75297819 Merge: 387c34b 90b694f Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 10:02:01 2023 +0100 Merge pull request #2 from DrBeef/TBDC Team Beef Directors Cut commit 387c34b53e8e68a916ffa26bd9fdce48b2a66896 Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 09:59:18 2023 +0100 Update Beef Crawl commit a271b61ac7d57f9f9d84d553c6218aaa7063422c Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 09:58:18 2023 +0100 Switch to use Bummser's NPC file if TBDC is disabled commit a2f1644d72f047c17fa4b800079b028b9227d7cc Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 08:39:02 2023 +0100 Update version to 1.0.0 for release commit f785fdc393451fad2c25d70f8c667ebc5b1098d3 Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 08:00:11 2023 +0100 update github banner Update README.md Update README.md Update README.md Update README.md Update README.md Added Team Beef Patreon banner commit 90b694ff60a9d545badcf9284999e646a141697b Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 22:21:41 2023 +0200 Last Cleanup commit 70468332d69b81a6c5a4a16b1681c33ba6d7e881 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 22:19:45 2023 +0200 TBDC Cleanup commit 6660e8c98466163b913d65654247c738ccd5106b Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 21:58:00 2023 +0200 Credits / NPC Scale commit e1b03fdcc698b863e6e7dfe7c897ca42ebacb82d Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 21:57:07 2023 +0200 Fixing Quick Save commit 95950f23900ad138cd09e7e7d71e463f53d7906f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 20:08:10 2023 +0200 Updated ratios per difficulty commit d6235ef199614288908e99444a31039ba8f9299c Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 00:30:35 2023 +0200 Darkened Menu GFX commit a3fdb460c464960f4762a2141601091d52c5140e Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 4 23:03:31 2023 +0100 Prevent crash when throwing Saber seems it is indexing the g2 model surface that doesn't exist, might be something to do with the new hilt and the old hilt being in the save. Not sure, but this stops it crashing. commit 4c751fcb5961d1e42e5238f0695367dab2e79a67 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:59:12 2023 +0200 Y Close Datapad commit a1216665c8dd2a88863dc090d1c5fa6ac8b5967b Merge: 1939a26 d841464 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:48:20 2023 +0200 Merge pull request #1 from DrBeef/main Main -> TDBC commit 1939a26542ad6182abb91881c7dd86eb4d5d5a07 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:37:41 2023 +0200 TBDC Laser Saber deflections Guns balancing. commit d841464924bac3454d616866d01b819932f4f850 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:59:31 2023 +0200 Update help resources and menu commit 425db0f10870b4d8368a2858d5d504d348a52cd0 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:59:31 2023 +0200 Update help resources and menu commit 3c895d27de477b1f70877b9b8b15c73d6f4475c2 Merge: fe9e12a c3819fa Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:05:48 2023 +0200 Merge branch 'main' into contributions commit c3819fa407fb64a6204fd47d91b51b6529fb6246 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:57 2023 +0200 Demo folder assets fix commit fe9e12a3f97410fb6902fb352c6c93679a7e1a2e Merge: d79f57b 2b255ac Author: Petr Bartos <petr.bartos@plus4u.net> Date: Mon Apr 3 22:55:29 2023 +0200 Merge branch 'main' into contributions commit 2b255ac3eab92735d7c75f3323e5fe39e825da0b Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 3 21:26:39 2023 +0100 Improved version string commit 62284414d032eb8da3152833e419576eed1bae29 Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 3 21:26:20 2023 +0100 Ensure intro vid can be skipped without having to press trigger first commit 65674abe2a4ac11830f228e8f1d9cddde9fbbbb6 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 21:36:35 2023 +0200 Fix Controller Location Buzz for Quick Save / Load commit ba2e726a798a172048e04307a00223b82ddabd76 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:57 2023 +0200 Demo folder assets fix commit 7175c872a94d39fbeb5fb92be7efd31f884cb2f4 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:46 2023 +0200 Knockback settings TBDC commit cc7e73d04a95fec5583982c17ddf223953e71910 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 22:59:47 2023 +0100 Update beef_crawl.tga commit dd71a05e3630d1225dfdf7cb22040899b903254e Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 22:51:49 2023 +0100 Put version at the bottom of the main menu commit cb52d310c16b402fc9e576312f21321a009a104c Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Sun Apr 2 23:18:28 2023 +0200 TBDC Weapons commit ac71f24e781309112ba2a9c9af18e96d138caa09 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 2 18:43:10 2023 +0200 Updated control scheme picture commit 3f5c767e8dffb83aab2e5cfa6f11c20edd47b55c Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:42:42 2023 +0100 Update AndroidManifest.xml commit 64ab392fc5e1565713340f8ae5bae4b5f2fdff64 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:42:39 2023 +0100 JKA: Some CVAR change to increase performance commit d43de53e8a47b9b6576b01a141a7862ec0efef60 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:41:50 2023 +0100 Added missed saber blocking check might explain why some people find JKA a bit easy if it is auto-blocking in 1st person commit 8b23e255d8765fc0b70970467e3fb0c9aff1314b Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:41:16 2023 +0100 Update open xr headers commit d79f57ba2d6e7944aabad28d5ac0dfc58a04e387 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 2 18:43:10 2023 +0200 Updated control scheme picture commit e3524e8e485dc24cde39314c539ffc32b9aab599 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 18:48:42 2023 +0200 Add use haptic feedback; Fix use in 3rd person mode commit 05fc4d5ab47d80b6dbd0f30df3223b606293f0b9 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 12:07:13 2023 +0200 Fix menu haptics commit eec46c183d20bda281a3a427817d235a947fdc71 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 18:48:42 2023 +0200 Add use haptic feedback; Fix use in 3rd person mode commit fe9891f8db25d7a3d4ff3d58800a3d03e46e671c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 12:07:13 2023 +0200 Fix menu haptics commit 21483d0d5a57068647b068d9cce7c474baa5eb23 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 11:25:11 2023 +0200 Make weapon adjustment mode independent for each weapon; Optimize loading of weapon adjustments commit baec8832abde5ee1f2bc7d1abb7cd95490000cdd Merge: 82706df 52fcc8a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 11:15:25 2023 +0200 Merge branch 'main' into contributions commit 52fcc8a49e7e692ad733d358f9bc693014ab98f1 Author: Simon <simonbrown77@googlemail.com> Date: Sat Apr 1 09:47:48 2023 +0100 Revert "Removed the no-backface-culling for weapons as it is no longer needed" This reverts commit b899b99178603f92531fbb28527b7f1b5e32a375. commit 5e66ebf6fc707b526aac67ff0f3b3e346044dc83 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 15:40:54 2023 +0200 Allow to skip cinematics also by triggers commit 587277fa7f75aca22e2363f0d70e059bee06eb6e Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 14:52:40 2023 +0200 Fix use/crouch buttons on switched control schemes commit 82706df34fee3707855f0eed15e0c0203180fc40 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 15:40:54 2023 +0200 Allow to skip cinematics also by triggers commit 11117660326d4496be2c5547d792193552d1c6c5 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 14:52:40 2023 +0200 Fix use/crouch buttons on switched control schemes commit 822d1ddbba821d73e7e5d1967bfd8c88917d944a Merge: a1a7d54 5f56cf4 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 08:43:50 2023 +0200 Merge branch 'main' into contributions commit 5f56cf48fc3b700f6eb025283a704bce4968b8a5 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 22:16:37 2023 +0100 Camera shake fix part 2 commit 3dd7833cd0d30a0f036e24a786e34b48a6357666 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 22:06:18 2023 +0100 Disable camera shake when charging a weapon's alt fire commit 6202017b6a8da124911baba09c67f68ef1b08ec1 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 21:52:44 2023 +0200 Fix virtual gun stock commit 6d49f871500d28157ffca99c794a41f1621ff129 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 19:26:36 2023 +0200 Do not check angle on non-facing triggers commit 926c64c69101cf5a17837c7e5f559e15ee7fba43 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:54:33 2023 +0200 Add angle check for triggers touched by hand commit 78f7d9bcfc1466807abe217f6f207d446f935969 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:59:27 2023 +0200 JKA mod menu warning commit 4219f996e9eb16435ab72b6fcb7c8890606c451a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:42:11 2023 +0200 JKO mod menu warning commit b899b99178603f92531fbb28527b7f1b5e32a375 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 21:45:10 2023 +0100 Removed the no-backface-culling for weapons as it is no longer needed used only for hand models now commit 9877859676aacd997a5ea4c0e2c3b351e9ea8e2c Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 21:44:36 2023 +0100 Update to the VC+Elin weapons pack includes a sweet new saber hilt commit a1a7d541fa023a87ca355e733ab716e133f80220 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 21:52:44 2023 +0200 Fix virtual gun stock commit 15d932c75f6c9ab8097faa8cfb6993175811ae87 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 19:26:36 2023 +0200 Do not check angle on non-facing triggers commit 402277e717e775c223a19de562a334ba19a6100c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:54:33 2023 +0200 Add angle check for triggers touched by hand commit 9b22378c88b3fd07c7d617c9cf1939ac5beb5297 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:52:26 2023 +0200 Add special delay for re-triggering security cameras commit c4cc218f8b211e28f974cba1765ba285346b9195 Author: Simon <simonbrown77@googlemail.com> Date: Wed Mar 29 22:44:50 2023 +0100 Turn the stun baton into an "always active" weapon movement still triggers the sound, but it will always shock an enemy when it makes contact commit a4e99c20f9028bf2905f91ef55a92a53ea4c622c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:59:27 2023 +0200 JKA mod menu warning commit 442a1fc8e252c4d81b99214e73478b8a90c89534 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:42:11 2023 +0200 JKO mod menu warning commit 02261c57f0f23bb4a8864056af96b7030d44edb0 Merge: 3c64fa7 51c703a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 20:51:42 2023 +0200 Merge branch 'contributions' of github.com:DrBeef/JKXR into contributions commit 3c64fa7e3e7c09e5aef2ddb86295a07bf12c4028 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 23:19:29 2023 +0100 Lowered Stun Baton trigger velocity commit 43192a355d4d7dfe81f24c5c34046b6f88f9b7db Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 23:03:17 2023 +0100 Move beef_crawl back into the game specific assets as we will be fixing the JKO one on release, but updating JKA commit 94e82c2da39fb2e2ab8c21257bdce0e18edbeb66 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 23:21:28 2023 +0200 Fix subtitles rendering; Fix rendering of other centered texts commit 40128567be069ebffd886eaf305298170d4d7707 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 18:02:08 2023 +0200 Add help to menu commit 4f1b6b5f078cf87f615f8caef9532ec4e6d0153c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 17:36:13 2023 +0200 Split vr asset packs to avoid duplicates commit 51c703a4812c62095eb16858330a137ceae94897 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 23:21:28 2023 +0200 Fix subtitles rendering; Fix rendering of other centered texts commit 04a539f8902e5a4948ccb5b5e825bfce44d021b5 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 18:02:08 2023 +0200 Add help to menu commit d9126738d34b3362df4385525c9c197f3b60d580 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 17:36:13 2023 +0200 Split vr asset packs to avoid duplicates commit 62b9a0bfab477c5ff34a599a819c4383c260d3b3 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:52:45 2023 +0100 Hide force power aura when item selector is shown commit 0a9206642e02ff7c66c76c0dd66104d5e5a9c2ef Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:52:23 2023 +0100 Slight adjustment to muzzle position based on whether scoped/two-handed commit f452b9cf067cfce74f0cdbd099a93d6d59f54801 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:51:49 2023 +0100 Slight tweak to NPC Combat commit 20de6ec4788e65a497f88f07b636024c7ac27ed8 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:50:54 2023 +0100 Added simple readme and license commit 77672f612b78d5fa169ae0e62b57b355513d6e10 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 07:20:22 2023 +0100 Updated website link to be the patreon commit 2a1cd0e6e7095baf644cde0fde4337b7ff4b6b09 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 07:20:10 2023 +0100 Don't send roll to the server, this might be causing gradual roll drift commit 1b22652e5cdcb4d981e4d0f9df464509830a0957 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:46 2023 +0100 Fixed aiming of bowcaster and demp alt fire commit 895b09041feca5a96ab8ec5e554cb9e3f23b2589 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:25 2023 +0100 JKA - Ensure UseVR Position is only true when in first person commit 38975315446027e03e0fb7596ef899309babcd64 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:17 2023 +0100 JKO - Ensure UseVR Position is only true when in first person commit 3b5121e349c4aa3fddc2bd34d20af6e84f1fcf85 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:37:49 2023 +0100 Render Special Effects on hand/weapon when force power is activated for protection etc commit 50db9039dff939d6c2bb8e17f2038862cd86ce6c Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:33:52 2023 +0100 Separate no copy file flag for JK3 commit 1968a7d8babf7627f8bfdccbd6936eb38cbee048 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:33:22 2023 +0100 Always use right hand as saber home commit 74dcd955d2abe4cf9df2b7df474575bf9549ed4e Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:32:49 2023 +0100 Fix crash in JKA commit 1e4692d04a3263f2834dabc63dd3a72c09426e87 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:32:16 2023 +0100 Update z_Crusty_and_Elin_vr_weapons.pk3 commit 134dec826427761856ab081cc44a1f25495e5cb4 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:31:53 2023 +0100 Fix possible crash on JK2 commit f6dc432f6abde71cc2d0eb4285f1c7f414d82f57 Author: Simon <simonbrown77@googlemail.com> Date: Sat Mar 25 15:36:01 2023 +0000 Copy mods to jk2demo if it exists to resolve the issue with mods not being picked up from the base folder
2023-04-16 08:38:26 +00:00
g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "100", CVAR_ARCHIVE );//0 = ignore probabilities, 1 = use probabilities
g_synchSplitAnims = gi.cvar ( "g_synchSplitAnims", "1", 0 );
g_inactivity = gi.cvar ("g_inactivity", "0", 0);
g_debugMove = gi.cvar ("g_debugMove", "0", CVAR_CHEAT );
g_debugDamage = gi.cvar ("g_debugDamage", "0", CVAR_CHEAT );
g_ICARUSDebug = gi.cvar( "g_ICARUSDebug", "0", CVAR_CHEAT );
g_timescale = gi.cvar( "timescale", "1", 0 );
2022-09-29 22:38:22 +00:00
g_subtitles = gi.cvar( "g_subtitles", "0", CVAR_ARCHIVE );
com_buildScript = gi.cvar ("com_buildscript", "0", 0);
g_TeamBeefDirectorsCut = gi.cvar( "g_TeamBeefDirectorsCut", "1", CVAR_ARCHIVE ); // Team Beef Director's Cut tweaks
2023-03-12 10:03:25 +00:00
g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE );//Whether the saber will auto deflect missiles in first person
Squashed commit of the following: commit 0c85ac4704990b9862cdb2569ff9aa4b2daad2dd Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 15 18:47:10 2023 +0200 Menu updates commit 35b89acc8716ff19549a46d164c65489170f2a83 Author: Simon <simonbrown77@googlemail.com> Date: Sat Apr 15 12:32:35 2023 +0100 Support for changeable fresh rate commit 539bfa8956e91de289540401dbd1c395f6935db3 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 15 00:02:59 2023 +0200 Ensure proper menu defaults on the very first start commit 216a225aa69e63e75eb7874c73df1ac6af93deae Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:41:24 2023 +0200 Fix storing of force crosshair option commit 48c2486aada0326fe099cfacdc5f115aba93ae19 Merge: a72ca45 fcb9169 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:23:24 2023 +0200 Merge remote-tracking branch 'origin/main' into contributions commit a72ca459c56e73d9299b0d44af7229385efe114d Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:19:47 2023 +0200 Intern all default values; Remove no longer needed configuration files commit 32c4e6eac187dba0814f5e4dae4ab3658658fa8a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 20:59:41 2023 +0200 Ensure weapon adjustment is applied when resetting to defaults commit fcb91699556aa03fd62523aca8f8e097de2de6c8 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 18:58:32 2023 +0200 Increased default force motion trigger commit 2433ae41106ff1b39a8ba5b02291663955af597d Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 18:55:56 2023 +0200 Change Force Crosshair commit 4ab6a6024a293f86beb76a1e5ebfe0e30329cc70 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 17:01:16 2023 +0200 Fixed player knockback.... hopefully commit 7deeee7a6f2defa94c03baec35db7d63d7687e84 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 17:01:00 2023 +0200 Increased Force Power Visibility commit 1fdcb7c48f6a02eed80e85dea0c37a722abde232 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 15:16:34 2023 +0200 Changed Brightness Range and Default commit fada09a0bbb6c4c0f54c571a7bef57b133370773 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 13 20:38:13 2023 +0200 Fix remote turret on-screen help commit 82af313786a643ff29bc13fa65c2ba698e2962de Merge: 7680cb1 d13176c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 13 18:59:46 2023 +0200 Merge branch 'main' into contributions commit d13176c9ba8c1f3fe0c7a02a5369ead4fad15124 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 13 13:29:49 2023 +0200 New Quick Save / Load Video commit 7680cb1288a466a403e7b8a9be0ce39551f50e8b Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Apr 12 22:26:44 2023 +0200 Fix use action when controlling droid; fix droid view help commit 4d905951394c3d4983669d2c436b726be001f02f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 18:21:10 2023 +0200 Fencing Speed on Pico default commit 37d5ac418480910f1a511c8303c6986ec306313a Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 18:12:07 2023 +0200 Changes to TBDC Different menu text + added vanilla mode commit d6e40ead649bcd8ec9a047e4b3ae8eedceb2e387 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 17:44:29 2023 +0200 Set Fencing Speed back to Default (by Default) commit 3f7d116e25ab3f3ef8ca4b3208379be7f35ac5d6 Merge: 7424628 c7c66e4 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 14:50:26 2023 +0200 Merge branch 'main' of https://github.com/DrBeef/JKXR commit 7424628a5d0b97013b6bbd9511ea251fdadf8665 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 14:50:23 2023 +0200 Updated Weapons + Shader fix for FX mod commit c7c66e46a7c7318b1fa4b701b86c236054b84621 Author: Simon <simonbrown77@googlemail.com> Date: Wed Apr 12 08:37:36 2023 +0100 Revert "Arrange quick save icons horizontally" This reverts commit 20f8fff3feddfe83eabc70e59ebbe0053b167e81. Also make the icons white commit fa54045159e90ea67868d61e7efb6eb9c569db4c Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 21:02:29 2023 +0100 Update .gitignore commit 20f8fff3feddfe83eabc70e59ebbe0053b167e81 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 21:00:09 2023 +0100 Arrange quick save icons horizontally commit d3dcac8f9dc0709de0cd43a0939e9645262147b1 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 20:58:56 2023 +0100 Save game crash fix in JKO commit 6314561b52120942d37ec22876969c45905603ae Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:49:42 2023 +0100 Switch selector on offhand using offhand thumbstick commit 3b2ffd7289e5c40ee80695da3c01c71d2c632b92 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:39:32 2023 +0100 Attempted fix for save game crash - Not really a proper fix, but might at least workaround it commit c135eefa050e5cedf6b61ad2251ff756b6845beb Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:38:54 2023 +0100 Fixed save/load icon image size commit f51270a294ed869c2a64f27740b3f4af45bd7f79 Merge: a2ff16b e243d0b Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 10 19:42:11 2023 +0100 Merge branch 'main' of https://github.com/DrBeef/JKXR commit a2ff16b57616ae8443892e022cff8e073060b9da Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 10 19:42:06 2023 +0100 Quick Save/Load in Selector Haven't been able to test yet! commit e243d0bdfac370ac8ead35991d4ec7f5e43a4c58 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 10 18:29:18 2023 +0200 Update README.md commit b9d0314a6a137e37914d674717c8a67e09124546 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 9 19:38:32 2023 +0200 Make getting into AT-ST easier commit d121206f830cccc5a77a5c6b8a56a5f1105d9786 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 8 22:49:28 2023 +0200 Tune touch gesture distance; Improve use interaction in 3rd person. commit 260d5017761ffb97de63008fa4725932a7f0a8e8 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 8 22:34:59 2023 +0200 Fix and improve weapon adjustment helper axes commit a6318867bb0c1dd44f54940418e965c6ab1eb1a5 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 20:35:02 2023 +0200 Update README.md commit 4a1d90e7299a5e2d8fd3718aaea0753a8b19555c Merge: 425db0f 821a56d Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 6 19:12:07 2023 +0200 Merge branch 'main' into contributions commit 821a56d4b9329db20581baada9162702fbf2ec50 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 17:24:20 2023 +0100 Update README.md commit 67b7d26de88c15c3d7d82c309657348e92b8bc63 Merge: b407932 ccd63d4 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 16:54:01 2023 +0100 Merge pull request #4 from DrBeef/TBDC TBDC Scales in Code commit b407932bb2ef930d2030297a39eb656304e0dbc9 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:43:26 2023 +0200 Update README.md commit 174c3ce96c54d5553fb0070a9b2f6629a6cfcc25 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:33:33 2023 +0200 Update README.md commit e9af8e87c25cc195db32f3a68fb06af09766e25f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:23:36 2023 +0200 Update README.md commit ccd63d4eeca9e6e5dd8304e73a6edf4555eeec16 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 16:57:36 2023 +0200 Forced for Extended Menu commit d6b3e8eb6541c4bbcbc23639c53c9bdc0fc64c33 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 16:55:02 2023 +0200 TBDC Scales in Code commit a5f3adf725406a21f8cc2a6a449566281f06e452 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 15:04:07 2023 +0100 Update README.md commit 316c2a290464241716f20f9eb374a14a75297819 Merge: 387c34b 90b694f Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 10:02:01 2023 +0100 Merge pull request #2 from DrBeef/TBDC Team Beef Directors Cut commit 387c34b53e8e68a916ffa26bd9fdce48b2a66896 Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 09:59:18 2023 +0100 Update Beef Crawl commit a271b61ac7d57f9f9d84d553c6218aaa7063422c Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 09:58:18 2023 +0100 Switch to use Bummser's NPC file if TBDC is disabled commit a2f1644d72f047c17fa4b800079b028b9227d7cc Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 08:39:02 2023 +0100 Update version to 1.0.0 for release commit f785fdc393451fad2c25d70f8c667ebc5b1098d3 Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 08:00:11 2023 +0100 update github banner Update README.md Update README.md Update README.md Update README.md Update README.md Added Team Beef Patreon banner commit 90b694ff60a9d545badcf9284999e646a141697b Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 22:21:41 2023 +0200 Last Cleanup commit 70468332d69b81a6c5a4a16b1681c33ba6d7e881 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 22:19:45 2023 +0200 TBDC Cleanup commit 6660e8c98466163b913d65654247c738ccd5106b Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 21:58:00 2023 +0200 Credits / NPC Scale commit e1b03fdcc698b863e6e7dfe7c897ca42ebacb82d Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 21:57:07 2023 +0200 Fixing Quick Save commit 95950f23900ad138cd09e7e7d71e463f53d7906f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 20:08:10 2023 +0200 Updated ratios per difficulty commit d6235ef199614288908e99444a31039ba8f9299c Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 00:30:35 2023 +0200 Darkened Menu GFX commit a3fdb460c464960f4762a2141601091d52c5140e Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 4 23:03:31 2023 +0100 Prevent crash when throwing Saber seems it is indexing the g2 model surface that doesn't exist, might be something to do with the new hilt and the old hilt being in the save. Not sure, but this stops it crashing. commit 4c751fcb5961d1e42e5238f0695367dab2e79a67 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:59:12 2023 +0200 Y Close Datapad commit a1216665c8dd2a88863dc090d1c5fa6ac8b5967b Merge: 1939a26 d841464 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:48:20 2023 +0200 Merge pull request #1 from DrBeef/main Main -> TDBC commit 1939a26542ad6182abb91881c7dd86eb4d5d5a07 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:37:41 2023 +0200 TBDC Laser Saber deflections Guns balancing. commit d841464924bac3454d616866d01b819932f4f850 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:59:31 2023 +0200 Update help resources and menu commit 425db0f10870b4d8368a2858d5d504d348a52cd0 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:59:31 2023 +0200 Update help resources and menu commit 3c895d27de477b1f70877b9b8b15c73d6f4475c2 Merge: fe9e12a c3819fa Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:05:48 2023 +0200 Merge branch 'main' into contributions commit c3819fa407fb64a6204fd47d91b51b6529fb6246 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:57 2023 +0200 Demo folder assets fix commit fe9e12a3f97410fb6902fb352c6c93679a7e1a2e Merge: d79f57b 2b255ac Author: Petr Bartos <petr.bartos@plus4u.net> Date: Mon Apr 3 22:55:29 2023 +0200 Merge branch 'main' into contributions commit 2b255ac3eab92735d7c75f3323e5fe39e825da0b Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 3 21:26:39 2023 +0100 Improved version string commit 62284414d032eb8da3152833e419576eed1bae29 Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 3 21:26:20 2023 +0100 Ensure intro vid can be skipped without having to press trigger first commit 65674abe2a4ac11830f228e8f1d9cddde9fbbbb6 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 21:36:35 2023 +0200 Fix Controller Location Buzz for Quick Save / Load commit ba2e726a798a172048e04307a00223b82ddabd76 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:57 2023 +0200 Demo folder assets fix commit 7175c872a94d39fbeb5fb92be7efd31f884cb2f4 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:46 2023 +0200 Knockback settings TBDC commit cc7e73d04a95fec5583982c17ddf223953e71910 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 22:59:47 2023 +0100 Update beef_crawl.tga commit dd71a05e3630d1225dfdf7cb22040899b903254e Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 22:51:49 2023 +0100 Put version at the bottom of the main menu commit cb52d310c16b402fc9e576312f21321a009a104c Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Sun Apr 2 23:18:28 2023 +0200 TBDC Weapons commit ac71f24e781309112ba2a9c9af18e96d138caa09 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 2 18:43:10 2023 +0200 Updated control scheme picture commit 3f5c767e8dffb83aab2e5cfa6f11c20edd47b55c Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:42:42 2023 +0100 Update AndroidManifest.xml commit 64ab392fc5e1565713340f8ae5bae4b5f2fdff64 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:42:39 2023 +0100 JKA: Some CVAR change to increase performance commit d43de53e8a47b9b6576b01a141a7862ec0efef60 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:41:50 2023 +0100 Added missed saber blocking check might explain why some people find JKA a bit easy if it is auto-blocking in 1st person commit 8b23e255d8765fc0b70970467e3fb0c9aff1314b Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:41:16 2023 +0100 Update open xr headers commit d79f57ba2d6e7944aabad28d5ac0dfc58a04e387 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 2 18:43:10 2023 +0200 Updated control scheme picture commit e3524e8e485dc24cde39314c539ffc32b9aab599 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 18:48:42 2023 +0200 Add use haptic feedback; Fix use in 3rd person mode commit 05fc4d5ab47d80b6dbd0f30df3223b606293f0b9 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 12:07:13 2023 +0200 Fix menu haptics commit eec46c183d20bda281a3a427817d235a947fdc71 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 18:48:42 2023 +0200 Add use haptic feedback; Fix use in 3rd person mode commit fe9891f8db25d7a3d4ff3d58800a3d03e46e671c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 12:07:13 2023 +0200 Fix menu haptics commit 21483d0d5a57068647b068d9cce7c474baa5eb23 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 11:25:11 2023 +0200 Make weapon adjustment mode independent for each weapon; Optimize loading of weapon adjustments commit baec8832abde5ee1f2bc7d1abb7cd95490000cdd Merge: 82706df 52fcc8a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 11:15:25 2023 +0200 Merge branch 'main' into contributions commit 52fcc8a49e7e692ad733d358f9bc693014ab98f1 Author: Simon <simonbrown77@googlemail.com> Date: Sat Apr 1 09:47:48 2023 +0100 Revert "Removed the no-backface-culling for weapons as it is no longer needed" This reverts commit b899b99178603f92531fbb28527b7f1b5e32a375. commit 5e66ebf6fc707b526aac67ff0f3b3e346044dc83 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 15:40:54 2023 +0200 Allow to skip cinematics also by triggers commit 587277fa7f75aca22e2363f0d70e059bee06eb6e Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 14:52:40 2023 +0200 Fix use/crouch buttons on switched control schemes commit 82706df34fee3707855f0eed15e0c0203180fc40 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 15:40:54 2023 +0200 Allow to skip cinematics also by triggers commit 11117660326d4496be2c5547d792193552d1c6c5 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 14:52:40 2023 +0200 Fix use/crouch buttons on switched control schemes commit 822d1ddbba821d73e7e5d1967bfd8c88917d944a Merge: a1a7d54 5f56cf4 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 08:43:50 2023 +0200 Merge branch 'main' into contributions commit 5f56cf48fc3b700f6eb025283a704bce4968b8a5 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 22:16:37 2023 +0100 Camera shake fix part 2 commit 3dd7833cd0d30a0f036e24a786e34b48a6357666 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 22:06:18 2023 +0100 Disable camera shake when charging a weapon's alt fire commit 6202017b6a8da124911baba09c67f68ef1b08ec1 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 21:52:44 2023 +0200 Fix virtual gun stock commit 6d49f871500d28157ffca99c794a41f1621ff129 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 19:26:36 2023 +0200 Do not check angle on non-facing triggers commit 926c64c69101cf5a17837c7e5f559e15ee7fba43 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:54:33 2023 +0200 Add angle check for triggers touched by hand commit 78f7d9bcfc1466807abe217f6f207d446f935969 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:59:27 2023 +0200 JKA mod menu warning commit 4219f996e9eb16435ab72b6fcb7c8890606c451a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:42:11 2023 +0200 JKO mod menu warning commit b899b99178603f92531fbb28527b7f1b5e32a375 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 21:45:10 2023 +0100 Removed the no-backface-culling for weapons as it is no longer needed used only for hand models now commit 9877859676aacd997a5ea4c0e2c3b351e9ea8e2c Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 21:44:36 2023 +0100 Update to the VC+Elin weapons pack includes a sweet new saber hilt commit a1a7d541fa023a87ca355e733ab716e133f80220 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 21:52:44 2023 +0200 Fix virtual gun stock commit 15d932c75f6c9ab8097faa8cfb6993175811ae87 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 19:26:36 2023 +0200 Do not check angle on non-facing triggers commit 402277e717e775c223a19de562a334ba19a6100c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:54:33 2023 +0200 Add angle check for triggers touched by hand commit 9b22378c88b3fd07c7d617c9cf1939ac5beb5297 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:52:26 2023 +0200 Add special delay for re-triggering security cameras commit c4cc218f8b211e28f974cba1765ba285346b9195 Author: Simon <simonbrown77@googlemail.com> Date: Wed Mar 29 22:44:50 2023 +0100 Turn the stun baton into an "always active" weapon movement still triggers the sound, but it will always shock an enemy when it makes contact commit a4e99c20f9028bf2905f91ef55a92a53ea4c622c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:59:27 2023 +0200 JKA mod menu warning commit 442a1fc8e252c4d81b99214e73478b8a90c89534 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:42:11 2023 +0200 JKO mod menu warning commit 02261c57f0f23bb4a8864056af96b7030d44edb0 Merge: 3c64fa7 51c703a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 20:51:42 2023 +0200 Merge branch 'contributions' of github.com:DrBeef/JKXR into contributions commit 3c64fa7e3e7c09e5aef2ddb86295a07bf12c4028 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 23:19:29 2023 +0100 Lowered Stun Baton trigger velocity commit 43192a355d4d7dfe81f24c5c34046b6f88f9b7db Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 23:03:17 2023 +0100 Move beef_crawl back into the game specific assets as we will be fixing the JKO one on release, but updating JKA commit 94e82c2da39fb2e2ab8c21257bdce0e18edbeb66 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 23:21:28 2023 +0200 Fix subtitles rendering; Fix rendering of other centered texts commit 40128567be069ebffd886eaf305298170d4d7707 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 18:02:08 2023 +0200 Add help to menu commit 4f1b6b5f078cf87f615f8caef9532ec4e6d0153c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 17:36:13 2023 +0200 Split vr asset packs to avoid duplicates commit 51c703a4812c62095eb16858330a137ceae94897 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 23:21:28 2023 +0200 Fix subtitles rendering; Fix rendering of other centered texts commit 04a539f8902e5a4948ccb5b5e825bfce44d021b5 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 18:02:08 2023 +0200 Add help to menu commit d9126738d34b3362df4385525c9c197f3b60d580 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 17:36:13 2023 +0200 Split vr asset packs to avoid duplicates commit 62b9a0bfab477c5ff34a599a819c4383c260d3b3 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:52:45 2023 +0100 Hide force power aura when item selector is shown commit 0a9206642e02ff7c66c76c0dd66104d5e5a9c2ef Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:52:23 2023 +0100 Slight adjustment to muzzle position based on whether scoped/two-handed commit f452b9cf067cfce74f0cdbd099a93d6d59f54801 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:51:49 2023 +0100 Slight tweak to NPC Combat commit 20de6ec4788e65a497f88f07b636024c7ac27ed8 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:50:54 2023 +0100 Added simple readme and license commit 77672f612b78d5fa169ae0e62b57b355513d6e10 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 07:20:22 2023 +0100 Updated website link to be the patreon commit 2a1cd0e6e7095baf644cde0fde4337b7ff4b6b09 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 07:20:10 2023 +0100 Don't send roll to the server, this might be causing gradual roll drift commit 1b22652e5cdcb4d981e4d0f9df464509830a0957 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:46 2023 +0100 Fixed aiming of bowcaster and demp alt fire commit 895b09041feca5a96ab8ec5e554cb9e3f23b2589 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:25 2023 +0100 JKA - Ensure UseVR Position is only true when in first person commit 38975315446027e03e0fb7596ef899309babcd64 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:17 2023 +0100 JKO - Ensure UseVR Position is only true when in first person commit 3b5121e349c4aa3fddc2bd34d20af6e84f1fcf85 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:37:49 2023 +0100 Render Special Effects on hand/weapon when force power is activated for protection etc commit 50db9039dff939d6c2bb8e17f2038862cd86ce6c Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:33:52 2023 +0100 Separate no copy file flag for JK3 commit 1968a7d8babf7627f8bfdccbd6936eb38cbee048 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:33:22 2023 +0100 Always use right hand as saber home commit 74dcd955d2abe4cf9df2b7df474575bf9549ed4e Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:32:49 2023 +0100 Fix crash in JKA commit 1e4692d04a3263f2834dabc63dd3a72c09426e87 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:32:16 2023 +0100 Update z_Crusty_and_Elin_vr_weapons.pk3 commit 134dec826427761856ab081cc44a1f25495e5cb4 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:31:53 2023 +0100 Fix possible crash on JK2 commit f6dc432f6abde71cc2d0eb4285f1c7f414d82f57 Author: Simon <simonbrown77@googlemail.com> Date: Sat Mar 25 15:36:01 2023 +0000 Copy mods to jk2demo if it exists to resolve the issue with mods not being picked up from the base folder
2023-04-16 08:38:26 +00:00
g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_ARCHIVE|CVAR_CHEAT );//must press +block button to do any blocking
g_saberRealisticCombat = gi.cvar( "g_saberRealisticCombat", "1", CVAR_ARCHIVE );//makes collision more precise, increases damage
g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_ARCHIVE|CVAR_CHEAT );//how fast you run while attacking with a saber
g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1.2", CVAR_ARCHIVE|CVAR_CHEAT );//how fast saber animations run
g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_ARCHIVE|CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward
g_AIsurrender = gi.cvar( "g_AIsurrender", "0", CVAR_CHEAT );
g_numEntities = gi.cvar( "g_numEntities", "0", CVAR_CHEAT );
gi.cvar( "newTotalSecrets", "0", CVAR_ROM );
gi.cvar_set("newTotalSecrets", "0");//used to carry over the count from SP_target_secret to ClientBegin
g_iscensored = gi.cvar( "ui_iscensored", "0", CVAR_ARCHIVE|CVAR_ROM|CVAR_INIT|CVAR_CHEAT|CVAR_NORESTART );
2023-03-28 16:02:08 +00:00
gi.cvar( "g_JKXRHelpEnabled", "1", CVAR_ARCHIVE ); // Help menu item
}
/*
============
InitGame
============
*/
// I'm just declaring a global here which I need to get at in NAV_GenerateSquadPaths for deciding if pre-calc'd
// data is valid, and this saves changing the proto of G_SpawnEntitiesFromString() to include a checksum param which
// may get changed anyway if a new nav system is ever used. This way saves messing with g_local.h each time -slc
int giMapChecksum;
SavedGameJustLoaded_e g_eSavedGameJustLoaded;
qboolean g_qbLoadTransition = qfalse;
#ifndef FINAL_BUILD
extern int fatalErrors;
#endif
void InitGame( const char *mapname, const char *spawntarget, int checkSum, const char *entities, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition )
{
giMapChecksum = checkSum;
g_eSavedGameJustLoaded = eSavedGameJustLoaded;
g_qbLoadTransition = qbLoadTransition;
gi.Printf ("------- Game Initialization -------\n");
gi.Printf ("gamename: %s\n", GAMEVERSION);
gi.Printf ("gamedate: %s\n", SOURCE_DATE);
srand( randomSeed );
G_InitCvars();
G_InitMemory();
// set some level globals
memset( &level, 0, sizeof( level ) );
level.time = levelTime;
level.globalTime = globalTime;
Q_strncpyz( level.mapname, mapname, sizeof(level.mapname) );
if ( spawntarget != NULL && spawntarget[0] )
{
Q_strncpyz( level.spawntarget, spawntarget, sizeof(level.spawntarget) );
}
else
{
level.spawntarget[0] = 0;
}
G_InitWorldSession();
// initialize all entities for this game
memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
globals.gentities = g_entities;
ClearAllInUse();
// initialize all clients for this game
level.maxclients = 1;
level.clients = (gclient_t *) G_Alloc( level.maxclients * sizeof(level.clients[0]) );
memset(level.clients, 0, level.maxclients * sizeof(level.clients[0]));
// set client fields on player
g_entities[0].client = level.clients;
// always leave room for the max number of clients,
// even if they aren't all used, so numbers inside that
// range are NEVER anything but clients
globals.num_entities = MAX_CLIENTS;
//Set up NPC init data
NPC_InitGame();
TIMER_Clear();
//
//ICARUS INIT START
gi.Printf("------ ICARUS Initialization ------\n");
gi.Printf("ICARUS version : %1.2f\n", ICARUS_VERSION);
Interface_Init( &interface_export );
ICARUS_Init();
gi.Printf ("-----------------------------------\n");
//ICARUS INIT END
//
IT_LoadItemParms ();
ClearRegisteredItems();
//FIXME: if this is from a loadgame, it needs to be sure to write this out whenever you do a savegame since the edges and routes are dynamic...
navCalculatePaths = ( navigator.Load( mapname, checkSum ) == qfalse );
// parse the key/value pairs and spawn gentities
G_SpawnEntitiesFromString( entities );
// general initialization
G_FindTeams();
// SaveRegisteredItems();
gi.Printf ("-----------------------------------\n");
if ( navCalculatePaths )
{//not loaded - need to calc paths
navCalcPathTime = level.time + START_TIME_NAV_CALC;//make sure all ents are in and linked
}
else
{//loaded
//FIXME: if this is from a loadgame, it needs to be sure to write this
//out whenever you do a savegame since the edges and routes are dynamic...
//OR: always do a navigator.CheckBlockedEdges() on map startup after nav-load/calc-paths
navigator.pathsCalculated = qtrue;//just to be safe? Does this get saved out? No... assumed
//need to do this, because combatpoint waypoints aren't saved out...?
CP_FindCombatPointWaypoints();
navCalcPathTime = 0;
if ( g_eSavedGameJustLoaded == eNO )
{//clear all the failed edges unless we just loaded the game (which would include failed edges)
navigator.ClearAllFailedEdges();
}
}
player = &g_entities[0];
//Init dynamic music
level.dmState = DM_EXPLORE;
level.dmDebounceTime = 0;
level.dmBeatTime = 0;
level.curAlertID = 1;//0 is default for lastAlertEvent, so...
eventClearTime = 0;
}
/*
=================
ShutdownGame
=================
*/
void ShutdownGame( void ) {
gi.Printf ("==== ShutdownGame ====\n");
gi.Printf ("... ICARUS_Shutdown\n");
ICARUS_Shutdown (); //Shut ICARUS down
gi.Printf ("... Reference Tags Cleared\n");
TAG_Init(); //Clear the reference tags
gi.Printf ("... Navigation Data Cleared\n");
NAV_Shutdown();
// write all the client session data so we can get it back
G_WriteSessionData();
/*
Ghoul2 Insert Start
*/
gi.Printf ("... Ghoul2 Models Shutdown\n");
for (int i=0; i<MAX_GENTITIES; i++)
{
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
}
/*
Ghoul2 Insert End
*/
G_ASPreCacheFree();
}
//===================================================================
static void G_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
gi.cvar( var_name, var_value, flags );
}
/*
=================
GetGameAPI
Returns a pointer to the structure with all entry points
and global variables
=================
*/
extern int PM_ValidateAnimRange( int startFrame, int endFrame, float animSpeed );
extern "C" Q_EXPORT game_export_t* QDECL GetGameAPI( game_import_t *import ) {
gameinfo_import_t gameinfo_import;
gi = *import;
globals.apiversion = GAME_API_VERSION;
globals.Init = InitGame;
globals.Shutdown = ShutdownGame;
globals.WriteLevel = WriteLevel;
globals.ReadLevel = ReadLevel;
globals.GameAllowedToSaveHere = GameAllowedToSaveHere;
globals.ClientThink = ClientThink;
globals.ClientConnect = ClientConnect;
globals.ClientUserinfoChanged = ClientUserinfoChanged;
globals.ClientDisconnect = ClientDisconnect;
globals.ClientBegin = ClientBegin;
globals.ClientCommand = ClientCommand;
globals.RunFrame = G_RunFrame;
globals.ConsoleCommand = ConsoleCommand;
// globals.PrintEntClassname = PrintEntClassname;
// globals.ValidateAnimRange = PM_ValidateAnimRange;
globals.gentitySize = sizeof(gentity_t);
gameinfo_import.FS_FOpenFile = gi.FS_FOpenFile;
gameinfo_import.FS_Read = gi.FS_Read;
gameinfo_import.FS_FCloseFile = gi.FS_FCloseFile;
gameinfo_import.Cvar_Set = gi.cvar_set;
gameinfo_import.Cvar_VariableStringBuffer = gi.Cvar_VariableStringBuffer;
gameinfo_import.Cvar_Create = G_Cvar_Create;
GI_Init( &gameinfo_import );
return &globals;
}
void QDECL G_Error( const char *fmt, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, fmt);
Q_vsnprintf (text, sizeof(text), fmt, argptr);
va_end (argptr);
gi.Error( ERR_DROP, "%s", text);
}
/*
-------------------------
Com_Error
-------------------------
*/
void Com_Error ( int level, const char *error, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, error);
Q_vsnprintf (text, sizeof(text), error, argptr);
va_end (argptr);
gi.Error( level, "%s", text);
}
/*
-------------------------
Com_Printf
-------------------------
*/
void Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
gi.Printf ("%s", text);
}
/*
========================================================================
MAP CHANGING
========================================================================
*/
/*
========================================================================
FUNCTIONS CALLED EVERY FRAME
========================================================================
*/
static void G_CheckTasksCompleted (gentity_t *ent)
{
if ( Q3_TaskIDPending( ent, TID_CHAN_VOICE ) )
{
if ( !gi.VoiceVolume[ent->s.number] )
{//not playing a voice sound
//return task_complete
Q3_TaskIDComplete( ent, TID_CHAN_VOICE );
}
}
if ( Q3_TaskIDPending( ent, TID_LOCATION ) )
{
char *currentLoc = G_GetLocationForEnt( ent );
if ( currentLoc && currentLoc[0] && Q_stricmp( ent->message, currentLoc ) == 0 )
{//we're in the desired location
Q3_TaskIDComplete( ent, TID_LOCATION );
}
//FIXME: else see if were in other trigger_locations?
}
}
static void G_CheckSpecialPersistentEvents( gentity_t *ent )
{//special-case alerts that would be a pain in the ass to have the ent's think funcs generate
if ( ent == NULL )
{
return;
}
if ( ent->s.eType == ET_MISSILE && ent->s.weapon == WP_THERMAL && ent->s.pos.trType == TR_STATIONARY )
{
if ( eventClearTime == level.time + ALERT_CLEAR_TIME )
{//events were just cleared out so add me again
AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER );
AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER );
}
}
if ( ent->forcePushTime >= level.time )
{//being pushed
if ( eventClearTime == level.time + ALERT_CLEAR_TIME )
{//events were just cleared out so add me again
//NOTE: presumes the player did the pushing, this is not always true, but shouldn't really matter?
if ( ent->item && ent->item->giTag == INV_SECURITY_KEY )
{
AddSightEvent( player, ent->currentOrigin, 128, AEL_DISCOVERED );//security keys are more important
}
else
{
AddSightEvent( player, ent->currentOrigin, 128, AEL_SUSPICIOUS );//hmm... or should this always be discovered?
}
}
}
if ( ent->contents == CONTENTS_LIGHTSABER && !Q_stricmp( "lightsaber", ent->classname ) )
{//lightsaber
if( ent->owner && ent->owner->client )
{
if ( ent->owner->client->ps.saberLength > 0 )
{//it's on
//sight event
AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED );
}
}
}
}
/*
=============
G_RunThink
Runs thinking code for this frame if necessary
=============
*/
void G_RunThink (gentity_t *ent)
{
float thinktime;
/*
if ( ent->NPC == NULL )
{
if ( ent->taskManager && !stop_icarus )
{
ent->taskManager->Update( );
}
}
*/
thinktime = ent->nextthink;
if ( thinktime <= 0 )
{
goto runicarus;
}
if ( thinktime > level.time )
{
goto runicarus;
}
ent->nextthink = 0;
if ( ent->e_ThinkFunc == thinkF_NULL ) // actually you don't need this if I check for it in the next function -slc
{
//gi.Error ( "NULL ent->think");
goto runicarus;
}
GEntity_ThinkFunc( ent ); // ent->think (ent);
runicarus:
if ( ent->inuse ) // GEntity_ThinkFunc( ent ) can have freed up this ent if it was a type flier_child (stasis1 crash)
{
if ( ent->NPC == NULL )
{
if ( ent->taskManager && !stop_icarus )
{
ent->taskManager->Update( );
}
}
}
}
/*
-------------------------
G_Animate
-------------------------
*/
void G_Animate ( gentity_t *self )
{
if ( self->s.eFlags & EF_SHADER_ANIM )
{
return;
}
if ( self->s.frame == self->endFrame )
{
if ( self->svFlags & SVF_ANIMATING )
{
// ghoul2 requires some extra checks to see if the animation is done since it doesn't set the current frame directly
if ( self->ghoul2.size() )
{
float frame, junk2;
int junk;
// I guess query ghoul2 to find out what the current frame is and see if we are done.
gi.G2API_GetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone,
(cg.time?cg.time:level.time), &frame, &junk, &junk, &junk, &junk2, NULL );
// It NEVER seems to get to what you'd think the last frame would be, so I'm doing this to try and catch when the animation has stopped
if ( frame + 1 >= self->endFrame )
{
self->svFlags &= ~SVF_ANIMATING;
Q3_TaskIDComplete( self, TID_ANIM_BOTH );
}
}
else // not ghoul2
{
if ( self->loopAnim )
{
self->s.frame = self->startFrame;
}
else
{
self->svFlags &= ~SVF_ANIMATING;
}
//Finished sequence - FIXME: only do this once even on looping anims?
Q3_TaskIDComplete( self, TID_ANIM_BOTH );
}
}
return;
}
self->svFlags |= SVF_ANIMATING;
// With ghoul2, we'll just set the desired start and end frame and let it do it's thing.
if ( self->ghoul2.size())
{
self->s.frame = self->endFrame;
gi.G2API_SetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone,
self->startFrame, self->endFrame, BONE_ANIM_OVERRIDE_FREEZE, 1.0f, cg.time, -1, -1 );
return;
}
if ( self->startFrame < self->endFrame )
{
if ( self->s.frame < self->startFrame || self->s.frame > self->endFrame )
{
self->s.frame = self->startFrame;
}
else
{
self->s.frame++;
}
}
else if ( self->startFrame > self->endFrame )
{
if ( self->s.frame > self->startFrame || self->s.frame < self->endFrame )
{
self->s.frame = self->startFrame;
}
else
{
self->s.frame--;
}
}
else
{
self->s.frame = self->endFrame;
}
}
/*
-------------------------
ResetTeamCounters
-------------------------
*/
/*
void ResetTeamCounters( void )
{
//clear team enemy counters
for ( int team = TEAM_FREE; team < TEAM_NUM_TEAMS; team++ )
{
teamEnemyCount[team] = 0;
teamCount[team] = 0;
}
}
*/
/*
-------------------------
UpdateTeamCounters
-------------------------
*/
/*
void UpdateTeamCounters( gentity_t *ent )
{
if ( !ent->NPC )
{
return;
}
if ( !ent->client )
{
return;
}
if ( ent->health <= 0 )
{
return;
}
if ( (ent->s.eFlags&EF_NODRAW) )
{
return;
}
if ( ent->client->playerTeam == TEAM_FREE )
{
return;
}
//this is an NPC who is alive and visible and is on a specific team
teamCount[ent->client->playerTeam]++;
if ( !ent->enemy )
{
return;
}
//ent has an enemy
if ( !ent->enemy->client )
{//enemy is a normal ent
if ( ent->noDamageTeam == ent->client->playerTeam )
{//it's on my team, don't count it as an enemy
return;
}
}
else
{//enemy is another NPC/player
if ( ent->enemy->client->playerTeam == ent->client->playerTeam)
{//enemy is on the same team, don't count it as an enemy
return;
}
}
//ent's enemy is not on the same team
teamLastEnemyTime[ent->client->playerTeam] = level.time;
teamEnemyCount[ent->client->playerTeam]++;
}
*/
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
void G_PlayerGuiltDeath( void )
{
if ( player && player->client )
{//simulate death
player->client->ps.stats[STAT_HEALTH] = 0;
//turn off saber
if ( player->client->ps.weapon == WP_SABER && player->client->ps.saberActive )
{
G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberoff.wav" );
player->client->ps.saberActive = qfalse;
}
//play the "what have I done?!" anim
NPC_SetAnim( player, SETANIM_BOTH, BOTH_FORCEHEAL_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
player->client->ps.legsAnimTimer = player->client->ps.torsoAnimTimer = -1;
//look at yourself
player->client->ps.stats[STAT_DEAD_YAW] = player->client->ps.viewangles[YAW]+180;
}
}
extern void NPC_SetAnim(gentity_t *ent,int type,int anim,int priority);
extern void G_MakeTeamVulnerable( void );
int killPlayerTimer = 0;
void G_CheckEndLevelTimers( gentity_t *ent )
{
if ( killPlayerTimer && level.time > killPlayerTimer )
{
killPlayerTimer = 0;
ent->health = 0;
if ( ent->client && ent->client->ps.stats[STAT_HEALTH] > 0 )
{
G_PlayerGuiltDeath();
//cg.missionStatusShow = qtrue;
statusTextIndex = MAX_MISSIONFAILED;
//debounce respawn time
ent->client->respawnTime = level.time + 2000;
//stop all scripts
stop_icarus = qtrue;
//make the team killable
G_MakeTeamVulnerable();
}
}
}
void NAV_CheckCalcPaths( void )
{
if ( navCalcPathTime && navCalcPathTime < level.time )
{//first time we've ever loaded this map...
//clear all the failed edges
navigator.ClearAllFailedEdges();
//Calculate all paths
NAV_CalculatePaths( level.mapname, giMapChecksum );
navigator.CalculatePaths();
#ifndef FINAL_BUILD
if ( fatalErrors )
{
gi.Printf( S_COLOR_RED"Not saving .nav file due to fatal nav errors\n" );
}
else
#endif
if ( navigator.Save( level.mapname, giMapChecksum ) == qfalse )
{
gi.Printf("Unable to save navigations data for map \"%s\" (checksum:%d)\n", level.mapname, giMapChecksum );
}
navCalcPathTime = 0;
}
}
/*
================
G_RunFrame
Advances the non-player objects in the world
================
*/
#if AI_TIMERS
int AITime = 0;
int navTime = 0;
#endif// AI_TIMERS
#ifndef FINAL_BUILD
extern int delayedShutDown;
#endif
void G_RunFrame( int levelTime ) {
int i;
gentity_t *ent;
int ents_inuse=0; // someone's gonna be pissed I put this here...
#if AI_TIMERS
AITime = 0;
navTime = 0;
#endif// AI_TIMERS
level.framenum++;
level.previousTime = level.time;
level.time = levelTime;
//msec = level.time - level.previousTime;
NAV_CheckCalcPaths();
//ResetTeamCounters();
AI_UpdateGroups();
if ( d_altRoutes->integer )
{
navigator.CheckAllFailedEdges();
}
navigator.ClearCheckedNodes();
//remember last waypoint, clear current one
// for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++)
for ( i = 0; i < globals.num_entities ; i++)
{
// if ( !ent->inuse )
// continue;
if(!PInUse(i))
continue;
ent = &g_entities[i];
if ( ent->waypoint != WAYPOINT_NONE
&& ent->noWaypointTime < level.time )
{
ent->lastWaypoint = ent->waypoint;
ent->waypoint = WAYPOINT_NONE;
}
if ( d_altRoutes->integer )
{
navigator.CheckFailedNodes( ent );
}
}
//Look to clear out old events
ClearPlayerAlertEvents();
//Run the frame for all entities
// for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++)
for ( i = 0; i < globals.num_entities ; i++)
{
// if ( !ent->inuse )
// continue;
if(!PInUse(i))
continue;
ents_inuse++;
ent = &g_entities[i];
// clear events that are too old
if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
if ( ent->s.event ) {
ent->s.event = 0; // &= EV_EVENT_BITS;
if ( ent->client ) {
ent->client->ps.externalEvent = 0;
}
}
if ( ent->freeAfterEvent ) {
// tempEntities or dropped items completely go away after their event
G_FreeEntity( ent );
continue;
} else if ( ent->unlinkAfterEvent ) {
// items that will respawn will hide themselves after their pickup event
ent->unlinkAfterEvent = qfalse;
gi.unlinkentity( ent );
}
}
// temporary entities don't think
if ( ent->freeAfterEvent )
continue;
G_CheckTasksCompleted(ent);
G_Roff( ent );
if( !ent->client )
{
if ( !(ent->svFlags & SVF_SELF_ANIMATING) )
{//FIXME: make sure this is done only for models with frames?
//Or just flag as animating?
if ( ent->s.eFlags & EF_ANIM_ONCE )
{
ent->s.frame++;
}
else if ( !(ent->s.eFlags & EF_ANIM_ALLFAST) )
{
G_Animate( ent );
}
}
}
G_CheckSpecialPersistentEvents( ent );
if ( ent->s.eType == ET_MISSILE )
{
G_RunMissile( ent );
continue;
}
if ( ent->s.eType == ET_ITEM )
{
G_RunItem( ent );
continue;
}
if ( ent->s.eType == ET_MOVER )
{
if ( ent->model && Q_stricmp( "models/test/mikeg/tie_fighter.md3", ent->model ) == 0 )
{
TieFighterThink( ent );
}
G_RunMover( ent );
continue;
}
//The player
if ( i == 0 )
{
// decay batteries if the goggles are active
if ( cg.zoomMode == 1 && ent->client->ps.batteryCharge > 0 )
{
ent->client->ps.batteryCharge--;
}
else if ( cg.zoomMode == 3 && ent->client->ps.batteryCharge > 0 )
{
ent->client->ps.batteryCharge -= 2;
if ( ent->client->ps.batteryCharge < 0 )
{
ent->client->ps.batteryCharge = 0;
}
}
G_CheckEndLevelTimers( ent );
//Recalculate the nearest waypoint for the coming NPC updates
NAV_FindPlayerWaypoint();
if( ent->taskManager && !stop_icarus )
{
ent->taskManager->Update();
}
//dead
if ( ent->health <= 0 )
{
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//on the ground
pitch_roll_for_slope( ent, NULL );
}
}
continue; // players are ucmd driven
}
G_RunThink( ent ); // be aware that ent may be free after returning from here, at least one func frees them
ClearNPCGlobals(); // but these 2 funcs are ok
//UpdateTeamCounters( ent ); // to call anyway on a freed ent.
}
// perform final fixups on the player
ent = &g_entities[0];
if ( ent->inuse )
{
ClientEndFrame( ent );
}
if( g_numEntities->integer )
{
gi.Printf( S_COLOR_WHITE"Number of Entities in use : %d\n", ents_inuse );
}
//DEBUG STUFF
NAV_ShowDebugInfo();
NPC_ShowDebugInfo();
G_DynamicMusicUpdate();
#if AI_TIMERS
AITime -= navTime;
if ( AITime > 20 )
{
gi.Printf( S_COLOR_RED"ERROR: total AI time: %d\n", AITime );
}
else if ( AITime > 10 )
{
gi.Printf( S_COLOR_YELLOW"WARNING: total AI time: %d\n", AITime );
}
else if ( AITime > 2 )
{
gi.Printf( S_COLOR_GREEN"total AI time: %d\n", AITime );
}
if ( navTime > 20 )
{
gi.Printf( S_COLOR_RED"ERROR: total nav time: %d\n", navTime );
}
else if ( navTime > 10 )
{
gi.Printf( S_COLOR_YELLOW"WARNING: total nav time: %d\n", navTime );
}
else if ( navTime > 2 )
{
gi.Printf( S_COLOR_GREEN"total nav time: %d\n", navTime );
}
#endif// AI_TIMERS
#ifndef FINAL_BUILD
if ( delayedShutDown != 0 && delayedShutDown < level.time )
{
G_Error( "Game Errors. Scroll up the console to read them." );
}
#endif
#ifdef _DEBUG
if(!(level.framenum&0xff))
{
ValidateInUseBits();
}
#endif
}
extern qboolean player_locked;
void G_LoadSave_WriteMiscData(void)
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.write_chunk<int32_t>(
INT_ID('L', 'C', 'K', 'D'),
::player_locked);
}
void G_LoadSave_ReadMiscData(void)
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk<int32_t>(
INT_ID('L', 'C', 'K', 'D'),
::player_locked);
}
void PrintEntClassname( int gentNum )
{
Com_Printf( "%d: %s in snapshot\n", gentNum, g_entities[gentNum].classname );
}
IGhoul2InfoArray &TheGameGhoul2InfoArray()
{
return gi.TheGhoul2InfoArray();
}