jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp

3978 lines
97 KiB
C++
Raw Normal View History

/*
===========================================================================
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 "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
#include "../../code/client/vmachine.h"
#include "../../code/qcommon/sstring.h"
#include "../code/qcommon/ojk_saved_game_helper.h"
#include <JKXR/VrClientInfo.h>
//NOTENOTE: Be sure to change the mirrored code in g_shared.h
typedef std::map< sstring_t, unsigned char, std::less<sstring_t> > namePrecache_m;
extern namePrecache_m *as_preCacheMap;
extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci );
extern qboolean G_AddSexToMunroString ( char *string, qboolean qDoBoth );
extern void CG_RegisterNPCEffects( team_t team );
extern qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, int *animFileIndex );
extern void CG_DrawDataPadInventorySelect( void );
void CG_Init( int serverCommandSequence );
qboolean CG_ConsoleCommand( void );
void CG_Shutdown( void );
int CG_GetCameraPos( vec3_t camerapos );
void UseItem(int itemNum);
const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
const char *psText, int iFontHandle, float fScale,
const vec4_t v4Color);
#define NUM_CHUNKS 6
/*
Ghoul2 Insert Start
*/
void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount);
void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount);
void CG_ResizeG2Bone(boneInfo_v *bone, int newCount);
void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount);
void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount);
/*
Ghoul2 Insert End
*/
void CG_LoadHudMenu(void);
int inv_icons[INV_MAX];
const char *inv_names[] =
{
"ELECTROBINOCULARS",
"BACTA CANISTER",
"SEEKER",
"LIGHT AMP GOGGLES",
"ASSAULT SENTRY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
};
int force_icons[NUM_FORCE_POWERS];
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y);
void CG_DrawDataPadHUD( centity_t *cent );
void MissionInformation_Draw( centity_t *cent );
void CG_DrawIconBackground(void);
void CG_DrawDataPadIconBackground(int backgroundType);
void CG_DrawDataPadWeaponSelect( void );
void CG_DrawDataPadForceSelect( void );
/*
================
vmMain
This is the only way control passes into the cgame module.
This must be the very first function compiled into the .q3vm file
================
*/
extern "C" Q_EXPORT intptr_t vmMain( intptr_t command, intptr_t arg0, intptr_t arg1, intptr_t arg2, intptr_t arg3, intptr_t arg4, intptr_t arg5, intptr_t arg6, intptr_t arg7 ) {
centity_t *cent;
switch ( command ) {
case CG_INIT: {
vr = (vr_client_info_t *) (arg1);
CG_Init(arg0);
}
return 0;
case CG_SHUTDOWN:
CG_Shutdown();
return 0;
case CG_CONSOLE_COMMAND:
return CG_ConsoleCommand();
case CG_DRAW_ACTIVE_FRAME:
CG_DrawActiveFrame( arg0, (stereoFrame_t) arg1 );
return 0;
case CG_CROSSHAIR_PLAYER:
return CG_CrosshairPlayer();
case CG_CAMERA_POS:
return CG_GetCameraPos( (float*)arg0);
/*
Ghoul2 Insert Start
*/
case CG_RESIZE_G2:
CG_ResizeG2((CGhoul2Info_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_BOLT:
CG_ResizeG2Bolt((boltInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_BONE:
CG_ResizeG2Bone((boneInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_SURFACE:
CG_ResizeG2Surface((surfaceInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_TEMPBONE:
CG_ResizeG2TempBone((mdxaBone_v *)arg0, arg1);
return 0;
/*
Ghoul2 Insert End
*/
case CG_DRAW_DATAPAD_HUD:
if (cg.snap)
{
cent = &cg_entities[cg.snap->ps.clientNum];
CG_DrawDataPadHUD(cent);
}
return 0;
case CG_DRAW_DATAPAD_OBJECTIVES:
if (cg.snap)
{
cent = &cg_entities[cg.snap->ps.clientNum];
MissionInformation_Draw(cent);
}
return 0;
case CG_DRAW_DATAPAD_WEAPONS:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_WEAPONS);
CG_DrawDataPadWeaponSelect();
}
return 0;
case CG_DRAW_DATAPAD_INVENTORY:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_INVENTORY);
CG_DrawDataPadInventorySelect();
}
return 0;
case CG_DRAW_DATAPAD_FORCEPOWERS:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_FORCE);
CG_DrawDataPadForceSelect();
}
return 0;
}
return -1;
}
/*
Ghoul2 Insert Start
*/
void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount)
{
bolt->resize(newCount);
}
void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount)
{
surface->resize(newCount);
}
void CG_ResizeG2Bone(boneInfo_v *bone, int newCount)
{
bone->resize(newCount);
}
void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount)
{
ghoul2->resize(newCount);
}
void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount)
{
tempBone->resize(newCount);
}
/*
Ghoul2 Insert End
*/
cg_t cg;
cgs_t cgs;
centity_t cg_entities[MAX_GENTITIES];
weaponInfo_t cg_weapons[MAX_WEAPONS];
itemInfo_t cg_items[MAX_ITEMS];
vr_client_info_t *vr;
typedef struct {
qboolean registered; // Has the player picked it up
qboolean active; // Is it the chosen inventory item
int count; // Count of items.
char description[128];
} inventoryInfo_t;
inventoryInfo_t cg_inventory[INV_MAX];
vmCvar_t cg_centertime;
vmCvar_t cg_runpitch;
vmCvar_t cg_runroll;
vmCvar_t cg_bobup;
vmCvar_t cg_bobpitch;
vmCvar_t cg_bobroll;
vmCvar_t cg_swingSpeed;
vmCvar_t cg_shadows;
vmCvar_t cg_paused;
vmCvar_t cg_drawTimer;
vmCvar_t cg_drawFPS;
vmCvar_t cg_drawSnapshot;
vmCvar_t cg_drawAmmoWarning;
vmCvar_t cg_drawCrosshair;
vmCvar_t cg_drawCrosshairForce;
vmCvar_t cg_crosshairIdentifyTarget;
vmCvar_t cg_dynamicCrosshair;
vmCvar_t cg_crosshairForceHint;
vmCvar_t cg_crosshairX;
vmCvar_t cg_crosshairY;
vmCvar_t cg_crosshairSize;
vmCvar_t cg_draw2D;
vmCvar_t cg_drawStatus;
vmCvar_t cg_drawHUD;
vmCvar_t cg_animSpeed;
vmCvar_t cg_debugAnim;
vmCvar_t cg_debugSaber;
vmCvar_t cg_debugPosition;
vmCvar_t cg_debugEvents;
vmCvar_t cg_errorDecay;
vmCvar_t cg_noPlayerAnims;
vmCvar_t cg_footsteps;
vmCvar_t cg_addMarks;
vmCvar_t cg_drawGun;
vmCvar_t cg_gun_frame;
vmCvar_t cg_gun_x;
vmCvar_t cg_gun_y;
vmCvar_t cg_gun_z;
vmCvar_t cg_fovViewmodel;
vmCvar_t cg_fovViewmodelAdjust;
vmCvar_t cg_autoswitch;
vmCvar_t cg_simpleItems;
vmCvar_t cg_fov;
vmCvar_t cg_fovAspectAdjust;
vmCvar_t cg_missionstatusscreen;
vmCvar_t cg_endcredits;
vmCvar_t cg_updatedDataPadForcePower1;
vmCvar_t cg_updatedDataPadForcePower2;
vmCvar_t cg_updatedDataPadForcePower3;
vmCvar_t cg_updatedDataPadObjective;
vmCvar_t cg_thirdPerson;
vmCvar_t cg_thirdPersonRange;
vmCvar_t cg_thirdPersonMaxRange;
vmCvar_t cg_thirdPersonAngle;
vmCvar_t cg_thirdPersonPitchOffset;
vmCvar_t cg_thirdPersonVertOffset;
vmCvar_t cg_thirdPersonCameraDamp;
vmCvar_t cg_thirdPersonTargetDamp;
vmCvar_t cg_saberAutoThird;
vmCvar_t cg_gunAutoFirst;
vmCvar_t cg_debugSaberCombat;
vmCvar_t cg_saberBurnMarkCoolDownTime;
vmCvar_t cg_autoUseBacta;
2023-03-05 08:50:51 +00:00
vmCvar_t cg_usableObjectsHint;
vmCvar_t cg_thirdPersonAlpha;
vmCvar_t cg_thirdPersonAutoAlpha;
vmCvar_t cg_thirdPersonHorzOffset;
vmCvar_t cg_zProj;
vmCvar_t cg_stereoSeparation;
vmCvar_t cg_worldScale;
vmCvar_t cg_heightAdjust;
vmCvar_t cg_developer;
vmCvar_t cg_timescale;
vmCvar_t cg_skippingcin;
2023-01-31 21:45:13 +00:00
vmCvar_t cg_hudScale;
vmCvar_t cg_hudStereo;
vmCvar_t cg_hudYOffset;
vmCvar_t cg_pano;
vmCvar_t cg_panoNumShots;
vmCvar_t fx_freeze;
vmCvar_t fx_debug;
vmCvar_t cg_missionInfoCentered;
vmCvar_t cg_missionInfoFlashTime;
vmCvar_t cg_hudFiles;
vmCvar_t cg_forceSpeedFOVAdjust;
vmCvar_t vr_weapon_adjustment_1;
vmCvar_t vr_weapon_adjustment_2;
vmCvar_t vr_weapon_adjustment_3;
vmCvar_t vr_weapon_adjustment_4;
vmCvar_t vr_weapon_adjustment_5;
vmCvar_t vr_weapon_adjustment_6;
vmCvar_t vr_weapon_adjustment_7;
vmCvar_t vr_weapon_adjustment_8;
vmCvar_t vr_weapon_adjustment_9;
vmCvar_t vr_weapon_adjustment_10;
vmCvar_t vr_weapon_adjustment_11;
vmCvar_t vr_weapon_adjustment_12;
vmCvar_t vr_weapon_adjustment_13;
vmCvar_t vr_weapon_adjustment_14;
vmCvar_t vr_weapon_adjustment_18;
vmCvar_t vr_weapon_adjustment_19;
vmCvar_t vr_weapon_adjustment_20;
vmCvar_t vr_weapon_adjustment_22;
/*
Ghoul2 Insert Start
*/
vmCvar_t cg_debugBB;
/*
Ghoul2 Insert End
*/
vmCvar_t cg_VariantSoundCap; // 0 = no capping, else cap to (n) max (typically just 1, but allows more)
vmCvar_t cg_turnAnims;
vmCvar_t cg_motionBoneComp;
vmCvar_t cg_reliableAnimSounds;
vmCvar_t cg_smoothPlayerPos;
vmCvar_t cg_smoothPlayerPlat;
vmCvar_t cg_smoothPlayerPlatAccel;
typedef struct {
vmCvar_t *vmCvar;
const char *cvarName;
const char *defaultString;
int cvarFlags;
} cvarTable_t;
static cvarTable_t cvarTable[] = {
{ &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
{ &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
{ &cg_fov, "cg_fov", "80", CVAR_ARCHIVE },
{ &cg_fovAspectAdjust, "cg_fovAspectAdjust", "0", CVAR_ARCHIVE },
{ &cg_zProj, "cg_zProj", "64", CVAR_ARCHIVE },
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "3", CVAR_ARCHIVE },
2023-01-31 21:45:13 +00:00
{ &cg_hudScale, "cg_hudScale", "2.5", CVAR_ARCHIVE },
{ &cg_hudStereo, "cg_hudStereo", "20", CVAR_ARCHIVE },
{ &cg_hudYOffset, "cg_hudYOffset", "0.0", CVAR_ARCHIVE },
{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
{ &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
{ &cg_drawHUD, "cg_drawHUD", "1", 0 },
{ &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE },
{ &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE },
{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
{ &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
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
{ &cg_drawCrosshairForce, "cg_drawCrosshairForce", "9", CVAR_ARCHIVE },
{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
{ &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART },
{ &cg_missionstatusscreen, "cg_missionstatusscreen", "0", CVAR_ROM},
{ &cg_endcredits, "cg_endcredits", "0", 0},
{ &cg_updatedDataPadForcePower1, "cg_updatedDataPadForcePower1", "0", 0},
{ &cg_updatedDataPadForcePower2, "cg_updatedDataPadForcePower2", "0", 0},
{ &cg_updatedDataPadForcePower3, "cg_updatedDataPadForcePower3", "0", 0},
{ &cg_updatedDataPadObjective, "cg_updatedDataPadObjective", "0", 0},
{ &cg_crosshairSize, "cg_crosshairSize", "18", CVAR_ARCHIVE },
{ &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
{ &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
{ &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
{ &cg_gun_frame, "gun_frame", "0", CVAR_CHEAT },
{ &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT },
{ &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT },
{ &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT },
{ &cg_centertime, "cg_centertime", "3", CVAR_CHEAT },
{ &cg_fovViewmodel, "cg_fovViewModel", "0", CVAR_ARCHIVE },
{ &cg_fovViewmodelAdjust, "cg_fovViewmodelAdjust", "1", CVAR_ARCHIVE },
{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.0", CVAR_ARCHIVE },
{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
{ &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT },
{ &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT },
{ &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
{ &cg_debugSaber, "cg_debugsaber", "0", CVAR_CHEAT },
{ &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT },
{ &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
{ &cg_errorDecay, "cg_errordecay", "100", 0 },
{ &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT },
{ &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT },
{ &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_SAVEGAME },
{ &cg_thirdPersonRange, "cg_thirdPersonRange", "80", CVAR_ARCHIVE },
{ &cg_thirdPersonMaxRange, "cg_thirdPersonMaxRange", "150", 0 },
{ &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", 0 },
{ &cg_thirdPersonPitchOffset, "cg_thirdPersonPitchOffset", "0", 0 },
{ &cg_thirdPersonVertOffset, "cg_thirdPersonVertOffset", "16", 0},
{ &cg_thirdPersonCameraDamp, "cg_thirdPersonCameraDamp", "0.3", 0},
{ &cg_thirdPersonTargetDamp, "cg_thirdPersonTargetDamp", "0.5", 0},
{ &cg_thirdPersonHorzOffset, "cg_thirdPersonHorzOffset", "0", 0},
{ &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_CHEAT },
{ &cg_thirdPersonAutoAlpha, "cg_thirdPersonAutoAlpha", "0", 0 },
{ &cg_saberAutoThird, "cg_saberAutoThird", "0", CVAR_ARCHIVE },
{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
{ &cg_debugSaberCombat, "cg_debugSaberCombat", "0", CVAR_ARCHIVE },
{ &cg_saberBurnMarkCoolDownTime, "cg_saberBurnMarkCoolDownTime", "0", CVAR_ARCHIVE },
{ &cg_autoUseBacta, "cg_autoUseBacta", "0", CVAR_ARCHIVE },
2023-03-05 08:50:51 +00:00
{ &cg_usableObjectsHint, "cg_usableObjectsHint", "1", CVAR_ARCHIVE },
{ &cg_pano, "pano", "0", 0 },
{ &cg_panoNumShots, "panoNumShots", "10", 0 },
{ &fx_freeze, "fx_freeze", "0", 0 },
{ &fx_debug, "fx_debug", "0", 0 },
// the following variables are created in other parts of the system,
// but we also reference them here
{ &cg_paused, "cl_paused", "0", CVAR_ROM },
{ &cg_developer, "developer", "", 0 },
{ &cg_timescale, "timescale", "1", 0 },
{ &cg_skippingcin, "skippingCinematic", "0", CVAR_ROM},
{ &cg_missionInfoCentered, "cg_missionInfoCentered", "1", CVAR_ARCHIVE },
{ &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 },
{ &cg_hudFiles, "cg_hudFiles", "ui/jk2hud.txt", CVAR_ARCHIVE},
{ &cg_forceSpeedFOVAdjust, "cg_forceSpeedFOVAdjust", "1", CVAR_ARCHIVE},
//Default Weapon adjustments - these WILL be overridden
// scale,right,up,forward,pitch,yaw,roll
{ &vr_weapon_adjustment_1, "vr_weapon_adjustment_1", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_2, "vr_weapon_adjustment_2", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_3, "vr_weapon_adjustment_3", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_4, "vr_weapon_adjustment_4", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_5, "vr_weapon_adjustment_5", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_6, "vr_weapon_adjustment_6", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_7, "vr_weapon_adjustment_7", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_8, "vr_weapon_adjustment_8", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_9, "vr_weapon_adjustment_9", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_10, "vr_weapon_adjustment_10", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_11, "vr_weapon_adjustment_11", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_12, "vr_weapon_adjustment_12", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_13, "vr_weapon_adjustment_13", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_14, "vr_weapon_adjustment_14", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_18, "vr_weapon_adjustment_18", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_19, "vr_weapon_adjustment_19", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_20, "vr_weapon_adjustment_20", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_22, "vr_weapon_adjustment_22", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
/*
Ghoul2 Insert Start
*/
{ &cg_debugBB, "debugBB", "0", 0},
/*
Ghoul2 Insert End
*/
{ &cg_VariantSoundCap, "cg_VariantSoundCap", "0", 0 },
{ &cg_turnAnims, "cg_turnAnims", "0", 0 },
{ &cg_motionBoneComp, "cg_motionBoneComp", "2", 0 },
{ &cg_reliableAnimSounds, "cg_reliableAnimSounds", "1", CVAR_ARCHIVE },
{ &cg_smoothPlayerPos, "cg_smoothPlayerPos", "0.5", 0},
{ &cg_smoothPlayerPlat, "cg_smoothPlayerPlat", "0.75", 0},
{ &cg_smoothPlayerPlatAccel, "cg_smoothPlayerPlatAccel", "3.25", 0},
};
static const size_t cvarTableSize = ARRAY_LEN( cvarTable );
/*
=================
CG_RegisterCvars
=================
*/
void CG_RegisterCvars( void ) {
size_t i;
cvarTable_t *cv;
for ( i=0, cv=cvarTable; i<cvarTableSize; i++, cv++ ) {
cgi_Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags );
}
}
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
size_t i;
cvarTable_t *cv;
for ( i=0, cv=cvarTable; i<cvarTableSize; i++, cv++ ) {
if ( cv->vmCvar ) {
cgi_Cvar_Update( cv->vmCvar );
}
}
}
int CG_CrosshairPlayer( void )
{
if ( cg.time > ( cg.crosshairClientTime + 1000 ) )
{
return -1;
}
return cg.crosshairClientNum;
}
int CG_GetCameraPos( vec3_t camerapos ) {
if ( in_camera) {
VectorCopy(client_camera.origin, camerapos);
return 1;
}
else if ( cg_entities[0].gent && cg_entities[0].gent->client && cg_entities[0].gent->client->ps.viewEntity > 0 && cg_entities[0].gent->client->ps.viewEntity < ENTITYNUM_WORLD )
//else if ( cg.snap && cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{//in an entity camera view
if ( g_entities[cg_entities[0].gent->client->ps.viewEntity].client && cg.renderingThirdPerson )
{
VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].client->renderInfo.eyePoint, camerapos );
}
else
{
VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].currentOrigin, camerapos );
}
//VectorCopy( cg_entities[cg_entities[0].gent->client->ps.viewEntity].lerpOrigin, camerapos );
/*
if ( g_entities[cg.snap->ps.viewEntity].client && cg.renderingThirdPerson )
{
VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, camerapos );
}
else
{//use the g_ent because it may not have gotten over to the client yet...
VectorCopy( g_entities[cg.snap->ps.viewEntity].currentOrigin, camerapos );
}
*/
return 1;
}
else if ( cg.renderingThirdPerson )
{//in third person
//FIXME: what about hacks that render in third person regardless of this value?
VectorCopy( cg.refdef.vieworg, camerapos );
return 1;
}
else if (cg.snap && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//implied: !cg.renderingThirdPerson
{//first person saber hack
VectorCopy( cg.refdef.vieworg, camerapos );
return 1;
}
return 0;
}
void CG_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
cgi_Printf( text );
}
NORETURN void CG_Error( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
cgi_Error( text );
}
/*
================
CG_Argv
================
*/
const char *CG_Argv( int arg ) {
static char buffer[MAX_STRING_CHARS];
cgi_Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
//========================================================================
/*
=================
CG_RegisterItemSounds
The server says this item is used on this level
=================
*/
void CG_RegisterItemSounds( int itemNum ) {
gitem_t *item;
char data[MAX_QPATH];
char *s, *start;
int len;
item = &bg_itemlist[ itemNum ];
if (item->pickup_sound)
{
cgi_S_RegisterSound( item->pickup_sound );
}
// parse the space seperated precache string for other media
s = item->sounds;
if (!s || !s[0])
return;
while (*s) {
start = s;
while (*s && *s != ' ') {
s++;
}
len = s-start;
if (len >= MAX_QPATH || len < 5) {
CG_Error( "PrecacheItem: %s has bad precache string",
item->classname);
return;
}
memcpy (data, start, len);
data[len] = 0;
if ( *s ) {
s++;
}
if ( !strcmp(data+len-3, "wav" )) {
cgi_S_RegisterSound( data );
}
}
}
/*
======================
CG_LoadingString
======================
*/
void CG_LoadingString( const char *s ) {
Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) );
cgi_UpdateScreen();
}
static void CG_AS_Register(void)
{
CG_LoadingString( "ambient sound sets" );
//Load the ambient sets
cgi_AS_AddPrecacheEntry( "#clear" ); // ;-)
//FIXME: Don't ask... I had to get around a really nasty MS error in the templates with this...
namePrecache_m::iterator pi;
STL_ITERATE( pi, (*as_preCacheMap) )
{
cgi_AS_AddPrecacheEntry( ((*pi).first).c_str() );
}
cgi_AS_ParseSets();
}
/*
=================
CG_RegisterSounds
called during a precache command
=================
*/
static void CG_RegisterSounds( void ) {
int i;
char name[MAX_QPATH];
const char *soundName;
CG_AS_Register();
CG_LoadingString( "general sounds" );
//FIXME: add to cg.media?
cgi_S_RegisterSound( "sound/player/fallsplat.wav" );
cgs.media.selectSound = cgi_S_RegisterSound( "sound/weapons/change.wav" );
cgs.media.selectSound2 = cgi_S_RegisterSound( "sound/interface/button1.wav" );
// cgs.media.useNothingSound = cgi_S_RegisterSound( "sound/items/use_nothing.wav" );
cgs.media.noAmmoSound = cgi_S_RegisterSound( "sound/weapons/noammo.wav" );
// cgs.media.talkSound = cgi_S_RegisterSound( "sound/interface/communicator.wav" );
cgs.media.landSound = cgi_S_RegisterSound( "sound/player/land1.wav");
cgs.media.rollSound = cgi_S_RegisterSound( "sound/player/roll1.wav");
cgs.media.overchargeFastSound = cgi_S_RegisterSound("sound/weapons/overchargeFast.wav" );
cgs.media.overchargeSlowSound = cgi_S_RegisterSound("sound/weapons/overchargeSlow.wav" );
cgs.media.overchargeLoopSound = cgi_S_RegisterSound("sound/weapons/overchargeLoop.wav");
cgs.media.overchargeEndSound = cgi_S_RegisterSound("sound/weapons/overchargeEnd.wav");
cgs.media.batteryChargeSound = cgi_S_RegisterSound( "sound/interface/pickup_battery.wav" );
// cgs.media.tedTextSound = cgi_S_RegisterSound( "sound/interface/tedtext.wav" );
cgs.media.messageLitSound = cgi_S_RegisterSound( "sound/interface/update" );
cg.messageLitActive = qfalse;
// cgs.media.interfaceSnd1 = cgi_S_RegisterSound( "sound/interface/button4.wav" );
// cgs.media.interfaceSnd2 = cgi_S_RegisterSound( "sound/interface/button2.wav" );
// cgs.media.interfaceSnd3 = cgi_S_RegisterSound( "sound/interface/button1.wav" );
cgs.media.watrInSound = cgi_S_RegisterSound ("sound/player/watr_in.wav");
cgs.media.watrOutSound = cgi_S_RegisterSound ("sound/player/watr_out.wav");
cgs.media.watrUnSound = cgi_S_RegisterSound ("sound/player/watr_un.wav");
// Zoom
cgs.media.zoomStart = cgi_S_RegisterSound( "sound/interface/zoomstart.wav" );
cgs.media.zoomLoop = cgi_S_RegisterSound( "sound/interface/zoomloop.wav" );
cgs.media.zoomEnd = cgi_S_RegisterSound( "sound/interface/zoomend.wav" );
cgi_S_RegisterSound( "sound/chars/turret/startup.wav" );
cgi_S_RegisterSound( "sound/chars/turret/shutdown.wav" );
cgi_S_RegisterSound( "sound/chars/turret/ping.wav" );
cgi_S_RegisterSound( "sound/chars/turret/move.wav" );
cgi_S_RegisterSound( "sound/player/use_sentry" );
cgi_R_RegisterModel( "models/items/psgun.glm" );
theFxScheduler.RegisterEffect( "turret/explode" );
theFxScheduler.RegisterEffect( "spark_exp_nosnd" );
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_NORMAL][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_METAL][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SPLASH][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WADE][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_wade_0%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SWIM][i] = cgi_S_RegisterSound (name);
// should these always be registered??
Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
cgi_S_RegisterSound (name);
}
theFxScheduler.RegisterEffect( "water_impact" );
cg.loadLCARSStage = 1;
CG_LoadingString( "item sounds" );
// only register the items that the server says we need
char items[MAX_ITEMS+1];
//Raz: Fixed buffer overflow
Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items));
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' ) //even with sound pooling, don't clutter it for low end machines
{
CG_RegisterItemSounds( i );
}
}
cg.loadLCARSStage = 2;
CG_LoadingString( "preregistered sounds" );
for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
soundName = CG_ConfigString( CS_SOUNDS+i );
if ( !soundName[0] ) {
break;
}
if ( soundName[0] == '*' ) {
continue; // custom sound
}
if (i&31) {
CG_LoadingString( soundName );
}
cgs.sound_precache[i] = cgi_S_RegisterSound( soundName );
}
}
/*
=============================================================================
CLIENT INFO
=============================================================================
*/
qhandle_t CG_RegisterHeadSkin( const char *headModelName, const char *headSkinName, qboolean *extensions )
{
char hfilename[MAX_QPATH];
qhandle_t headSkin;
Com_sprintf( hfilename, sizeof( hfilename ), "models/players/%s/head_%s.skin", headModelName, headSkinName );
headSkin = cgi_R_RegisterSkin( hfilename );
if ( headSkin < 0 )
{ //have extensions
*extensions = qtrue;
headSkin = -headSkin;
}
else
{
*extensions = qfalse; //just to be sure.
}
if ( !headSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", headModelName, headSkinName );
}
return headSkin;
}
/*
==========================
CG_RegisterClientSkin
==========================
*/
qboolean CG_RegisterClientSkin( clientInfo_t *ci,
const char *headModelName, const char *headSkinName,
const char *torsoModelName, const char *torsoSkinName,
const char *legsModelName, const char *legsSkinName)
{
char hfilename[MAX_QPATH];
char tfilename[MAX_QPATH];
char lfilename[MAX_QPATH];
Com_sprintf( lfilename, sizeof( lfilename ), "models/players/%s/lower_%s.skin", legsModelName, legsSkinName );
ci->legsSkin = cgi_R_RegisterSkin( lfilename );
if ( !ci->legsSkin )
{
// Com_Printf( "Failed to load skin file: %s : %s\n", legsModelName, legsSkinName );
//return qfalse;
}
if(torsoModelName && torsoSkinName && torsoModelName[0] && torsoSkinName[0])
{
Com_sprintf( tfilename, sizeof( tfilename ), "models/players/%s/upper_%s.skin", torsoModelName, torsoSkinName );
ci->torsoSkin = cgi_R_RegisterSkin( tfilename );
if ( !ci->torsoSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", torsoModelName, torsoSkinName );
return qfalse;
}
}
if(headModelName && headSkinName && headModelName[0] && headSkinName[0])
{
Com_sprintf( hfilename, sizeof( hfilename ), "models/players/%s/head_%s.skin", headModelName, headSkinName );
ci->headSkin = cgi_R_RegisterSkin( hfilename );
if (ci->headSkin <0) { //have extensions
ci->extensions = qtrue;
ci->headSkin = -ci->headSkin;
} else {
ci->extensions = qfalse; //just to be sure.
}
if ( !ci->headSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", headModelName, headSkinName );
return qfalse;
}
}
return qtrue;
}
/*
==========================
CG_RegisterClientModelname
==========================
*/
qboolean CG_RegisterClientModelname( clientInfo_t *ci,
const char *headModelName, const char *headSkinName,
const char *torsoModelName, const char *torsoSkinName,
const char *legsModelName, const char *legsSkinName )
{
/*
Ghoul2 Insert Start
*/
#if 1
char filename[MAX_QPATH];
if ( !legsModelName || !legsModelName[0] )
{
return qtrue;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.mdr", legsModelName );
ci->legsModel = cgi_R_RegisterModel( filename );
if ( !ci->legsModel )
{//he's not skeletal, try the old way
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", legsModelName );
ci->legsModel = cgi_R_RegisterModel( filename );
if ( !ci->legsModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
if(torsoModelName && torsoModelName[0])
{//You are trying to set one
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.mdr", torsoModelName );
ci->torsoModel = cgi_R_RegisterModel( filename );
if ( !ci->torsoModel )
{//he's not skeletal, try the old way
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", torsoModelName );
ci->torsoModel = cgi_R_RegisterModel( filename );
if ( !ci->torsoModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
}
else
{
ci->torsoModel = 0;
}
if(headModelName && headModelName[0])
{//You are trying to set one
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
ci->headModel = cgi_R_RegisterModel( filename );
if ( !ci->headModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
else
{
ci->headModel = 0;
}
// if any skins failed to load, return failure
if ( !CG_RegisterClientSkin( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName ) )
{
//Com_Printf( "Failed to load skin file: %s : %s/%s : %s/%s : %s\n", headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName );
return qfalse;
}
//FIXME: for now, uses the legs model dir for anim cfg, but should we set this in some sort of NPCs.cfg?
// load the animation file set
if ( !G_ParseAnimFileSet( legsModelName, legsModelName, &ci->animFileIndex ) )
{
Com_Printf( S_COLOR_RED"Failed to load animation file set models/players/%s\n", legsModelName );
return qfalse;
}
#endif
/*
Ghoul2 Insert End
*/
return qtrue;
}
void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri)
{
char *slash;
char headModelName[MAX_QPATH];
char torsoModelName[MAX_QPATH];
char legsModelName[MAX_QPATH];
char headSkinName[MAX_QPATH];
char torsoSkinName[MAX_QPATH];
char legsSkinName[MAX_QPATH];
if(!ri->legsModelName[0])
{//Must have at LEAST a legs model
return;
}
Q_strncpyz( legsModelName, ri->legsModelName, sizeof( legsModelName ) );
//Legs skin
slash = strchr( legsModelName, '/' );
if ( !slash )
{
// modelName didn not include a skin name
Q_strncpyz( legsSkinName, "default", sizeof( legsSkinName ) );
}
else
{
Q_strncpyz( legsSkinName, slash + 1, sizeof( legsSkinName ) );
// truncate modelName
*slash = 0;
}
if(ri->torsoModelName[0])
{
Q_strncpyz( torsoModelName, ri->torsoModelName, sizeof( torsoModelName ) );
//Torso skin
slash = strchr( torsoModelName, '/' );
if ( !slash )
{
// modelName didn't include a skin name
Q_strncpyz( torsoSkinName, "default", sizeof( torsoSkinName ) );
}
else
{
Q_strncpyz( torsoSkinName, slash + 1, sizeof( torsoSkinName ) );
// truncate modelName
*slash = 0;
}
}
else
{
torsoModelName[0] = 0;
}
//Head
if(ri->headModelName[0])
{
Q_strncpyz( headModelName, ri->headModelName, sizeof( headModelName ) );
//Head skin
slash = strchr( headModelName, '/' );
if ( !slash )
{
// modelName didn not include a skin name
Q_strncpyz( headSkinName, "default", sizeof( headSkinName ) );
}
else
{
Q_strncpyz( headSkinName, slash + 1, sizeof( headSkinName ) );
// truncate modelName
*slash = 0;
}
}
else
{
headModelName[0] = 0;
}
if ( !CG_RegisterClientModelname( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName) )
{
if ( !CG_RegisterClientModelname( ci, DEFAULT_HEADMODEL, "default", DEFAULT_TORSOMODEL, "default", DEFAULT_LEGSMODEL, "default" ) )
{
CG_Error( "DEFAULT_MODELS failed to register");
}
}
}
//-------------------------------------
// CG_RegisterEffects
//
// Handles precaching all effect files
// and any shader, model, or sound
// files an effect may use.
//-------------------------------------
extern void CG_InitGlass( void );
extern void cgi_R_WorldEffectCommand( const char *command );
static void CG_RegisterEffects( void )
{
char *effectName;
int i;
// Register external effects
for ( i = 1 ; i < MAX_FX ; i++ )
{
effectName = ( char *)CG_ConfigString( CS_EFFECTS + i );
if ( !effectName[0] )
{
break;
}
theFxScheduler.RegisterEffect( (const char*)effectName );
}
// Start world effects
for ( i = 1 ; i < MAX_WORLD_FX ; i++ )
{
effectName = ( char *)CG_ConfigString( CS_WORLD_FX + i );
if ( !effectName[0] )
{
break;
}
cgi_R_WorldEffectCommand( effectName );
}
// Set up the glass effects mini-system.
CG_InitGlass();
}
/*
void CG_RegisterClientModels (int entityNum)
Only call if clientInfo->infoValid is not true
For players and NPCs to register their models
*/
void CG_RegisterClientModels (int entityNum)
{
gentity_t *ent;
if(entityNum < 0 || entityNum > ENTITYNUM_WORLD)
{
return;
}
ent = &g_entities[entityNum];
if(!ent->client)
{
return;
}
ent->client->clientInfo.infoValid = qtrue;
if ( ent->playerModel != -1 && ent->ghoul2.size() )
{
return;
}
CG_RegisterClientRenderInfo(&ent->client->clientInfo, &ent->client->renderInfo);
ent->client->clientInfo.infoValid = qtrue;
if(entityNum < MAX_CLIENTS)
{
memcpy(&cgs.clientinfo[entityNum], &ent->client->clientInfo, sizeof(clientInfo_t));
}
}
//===================================================================================
forceTicPos_t forceTicPos[] =
{
{ 11, 41, 20, 10, "gfx/hud/force_tick1", NULL_HANDLE }, // Left Top
{ 12, 45, 20, 10, "gfx/hud/force_tick2", NULL_HANDLE },
{ 14, 49, 20, 10, "gfx/hud/force_tick3", NULL_HANDLE },
{ 17, 52, 20, 10, "gfx/hud/force_tick4", NULL_HANDLE },
{ 22, 55, 10, 10, "gfx/hud/force_tick5", NULL_HANDLE },
{ 28, 57, 10, 20, "gfx/hud/force_tick6", NULL_HANDLE },
{ 34, 59, 10, 10, "gfx/hud/force_tick7", NULL_HANDLE }, // Left bottom
{ 46, 59, -10, 10, "gfx/hud/force_tick7", NULL_HANDLE }, // Right bottom
{ 52, 57, -10, 20, "gfx/hud/force_tick6", NULL_HANDLE },
{ 58, 55, -10, 10, "gfx/hud/force_tick5", NULL_HANDLE },
{ 63, 52, -20, 10, "gfx/hud/force_tick4", NULL_HANDLE },
{ 66, 49, -20, 10, "gfx/hud/force_tick3", NULL_HANDLE },
{ 68, 45, -20, 10, "gfx/hud/force_tick2", NULL_HANDLE },
{ 69, 41, -20, 10, "gfx/hud/force_tick1", NULL_HANDLE }, // Right top
};
forceTicPos_t ammoTicPos[] =
{
{ 12, 34, 10, 10, "gfx/hud/ammo_tick7-l", NULL_HANDLE }, // Bottom
{ 13, 28, 10, 10, "gfx/hud/ammo_tick6-l", NULL_HANDLE },
{ 15, 23, 10, 10, "gfx/hud/ammo_tick5-l", NULL_HANDLE },
{ 19, 19, 10, 10, "gfx/hud/ammo_tick4-l", NULL_HANDLE },
{ 23, 15, 10, 10, "gfx/hud/ammo_tick3-l", NULL_HANDLE },
{ 29, 12, 10, 10, "gfx/hud/ammo_tick2-l", NULL_HANDLE },
{ 34, 11, 10, 10, "gfx/hud/ammo_tick1-l", NULL_HANDLE },
{ 47, 11, -10, 10, "gfx/hud/ammo_tick1-r", NULL_HANDLE },
{ 52, 12, -10, 10, "gfx/hud/ammo_tick2-r", NULL_HANDLE },
{ 58, 15, -10, 10, "gfx/hud/ammo_tick3-r", NULL_HANDLE },
{ 62, 19, -10, 10, "gfx/hud/ammo_tick4-r", NULL_HANDLE },
{ 66, 23, -10, 10, "gfx/hud/ammo_tick5-r", NULL_HANDLE },
{ 68, 28, -10, 10, "gfx/hud/ammo_tick6-r", NULL_HANDLE },
{ 69, 34, -10, 10, "gfx/hud/ammo_tick7-r", NULL_HANDLE },
};
extern void NPC_Precache ( gentity_t *spawner );
qboolean NPCsPrecached = qfalse;
/*
=================
CG_PrepRefresh
Call before entering a new level, or after changing renderers
This function may execute for a couple of minutes with a slow disk.
=================
*/
static void CG_RegisterGraphics( void ) {
int i;
char items[MAX_ITEMS+1];
static char *sb_nums[11] = {
"gfx/2d/numbers/zero",
"gfx/2d/numbers/one",
"gfx/2d/numbers/two",
"gfx/2d/numbers/three",
"gfx/2d/numbers/four",
"gfx/2d/numbers/five",
"gfx/2d/numbers/six",
"gfx/2d/numbers/seven",
"gfx/2d/numbers/eight",
"gfx/2d/numbers/nine",
"gfx/2d/numbers/minus",
};
static char *sb_t_nums[11] = {
"gfx/2d/numbers/t_zero",
"gfx/2d/numbers/t_one",
"gfx/2d/numbers/t_two",
"gfx/2d/numbers/t_three",
"gfx/2d/numbers/t_four",
"gfx/2d/numbers/t_five",
"gfx/2d/numbers/t_six",
"gfx/2d/numbers/t_seven",
"gfx/2d/numbers/t_eight",
"gfx/2d/numbers/t_nine",
"gfx/2d/numbers/t_minus",
};
static char *sb_c_nums[11] = {
"gfx/2d/numbers/c_zero",
"gfx/2d/numbers/c_one",
"gfx/2d/numbers/c_two",
"gfx/2d/numbers/c_three",
"gfx/2d/numbers/c_four",
"gfx/2d/numbers/c_five",
"gfx/2d/numbers/c_six",
"gfx/2d/numbers/c_seven",
"gfx/2d/numbers/c_eight",
"gfx/2d/numbers/c_nine",
"gfx/2d/numbers/t_minus", //?????
};
// Clean, then register...rinse...repeat...
CG_LoadingString( "effects" );
FX_Init();
CG_RegisterEffects();
// clear any references to old media
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
cgi_R_ClearScene();
cg.loadLCARSStage = 3;
CG_LoadingString( cgs.mapname );
cgi_R_LoadWorldMap( cgs.mapname );
cg.loadLCARSStage = 4;
CG_LoadingString( "game media shaders" );
for ( i=0; i < 11; i++ )
{
cgs.media.numberShaders[i] = cgi_R_RegisterShaderNoMip( sb_nums[i] );
cgs.media.smallnumberShaders[i] = cgi_R_RegisterShaderNoMip( sb_t_nums[i] );
cgs.media.chunkyNumberShaders[i] = cgi_R_RegisterShaderNoMip( sb_c_nums[i] );
}
// FIXME: conditionally do this?? Something must be wrong with inventory item caching..?
cgi_R_RegisterModel( "models/items/remote.md3" );
cgs.media.explosionModel = cgi_R_RegisterModel ( "models/weaphits/explosion.md3" );
cgs.media.surfaceExplosionShader = cgi_R_RegisterShader( "surfaceExplosion" );
cgs.media.solidWhiteShader = cgi_R_RegisterShader( "gfx/effects/solidWhite" );
//on players
cgs.media.personalShieldShader = cgi_R_RegisterShader( "gfx/misc/personalshield" );
cgs.media.cloakedShader = cgi_R_RegisterShader( "gfx/effects/cloakedShader" );
cgi_R_RegisterShader( "gfx/misc/ion_shield" );
//VR Hand models
cgs.media.handModel_relaxed = cgi_R_RegisterModel( "models/players/kyle/lhand_r.md3" );
cgs.media.handModel_force = cgi_R_RegisterModel( "models/players/kyle/lhand_f.md3" );
cgs.media.saberHilt = cgi_R_RegisterModel( "models/weapons2/saber/saber_w.md3" );
cgs.media.boltShader = cgi_R_RegisterShader( "gfx/misc/blueLine" );
cgs.media.reticleShader = cgi_R_RegisterShader( "gfx/weapon/scope" );
cgs.media.vignetteShader = cgi_R_RegisterShaderNoMip( "gfx/vignette" );
cgs.media.iconMoveSpeed[0] = cgi_R_RegisterShaderNoMip( "gfx/icon_comfortable" );
cgs.media.iconMoveSpeed[1] = cgi_R_RegisterShaderNoMip( "gfx/icon_full" );
cgs.media.iconMoveSpeed[2] = cgi_R_RegisterShaderNoMip( "gfx/icon_walk" );
cgs.media.iconSave = cgi_R_RegisterShaderNoMip( "gfx/icon_save" );
cgs.media.iconLoad = cgi_R_RegisterShaderNoMip( "gfx/icon_load" );
// FIXME: do these conditionally
cgi_R_RegisterShader( "gfx/2d/workingCamera" );
cgi_R_RegisterShader( "gfx/2d/brokenCamera" );
cgi_R_RegisterShader( "gfx/effects/irid_shield" ); // for galak, but he doesn't have his own weapon so I can't register the shader there.
//interface
for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
cgs.media.crosshairShader[i] = cgi_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a'+i) );
}
cgs.media.backTileShader = cgi_R_RegisterShader( "gfx/2d/backtile" );
cgs.media.noammoShader = cgi_R_RegisterShaderNoMip( "gfx/hud/noammo");
cgs.media.weaponIconBackground = cgi_R_RegisterShaderNoMip( "gfx/hud/background");
cgs.media.weaponProngsOn = cgi_R_RegisterShaderNoMip( "gfx/hud/prong_on_w");
cgs.media.weaponProngsOff = cgi_R_RegisterShaderNoMip( "gfx/hud/prong_off");
cgs.media.forceProngsOn = cgi_R_RegisterShaderNoMip( "gfx/hud/prong_on_f");
cgs.media.forceIconBackground = cgi_R_RegisterShaderNoMip( "gfx/hud/background_f");
cgs.media.inventoryIconBackground= cgi_R_RegisterShaderNoMip( "gfx/hud/background_i");
cgs.media.inventoryProngsOn = cgi_R_RegisterShaderNoMip( "gfx/hud/prong_on_i");
cgs.media.dataPadFrame = cgi_R_RegisterShaderNoMip( "gfx/hud/datapad2");
cg.loadLCARSStage = 5;
CG_LoadingString( "game media models" );
// Chunk models
//FIXME: jfm:? bother to conditionally load these if an ent has this material type?
for ( i = 0; i < NUM_CHUNK_MODELS; i++ )
{
cgs.media.chunkModels[CHUNK_METAL2][i] = cgi_R_RegisterModel( va( "models/chunks/metal/metal1_%i.md3", i+1 ) ); //_ /switched\ _
cgs.media.chunkModels[CHUNK_METAL1][i] = cgi_R_RegisterModel( va( "models/chunks/metal/metal2_%i.md3", i+1 ) ); // \switched/
cgs.media.chunkModels[CHUNK_ROCK1][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock1_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_ROCK2][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock2_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_ROCK3][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock3_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_CRATE1][i] = cgi_R_RegisterModel( va( "models/chunks/crate/crate1_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_CRATE2][i] = cgi_R_RegisterModel( va( "models/chunks/crate/crate2_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_WHITE_METAL][i] = cgi_R_RegisterModel( va( "models/chunks/metal/wmetal1_%i.md3", i+1 ) );
}
cgs.media.chunkSound = cgi_S_RegisterSound("sound/weapons/explosions/glasslcar");
cgs.media.grateSound = cgi_S_RegisterSound( "sound/effects/grate_destroy" );
cgs.media.rockBreakSound = cgi_S_RegisterSound("sound/effects/wall_smash");
cgs.media.rockBounceSound[0] = cgi_S_RegisterSound("sound/effects/stone_bounce");
cgs.media.rockBounceSound[1] = cgi_S_RegisterSound("sound/effects/stone_bounce2");
cgs.media.metalBounceSound[0] = cgi_S_RegisterSound("sound/effects/metal_bounce");
cgs.media.metalBounceSound[1] = cgi_S_RegisterSound("sound/effects/metal_bounce2");
cgs.media.glassChunkSound = cgi_S_RegisterSound("sound/weapons/explosions/glassbreak1");
cgs.media.crateBreakSound[0] = cgi_S_RegisterSound("sound/weapons/explosions/crateBust1" );
cgs.media.crateBreakSound[1] = cgi_S_RegisterSound("sound/weapons/explosions/crateBust2" );
cgs.media.weaponbox = cgi_R_RegisterShaderNoMip( "gfx/interface/weapon_box");
//Models & Shaders
cgs.media.damageBlendBlobShader = cgi_R_RegisterShader( "gfx/misc/borgeyeflare" );
cg.loadLCARSStage = 6;
// cgs.media.HUDLeftFrame= cgi_R_RegisterShaderNoMip( "gfx/hud/hudleftframe" );
cgs.media.HUDLeftFrame= cgi_R_RegisterShaderNoMip( "gfx/hud/static_test" );
cgs.media.HUDInnerLeft = cgi_R_RegisterShaderNoMip( "gfx/hud/hudleft_innerframe" );
cgs.media.HUDArmor1= cgi_R_RegisterShaderNoMip( "gfx/hud/armor1" );
cgs.media.HUDArmor2= cgi_R_RegisterShaderNoMip( "gfx/hud/armor2" );
cgs.media.HUDHealth= cgi_R_RegisterShaderNoMip( "gfx/hud/health" );
cgs.media.HUDHealthTic= cgi_R_RegisterShaderNoMip( "gfx/hud/health_tic" );
// cgs.media.HUDArmorTic= cgi_R_RegisterShaderNoMip( "gfx/hud/armor_tic" );
cgs.media.HUDRightFrame= cgi_R_RegisterShaderNoMip( "gfx/hud/hudrightframe" );
cgs.media.HUDInnerRight = cgi_R_RegisterShaderNoMip( "gfx/hud/hudright_innerframe" );
cgs.media.messageLitOn = cgi_R_RegisterShaderNoMip( "gfx/hud/message_on" );
cgs.media.messageLitOff = cgi_R_RegisterShaderNoMip( "gfx/hud/message_off" );
cgs.media.messageObjCircle = cgi_R_RegisterShaderNoMip( "gfx/hud/objective_circle" );
cgs.media.DPForcePowerOverlay = cgi_R_RegisterShader( "gfx/hud/force_swirl" );
// battery charge shader when using a gonk
cgs.media.batteryChargeShader = cgi_R_RegisterShader( "gfx/2d/battery" );
cgi_R_RegisterShader( "gfx/2d/droid_view" );
2023-03-05 08:50:51 +00:00
cgs.media.useableHint = cgi_R_RegisterShader("gfx/hud/useableHint");
// Load force tics
for (i=0;i<MAX_TICS;i++)
{
forceTicPos[i].tic = cgi_R_RegisterShaderNoMip( forceTicPos[i].file );
ammoTicPos[i].tic = cgi_R_RegisterShaderNoMip( ammoTicPos[i].file );
}
memset( cg_items, 0, sizeof( cg_items ) );
memset( cg_weapons, 0, sizeof( cg_weapons ) );
// only register the items that the server says we need
Q_strncpyz( items, CG_ConfigString( CS_ITEMS ), sizeof(items) );
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' )
{
if (bg_itemlist[i].classname)
{
CG_LoadingString( bg_itemlist[i].classname );
CG_RegisterItemVisuals( i );
}
}
if (bg_itemlist[i].giType == IT_HOLDABLE)
{
if (bg_itemlist[i].giTag < INV_MAX)
{
inv_icons[bg_itemlist[i].giTag] = cgi_R_RegisterShaderNoMip( bg_itemlist[i].icon );
}
}
}
cgi_R_RegisterShader( "gfx/misc/test_crackle" );
// wall marks
cgs.media.phaserMarkShader = cgi_R_RegisterShader( "gfx/damage/burnmark3" );
cgs.media.scavMarkShader = cgi_R_RegisterShader( "gfx/damage/burnmark4" );
// cgs.media.bulletmarksShader = cgi_R_RegisterShader( "textures/decals/bulletmark4" );
cgs.media.rivetMarkShader = cgi_R_RegisterShader( "gfx/damage/rivetmark" );
// doing one shader just makes it look like a shell. By using two shaders with different bulge offsets and different texture scales, it has a much more chaotic look
cgs.media.electricBodyShader = cgi_R_RegisterShader( "gfx/misc/electric" );
cgs.media.electricBody2Shader = cgi_R_RegisterShader( "gfx/misc/fullbodyelectric2" );
cgs.media.shadowMarkShader = cgi_R_RegisterShader( "markShadow" );
cgs.media.wakeMarkShader = cgi_R_RegisterShader( "wake" );
cgi_S_RegisterSound( "sound/effects/energy_crackle.wav" );
CG_LoadingString("map brushes");
// register the inline models
cgs.numInlineModels = cgi_CM_NumInlineModels();
assert( cgs.numInlineModels < (int)ARRAY_LEN( cgs.inlineDrawModel ) );
for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
char name[10];
vec3_t mins, maxs;
int j;
Com_sprintf( name, sizeof(name), "*%i", i );
cgs.inlineDrawModel[i] = cgi_R_RegisterModel( name );
cgi_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
for ( j = 0 ; j < 3 ; j++ ) {
cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
}
}
cg.loadLCARSStage = 7;
CG_LoadingString("map models");
// register all the server specified models
for (i=1 ; i<MAX_MODELS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_MODELS+i );
if ( !modelName[0] ) {
break;
}
cgs.model_draw[i] = cgi_R_RegisterModel( modelName );
// OutputDebugString(va("### CG_RegisterGraphics(): cgs.model_draw[%d] = \"%s\"\n",i,modelName));
}
cg.loadLCARSStage = 8;
/*
Ghoul2 Insert Start
*/
CG_LoadingString("skins");
// register all the server specified models
for (i=1 ; i<MAX_CHARSKINS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_CHARSKINS+i );
if ( !modelName[0] ) {
break;
}
cgs.skins[i] = cgi_R_RegisterSkin( modelName );
}
/*
Ghoul2 Insert End
*/
for (i=0 ; i<MAX_CLIENTS ; i++)
{
const char *clientInfo;
clientInfo = CG_ConfigString( CS_PLAYERS+i );
if ( !clientInfo[0] )
{
continue;
}
//feedback( va("client %i", i ) );
CG_NewClientinfo( i );
}
const char *info = CG_ConfigString( CS_SERVERINFO );
const char *mapname = Info_ValueForKey( info, "mapname" );
bool isDemoMap = !strcmp(mapname,"demo");
//Just register all weapons to avoid a pause when opening the selector
for (i=0; i <= WP_MELEE; i++)
{
//Only certain weapon models available in the demo pk3
if (isDemoMap)
{
if (i == WP_SABER ||
i == WP_BRYAR_PISTOL ||
i == WP_BLASTER ||
i == WP_FLECHETTE ||
i == WP_REPEATER ||
i == WP_THERMAL)
{
CG_RegisterWeapon(i);
}
else
{
continue;
}
}
else
{
CG_RegisterWeapon(i);
}
}
for (i=0 ; i < ENTITYNUM_WORLD ; i++)
{
if(&g_entities[i])
{
if(g_entities[i].client)
{
//if(!g_entities[i].client->clientInfo.infoValid)
//We presume this
{
CG_LoadingString( va("client %s", g_entities[i].client->clientInfo.name ) );
CG_RegisterClientModels(i);
if ( i != 0 )
{//Client weapons already precached
CG_RegisterWeapon( g_entities[i].client->ps.weapon );
CG_RegisterNPCCustomSounds( &g_entities[i].client->clientInfo );
CG_RegisterNPCEffects( g_entities[i].client->playerTeam );
}
}
}
else if ( g_entities[i].svFlags & SVF_NPC_PRECACHE && g_entities[i].NPC_type && g_entities[i].NPC_type[0] )
{//Precache the NPC_type
//FIXME: make sure we didn't precache this NPC_type already
CG_LoadingString( va("NPC %s", g_entities[i].NPC_type ) );
NPC_Precache( &g_entities[i] );
}
}
}
cg.loadLCARSStage = 9;
NPCsPrecached = qtrue;
extern cvar_t *com_buildScript;
if (com_buildScript->integer) {
cgi_R_RegisterShader( "gfx/misc/nav_cpoint" );
cgi_R_RegisterShader( "gfx/misc/nav_line" );
cgi_R_RegisterShader( "gfx/misc/nav_arrow" );
cgi_R_RegisterShader( "gfx/misc/nav_node" );
}
}
//===========================================================================
/*
=================
CG_ConfigString
=================
*/
const char *CG_ConfigString( int index ) {
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
CG_Error( "CG_ConfigString: bad index: %i", index );
}
return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
}
//==================================================================
void CG_LinkCentsToGents(void)
{
int i;
for(i = 0; i < MAX_GENTITIES; i++)
{
cg_entities[i].gent = &g_entities[i];
}
}
/*
======================
CG_StartMusic
======================
*/
void CG_StartMusic( qboolean bForceStart ) {
const char *s;
char parm1[MAX_QPATH], parm2[MAX_QPATH];
// start the background music
s = (char *)CG_ConfigString( CS_MUSIC );
COM_BeginParseSession();
Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );
COM_EndParseSession();
cgi_S_StartBackgroundTrack( parm1, parm2, (qboolean)!bForceStart );
}
/*
======================
CG_GameStateReceived
Displays the info screen while loading media
======================
*/
int iCGResetCount=0;
qboolean qbVidRestartOccured = qfalse;
//===================
qboolean gbUseTheseValuesFromLoadSave = qfalse; // MUST default to this
int gi_cg_forcepowerSelect;
int gi_cg_inventorySelect;
//===================
static void CG_GameStateReceived( void ) {
// clear everything
extern void CG_ClearAnimSndCache( void );
CG_ClearAnimSndCache(); // else sound handles wrong after vid_restart
qbVidRestartOccured = qtrue;
iCGResetCount++;
if (iCGResetCount == 1) // this will only equal 1 first time, after each vid_restart it just gets higher.
{ // This non-clear is so the user can vid_restart during scrolling text without losing it.
qbVidRestartOccured = qfalse;
}
if (!qbVidRestartOccured)
{
/*
Ghoul2 Insert Start
*/
// this is a No-No now we have stl vector classes in here.
// memset( &cg, 0, sizeof( cg ) );
CG_Init_CG();
/*
Ghoul2 Insert End
*/
}
/*
Ghoul2 Insert Start
*/
// memset( cg_entities, 0, sizeof(cg_entities) );
CG_Init_CGents();
/*
Ghoul2 Insert End
*/
memset( cg_weapons, 0, sizeof(cg_weapons) );
memset( cg_items, 0, sizeof(cg_items) );
CG_LinkCentsToGents();
cg.weaponSelect = WP_BRYAR_PISTOL;
cg.forcepowerSelect = FP_HEAL;
//reset some of the vr stuff here as we know we are starting afresh
vr->saberBlockDebounce = 0;
vr->crouched = false;
if (gbUseTheseValuesFromLoadSave)
{
gbUseTheseValuesFromLoadSave = qfalse; // ack
cg.forcepowerSelect = gi_cg_forcepowerSelect;
cg.inventorySelect = gi_cg_inventorySelect;
}
// get the rendering configuration from the client system
cgi_GetGlconfig( &cgs.glconfig );
/* cgs.charScale = cgs.glconfig.vidHeight * (1.0/480.0);
if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
// wide screen
cgs.bias = 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * (640.0/480.0) ) );
}
else {
// no wide screen
cgs.bias = 0;
}
*/
// get the gamestate from the client system
cgi_GetGameState( &cgs.gameState );
CG_ParseServerinfo();
// load the new map
cgs.media.levelLoad = cgi_R_RegisterShaderNoMip( "gfx/hud/mp_levelload" );
CG_LoadingString( "collision map" );
cgi_CM_LoadMap( cgs.mapname, qfalse );
CG_RegisterSounds();
CG_RegisterGraphics();
//jfm: moved down to preinit
// CG_InitLocalEntities();
// CG_InitMarkPolys();
CG_StartMusic( qfalse );
// remove the last loading update
cg.infoScreenText[0] = 0;
CGCam_Init();
CG_ClearLightStyles();
}
void CG_WriteTheEvilCGHackStuff(void)
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.write_chunk<int32_t>(
INT_ID('F', 'P', 'S', 'L'),
::cg.forcepowerSelect);
saved_game.write_chunk<int32_t>(
INT_ID('I', 'V', 'S', 'L'),
::cg.inventorySelect);
}
void CG_ReadTheEvilCGHackStuff(void)
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk<int32_t>(
INT_ID('F', 'P', 'S', 'L'),
::gi_cg_forcepowerSelect);
saved_game.read_chunk<int32_t>(
INT_ID('I', 'V', 'S', 'L'),
::gi_cg_inventorySelect);
gbUseTheseValuesFromLoadSave = qtrue;
}
/*
Ghoul2 Insert Start
*/
// initialise the cg_entities structure - take into account the ghoul2 stl stuff in the active snap shots
void CG_Init_CG(void)
{
memset( &cg, 0, sizeof(cg));
}
// initialise the cg_entities structure - take into account the ghoul2 stl stuff
void CG_Init_CGents(void)
{
memset( cg_entities, 0, sizeof(cg_entities) );
}
/*
Ghoul2 Insert End
*/
/*
=================
CG_PreInit
Called when DLL loads (after subsystem restart, but before gamestate is received)
=================
*/
void CG_PreInit() {
/*
Ghoul2 Insert Start
*/
// this is a No-No now we have stl vector classes in here.
// memset( &cg, 0, sizeof( cg ) );
CG_Init_CG();
/*
Ghoul2 Insert End
*/
memset( &cgs, 0, sizeof( cgs ) );
iCGResetCount = 0;
CG_RegisterCvars();
//moved from CG_GameStateReceived because it's loaded sooner now
CG_InitLocalEntities();
CG_InitMarkPolys();
}
/*
=================
CG_Init
Called after every level change or subsystem restart
=================
*/
void CG_Init( int serverCommandSequence ) {
cgs.serverCommandSequence = serverCommandSequence;
cgi_Cvar_Set( "cg_drawHUD", "1" );
// fonts...
//
cgs.media.charsetShader = cgi_R_RegisterShaderNoMip("gfx/2d/charsgrid_med");
cgs.media.qhFontSmall = cgi_R_RegisterFont("ocr_a");
cgs.media.qhFontMedium= cgi_R_RegisterFont("ergoec");
cgs.media.whiteShader = cgi_R_RegisterShader( "white" );
cgs.media.loadTick = cgi_R_RegisterShaderNoMip( "gfx/hud/load_tick" );
cgs.media.loadTickCap = cgi_R_RegisterShaderNoMip( "gfx/hud/load_tick_cap" );
static char *force_icon_files[NUM_FORCE_POWERS] =
{
"gfx/hud/f_icon_heal",
"gfx/hud/f_icon_levitation",
"gfx/hud/f_icon_speed",
"gfx/hud/f_icon_push",
"gfx/hud/f_icon_pull",
"gfx/hud/f_icon_telepathy",
"gfx/hud/f_icon_grip",
"gfx/hud/f_icon_l1",
"gfx/hud/f_icon_saber_throw",
"gfx/hud/f_icon_saber_defend",
"gfx/hud/f_icon_saber_attack",
};
// Precache inventory icons
for ( int i=0;i<NUM_FORCE_POWERS;i++)
{
if (force_icon_files[i])
{
force_icons[i] = cgi_R_RegisterShaderNoMip( force_icon_files[i] );
}
}
cgi_SP_Register("SP_INGAME", qtrue); //require load and keep around
cgi_SP_Register("VR_INGAME", qtrue); //require load and keep around
cgi_SP_Register("OBJECTIVES", qtrue); //require load and keep around
CG_LoadHudMenu(); // load new hud stuff
cg.loadLCARSStage = 0;
CG_GameStateReceived();
CG_InitConsoleCommands();
cg.missionInfoFlashTime = 0;
cg.missionStatusShow = qfalse;
}
/*
=================
CG_Shutdown
Called before every level change or subsystem restart
=================
*/
void CG_Shutdown( void )
{
in_camera = false;
FX_Free();
}
//// DEBUG STUFF
/*
-------------------------
CG_DrawNode
-------------------------
*/
void CG_DrawNode( vec3_t origin, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_SPRITE;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_node" );
float scale = 16.0f;
switch ( type )
{
case NODE_NORMAL:
ex->color[0] = 255;
ex->color[1] = 0;
ex->color[2] = 0;
break;
case NODE_START:
ex->color[0] = 0;
ex->color[1] = 0;
ex->color[2] = 255;
scale += 16.0f;
break;
case NODE_GOAL:
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 0;
scale += 16.0f;
break;
case NODE_NAVGOAL:
ex->color[0] = 255;
ex->color[1] = 255;
ex->color[2] = 0;
break;
}
ex->radius = scale;
}
/*
-------------------------
CG_DrawRadius
-------------------------
*/
void CG_DrawRadius( vec3_t origin, unsigned int radius, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_QUAD;
ex->radius = radius;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_radius" );
switch ( type )
{
case NODE_NORMAL:
ex->color[0] = 255;
ex->color[1] = 0;
ex->color[2] = 0;
break;
case NODE_START:
ex->color[0] = 0;
ex->color[1] = 0;
ex->color[2] = 255;
break;
case NODE_GOAL:
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 0;
break;
case NODE_NAVGOAL:
ex->color[0] = 255;
ex->color[1] = 255;
ex->color[2] = 0;
break;
}
}
/*
-------------------------
CG_DrawEdge
-------------------------
*/
void CG_DrawEdge( vec3_t start, vec3_t end, int type )
{
switch ( type )
{
case EDGE_PATH:
FX_AddLine( start, end, 4.0f, 4.0f, 0.0f, 1.0f, 1.0f, 51, cgi_R_RegisterShader( "gfx/misc/nav_arrow" ), 0 );
break;
case EDGE_NORMAL:
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
break;
case EDGE_BLOCKED:
{
vec3_t color = { 255, 255, 0 };
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
case EDGE_FAILED:
{
vec3_t color = { 255, 0, 0 };
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
case EDGE_MOVEDIR:
{
vec3_t color = { 0, 255, 0 };
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
default:
break;
}
}
/*
-------------------------
CG_DrawCombatPoint
-------------------------
*/
void CG_DrawCombatPoint( vec3_t origin, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_SPRITE;
ex->startTime = cg.time;
ex->radius = 8;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_cpoint" );
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 255;
/*
switch( type )
{
case 0: //FIXME: To shut up the compiler warning (more will be added here later of course)
default:
FX_AddSprite( origin, NULL, NULL, 8.0f, 0.0f, 1.0f, 1.0f, color, color, 0.0f, 0.0f, 51, cgi_R_RegisterShader( "gfx/misc/nav_cpoint" ) );
break;
}
*/
}
/*
-------------------------
CG_DrawAlert
-------------------------
*/
void CG_DrawAlert( vec3_t origin, float rating )
{
vec3_t drawPos;
VectorCopy( origin, drawPos );
drawPos[2] += 48;
vec3_t startRGB;
//Fades from green at 0, to red at 1
startRGB[0] = rating;
startRGB[1] = 1 - rating;
startRGB[2] = 0;
FX_AddSprite( drawPos, NULL, NULL, 16, 0.0f, 1.0f, 1.0f, startRGB, startRGB, 0, 0, 50, cgs.media.whiteShader );
}
#define MAX_MENUDEFFILE 4096
//
// ==============================
// new hud stuff ( mission pack )
// ==============================
//
qboolean CG_Asset_Parse(const char **p)
{
const char *token;
const char *tempStr;
int pointSize;
token = COM_ParseExt(p, qtrue);
if (!token)
{
return qfalse;
}
if (Q_stricmp(token, "{") != 0)
{
return qfalse;
}
while ( 1 )
{
token = COM_ParseExt(p, qtrue);
if (!token)
{
return qfalse;
}
if (Q_stricmp(token, "}") == 0)
{
return qtrue;
}
// font
if (Q_stricmp(token, "font") == 0)
{
/*
int pointSize;
cgi_UI_Parse_String(tempStr);
cgi_UI_Parse_Int(&pointSize);
if (!tempStr || !pointSize)
{
return qfalse;
}
*/
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont);
continue;
}
// smallFont
if (Q_stricmp(token, "smallFont") == 0)
{
if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize))
{
return qfalse;
}
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont);
continue;
}
// font
if (Q_stricmp(token, "bigfont") == 0)
{
int pointSize;
if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize))
{
return qfalse;
}
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont);
continue;
}
// gradientbar
if (Q_stricmp(token, "gradientbar") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr);
continue;
}
// enterMenuSound
if (Q_stricmp(token, "menuEnterSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr );
continue;
}
// exitMenuSound
if (Q_stricmp(token, "menuExitSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr );
continue;
}
// itemFocusSound
if (Q_stricmp(token, "itemFocusSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr );
continue;
}
// menuBuzzSound
if (Q_stricmp(token, "menuBuzzSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr );
continue;
}
if (Q_stricmp(token, "cursor") == 0)
{
// if (!COM_ParseString(p, &cgDC.Assets.cursorStr))
// {
// return qfalse;
// }
// cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr);
continue;
}
if (Q_stricmp(token, "fadeClamp") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.fadeClamp))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "fadeCycle") == 0)
{
// if (!COM_ParseInt(p, &cgDC.Assets.fadeCycle))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "fadeAmount") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.fadeAmount))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowX") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.shadowX))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowY") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.shadowY))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowColor") == 0)
{
/*
if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor))
{
return qfalse;
}
cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3];
*/
continue;
}
}
return qfalse; // bk001204 - why not?
}
void cgi_UI_EndParseSession(char *buf);
/*
=================
CG_ParseMenu();
=================
*/
void CG_ParseMenu(const char *menuFile)
{
char *token;
int result;
char *buf,*p;
Com_Printf("Parsing menu file: %s\n", menuFile);
result = cgi_UI_StartParseSession((char *) menuFile,&buf);
if (!result)
{
Com_Printf("Unable to load hud menu file: %s. Using default ui/testhud.menu.\n", menuFile);
result = cgi_UI_StartParseSession("ui/testhud.menu",&buf);
if (!result)
{
Com_Printf("Unable to load default ui/testhud.menu.\n");
return;
}
}
p = buf;
while ( 1 )
{
cgi_UI_ParseExt(&token);
if(!token)
{
// NULL checking is the best kind of checking --eez
Com_Error(ERR_FATAL, "cgi_UI_ParseExt: NULL token parameter");
}
if (!*token) // All done?
{
break;
}
//if ( Q_stricmp( token, "{" ) ) {
// Com_Printf( "Missing { in menu file\n" );
// break;
//}
//if ( menuCount == MAX_MENUS ) {
// Com_Printf( "Too many menus!\n" );
// break;
//}
// if ( *token == '}' )
// {
// break;
// }
if (Q_stricmp(token, "assetGlobalDef") == 0)
{
/*
if (CG_Asset_Parse(handle))
{
continue;
}
else
{
break;
}
*/
}
if (Q_stricmp(token, "menudef") == 0)
{
// start a new menu
cgi_UI_Menu_New(p);
}
}
cgi_UI_EndParseSession(buf);
}
/*
=================
CG_Load_Menu();
=================
*/
qboolean CG_Load_Menu( const char **p)
{
const char *token;
token = COM_ParseExt(p, qtrue);
if (token[0] != '{')
{
return qfalse;
}
while ( 1 )
{
token = COM_ParseExt(p, qtrue);
if (Q_stricmp(token, "}") == 0)
{
return qtrue;
}
if ( !token || token[0] == 0 )
{
return qfalse;
}
CG_ParseMenu(token);
}
return qfalse;
}
/*
=================
CG_LoadMenus();
=================
*/
void CG_LoadMenus(const char *menuFile)
{
const char *token;
const char *p;
int len, start;
fileHandle_t f;
static char buf[MAX_MENUDEFFILE];
start = cgi_Milliseconds();
len = cgi_FS_FOpenFile( menuFile, &f, FS_READ );
if ( !f )
{
//cgi_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); // what. this would not run
cgi_Printf( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); // the rest at all.. --eez
len = cgi_FS_FOpenFile( "ui/jk2hud.txt", &f, FS_READ );
if (!f)
{
cgi_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n", menuFile ) );
}
}
if ( len >= MAX_MENUDEFFILE )
{
cgi_FS_FCloseFile( f );
cgi_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ) );
return;
}
cgi_FS_Read( buf, len, f );
buf[len] = 0;
cgi_FS_FCloseFile( f );
// COM_Compress(buf);
// cgi_UI_Menu_Reset();
p = buf;
COM_BeginParseSession();
while ( 1 )
{
token = COM_ParseExt( &p, qtrue );
if( !token || token[0] == 0 || token[0] == '}')
{
break;
}
if ( Q_stricmp( token, "}" ) == 0 )
{
break;
}
if (Q_stricmp(token, "loadmenu") == 0)
{
if (CG_Load_Menu(&p))
{
continue;
}
else
{
break;
}
}
}
COM_EndParseSession();
Com_Printf("UI menu load time = %d milli seconds\n", cgi_Milliseconds() - start);
}
/*
=================
CG_LoadHudMenu();
=================
*/
void CG_LoadHudMenu(void)
{
const char *hudSet;
/*
cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip;
cgDC.setColor = &trap_R_SetColor;
cgDC.drawHandlePic = &CG_DrawPic;
cgDC.drawStretchPic = &trap_R_DrawStretchPic;
cgDC.drawText = &CG_Text_Paint;
cgDC.textWidth = &CG_Text_Width;
cgDC.textHeight = &CG_Text_Height;
cgDC.registerModel = &trap_R_RegisterModel;
cgDC.modelBounds = &trap_R_ModelBounds;
cgDC.fillRect = &CG_FillRect;
cgDC.drawRect = &CG_DrawRect;
cgDC.drawSides = &CG_DrawSides;
cgDC.drawTopBottom = &CG_DrawTopBottom;
cgDC.clearScene = &trap_R_ClearScene;
cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene;
cgDC.renderScene = &trap_R_RenderScene;
cgDC.registerFont = &trap_R_RegisterFont;
cgDC.ownerDrawItem = &CG_OwnerDraw;
cgDC.getValue = &CG_GetValue;
cgDC.ownerDrawVisible = &CG_OwnerDrawVisible;
cgDC.runScript = &CG_RunMenuScript;
cgDC.getTeamColor = &CG_GetTeamColor;
cgDC.setCVar = trap_Cvar_Set;
cgDC.getCVarString = trap_Cvar_VariableStringBuffer;
cgDC.getCVarValue = CG_Cvar_Get;
cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor;
cgDC.startLocalSound = &trap_S_StartLocalSound;
cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey;
cgDC.feederCount = &CG_FeederCount;
cgDC.feederItemImage = &CG_FeederItemImage;
cgDC.feederItemText = &CG_FeederItemText;
cgDC.feederSelection = &CG_FeederSelection;
cgDC.Error = &Com_Error;
cgDC.Print = &Com_Printf;
cgDC.ownerDrawWidth = &CG_OwnerDrawWidth;
cgDC.registerSound = &trap_S_RegisterSound;
cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack;
cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack;
cgDC.playCinematic = &CG_PlayCinematic;
cgDC.stopCinematic = &CG_StopCinematic;
cgDC.drawCinematic = &CG_DrawCinematic;
cgDC.runCinematicFrame = &CG_RunCinematicFrame;
*/
// Init_Display(&cgDC);
// cgi_UI_String_Init();
// cgi_UI_Menu_Reset();
hudSet = cg_hudFiles.string;
if (hudSet[0] == '\0')
{
hudSet = "ui/jk2hud.txt";
}
CG_LoadMenus(hudSet);
}
/*
==============================================================================
INVENTORY SELECTION
==============================================================================
*/
/*
===============
CG_InventorySelectable
===============
*/
qboolean CG_InventorySelectable( int index)
{
if (cg.snap->ps.inventory[index]) // Is there any in the inventory?
{
return qtrue;
}
return qfalse;
}
/*
===============
SetInventoryTime
===============
*/
static void SetInventoryTime(void)
{
if (((cg.weaponSelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Weapon HUD was currently active to just swap it out with Force HUD
((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Force HUD was currently active to just swap it out with Force HUD
{
cg.weaponSelectTime = 0;
cg.forcepowerSelectTime = 0;
cg.inventorySelectTime = cg.time + 130.0f;
}
else
{
cg.inventorySelectTime = cg.time;
}
}
/*
===============
CG_DPPrevInventory_f
===============
*/
void CG_DPPrevInventory_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
const int original = cg.DataPadInventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.DataPadInventorySelect--;
if ((cg.DataPadInventorySelect < INV_ELECTROBINOCULARS) || (cg.DataPadInventorySelect >= INV_MAX))
{
cg.DataPadInventorySelect = (INV_MAX - 1);
}
if ( CG_InventorySelectable( cg.DataPadInventorySelect ) )
{
return;
}
}
cg.DataPadInventorySelect = original;
}
/*
===============
CG_DPNextInventory_f
===============
*/
void CG_DPNextInventory_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
const int original = cg.DataPadInventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.DataPadInventorySelect++;
if ((cg.DataPadInventorySelect < INV_ELECTROBINOCULARS) || (cg.DataPadInventorySelect >= INV_MAX))
{
cg.DataPadInventorySelect = INV_ELECTROBINOCULARS;
}
if ( CG_InventorySelectable( cg.DataPadInventorySelect ) && (inv_icons[cg.DataPadInventorySelect]))
{
return;
}
}
cg.DataPadInventorySelect = original;
}
/*
===============
CG_NextInventory_f
===============
*/
void CG_NextInventory_f( void )
{
int i;
float *color;
if ( !cg.snap )
{
return;
}
// The first time it's been hit so just show inventory but don't advance in inventory.
color = CG_FadeColor( cg.inventorySelectTime, WEAPON_SELECT_TIME );
if ( !color )
{
SetInventoryTime();
return;
}
const int original = cg.inventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.inventorySelect++;
if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX))
{
cg.inventorySelect = INV_ELECTROBINOCULARS;
}
if ( CG_InventorySelectable( cg.inventorySelect ) && (inv_icons[cg.inventorySelect]))
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
SetInventoryTime();
return;
}
}
cg.inventorySelect = original;
}
/*
===============
CG_UseInventory_f
===============
*/
/*
this func was moved to Cmd_UseInventory_f in g_cmds.cpp
*/
/*
===============
CG_PrevInventory_f
===============
*/
void CG_PrevInventory_f( void )
{
int i;
float *color;
if ( !cg.snap )
{
return;
}
// The first time it's been hit so just show inventory but don't advance in inventory.
color = CG_FadeColor( cg.inventorySelectTime, WEAPON_SELECT_TIME );
if ( !color )
{
SetInventoryTime();
return;
}
const int original = cg.inventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.inventorySelect--;
if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX))
{
cg.inventorySelect = (INV_MAX - 1);
}
if ( CG_InventorySelectable( cg.inventorySelect ) && (inv_icons[cg.inventorySelect]))
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
SetInventoryTime();
return;
}
}
cg.inventorySelect = original;
}
/*
===================
FindInventoryItemTag
===================
*/
gitem_t *FindInventoryItemTag(int tag)
{
int i;
/* if (!Q_stricmp(tokenStr,"INV_ELECTROBINOCULARS")
{
tag = INV_ELECTROBINOCULARS;
}
else if (!Q_stricmp(tokenStr,"INV_BACTA_CANISTER")
{
tag = INV_BACTA_CANISTER;
}
else if (!Q_stricmp(tokenStr,"INV_SEEKER")
{
tag = INV_SEEKER;
}
else if (!Q_stricmp(tokenStr,"INV_LIGHTAMP_GOGGLES")
{
tag = INV_LIGHTAMP_GOGGLES;
}
else if (!Q_stricmp(tokenStr,"INV_SENTRY")
{
tag = INV_SENTRY;
}
else if (!Q_stricmp(tokenStr,"INV_GOODIE_KEY")
{
tag = INV_GOODIE_KEY;
}
else if (!Q_stricmp(tokenStr,"INV_SECURITY_KEY")
{
tag = INV_SECURITY_KEY;
}
*/
for ( i = 1 ; i < bg_numItems ; i++ )
{
if ( bg_itemlist[i].giTag == tag && bg_itemlist[i].giType == IT_HOLDABLE ) // I guess giTag's aren't unique amongst items..must also make sure it's a holdable
{
return &bg_itemlist[i];
}
}
return (0);
}
/*
===================
CG_DrawInventorySelect
===================
*/
void CG_DrawInventorySelect( void )
{
int i;
int sideMax,holdCount,iconCnt;
int smallIconSize,bigIconSize;
int sideLeftIconCnt,sideRightIconCnt;
int count;
int holdX,x,y,pad;
//int height;
// int tag;
float addX;
vec4_t textColor = { .312f, .75f, .621f, 1.0f };
char text[1024]={0};
// don't display if dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 || ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ))
{
return;
}
if ((cg.inventorySelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
int x2,y2;
if (!cgi_UI_GetMenuInfo("inventoryselecthud",&x2,&y2))
{
return;
}
cg.iconSelectTime = cg.inventorySelectTime;
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
//const int bits = cg.snap->ps.stats[ STAT_ITEMS ];
// count the number of items owned
count = 0;
for ( i = 0 ; i < INV_MAX ; i++ )
{
if (CG_InventorySelectable(i) && inv_icons[i])
{
count++;
}
}
if (!count)
{
cgi_SP_GetStringTextString("INGAME_EMPTY_INV",text, sizeof(text) );
int w = cgi_R_Font_StrLenPixels( text, cgs.media.qhFontSmall, 1.0f );
x = ( SCREEN_WIDTH - w ) / 2;
CG_DrawProportionalString(x, y2 + 22, text, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.inventorySelect - 1;
if (i<0)
{
i = INV_MAX-1;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 16;
x = 320;
y = 410;
// Left side ICONS
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
//height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideLeftIconCnt;i--)
{
if (i<0)
{
i = INV_MAX-1;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
//height = bigIconSize * cg.iconHUDPercent;
if (inv_icons[cg.inventorySelect])
{
cgi_R_SetColor(NULL);
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, inv_icons[cg.inventorySelect] );
addX = (float) bigIconSize * .75;
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField ((x-(bigIconSize/2)) + addX, y, 2, cg.snap->ps.inventory[cg.inventorySelect], 6, 12,
NUM_FONT_SMALL,qfalse);
if (inv_names[cg.inventorySelect])
{
// FIXME: This is ONLY a temp solution, the icon stuff, etc, should all just use items.dat for everything
gitem_t *item = FindInventoryItemTag( cg.inventorySelect );
if ( item && item->classname && item->classname[0] )
{
char itemName[256], data[1024]; // FIXME: do these really need to be this large?? does it matter?
sprintf( itemName, "INGAME_%s", item->classname );
if ( cgi_SP_GetStringTextString( itemName, data, sizeof( data )))
{
int w = cgi_R_Font_StrLenPixels( data, cgs.media.qhFontSmall, 1.0f );
int x = ( SCREEN_WIDTH - w ) / 2;
cgi_R_Font_DrawString( x, (SCREEN_HEIGHT - 24), data, textColor, cgs.media.qhFontSmall, -1, 1.0f);
}
}
// if (tag)
// {
// CG_DrawProportionalString(320, y + 53, inv_names[cg.inventorySelect], CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
// CG_DrawProportionalString(320, y + 53, bg_itemlist[i].pickup_name, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
// }
}
}
i = cg.inventorySelect + 1;
if (i> INV_MAX-1)
{
i = 0;
}
// Right side ICONS
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
//height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideRightIconCnt;i++)
{
if (i> INV_MAX-1)
{
i = 0;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX += (smallIconSize+pad);
}
}
}
int cgi_UI_GetItemText(char *menuFile,char *itemName, char *text);
char *inventoryDesc[15] =
{
"NEURO_SAAV_DESC",
"BACTA_DESC",
"INQUISITOR_DESC",
"LA_GOGGLES_DESC",
"PORTABLE_SENTRY_DESC",
"GOODIE_KEY_DESC",
"SECURITY_KEY_DP_DESC",
};
/*
===================
CG_DrawDataPadInventorySelect
===================
*/
void CG_DrawDataPadInventorySelect( void )
{
int i;
int sideMax,holdCount,iconCnt;
int smallIconSize,bigIconSize;
int sideLeftIconCnt,sideRightIconCnt;
int count;
int holdX,x,y,pad;
//int height;
float addX;
char text[1024]={0};
vec4_t textColor = { .312f, .75f, .621f, 1.0f };
// count the number of items owned
count = 0;
for ( i = 0 ; i < INV_MAX ; i++ )
{
if (CG_InventorySelectable(i) && inv_icons[i])
{
count++;
}
}
if (!count)
{
cgi_SP_GetStringTextString("INGAME_EMPTY_INV",text, sizeof(text) );
int w = cgi_R_Font_StrLenPixels( text, cgs.media.qhFontSmall, 1.0f );
x = ( SCREEN_WIDTH - w ) / 2;
CG_DrawProportionalString(x, 300 + 22, text, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
// char buffer[256];
// cgi_UI_GetItemText("datapadInventoryMenu",va("invdesc%d",cg.DataPadInventorySelect+1),buffer);
i = cg.DataPadInventorySelect - 1;
if (i<0)
{
i = INV_MAX-1;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 8;
x = 320;
y = 300;
// Left side ICONS
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
//height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideLeftIconCnt;i--)
{
if (i<0)
{
i = INV_MAX-1;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
//height = bigIconSize * cg.iconHUDPercent;
if (inv_icons[cg.DataPadInventorySelect])
{
cgi_R_SetColor(NULL);
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, inv_icons[cg.DataPadInventorySelect] );
addX = (float) bigIconSize * .75;
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField ((x-(bigIconSize/2)) + addX, y, 2, cg.snap->ps.inventory[cg.DataPadInventorySelect], 6, 12,
NUM_FONT_SMALL,qfalse);
if (inv_names[cg.DataPadInventorySelect])
{
// FIXME :this has to use the bg_itemlist pickup name
// tag = FindInventoryItemTag(cg.inventorySelect);
// if (tag)
// {
// CG_DrawProportionalString(320, y + 53, inv_names[cg.inventorySelect], CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
// CG_DrawProportionalString(320, y + 53, bg_itemlist[i].pickup_name, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
// }
}
}
i = cg.DataPadInventorySelect + 1;
if (i> INV_MAX-1)
{
i = 0;
}
// Right side ICONS
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
//height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideRightIconCnt;i++)
{
if (i> INV_MAX-1)
{
i = 0;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX += (smallIconSize+pad);
}
}
// draw the weapon description
x= 40;
y= 70;
if ((cg.DataPadInventorySelect>=0) && (cg.DataPadInventorySelect<13))
{
cgi_SP_GetStringTextString( va("INGAME_%s",inventoryDesc[cg.DataPadInventorySelect]), text, sizeof(text) );
if (text[0])
{
CG_DisplayBoxedText(70,50,500,300,text,
cgs.media.qhFontSmall,
0.7f,
textColor
);
}
}
}
/*
===============
SetForcePowerTime
===============
*/
void SetForcePowerTime(void)
{
if (((cg.weaponSelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Weapon HUD was currently active to just swap it out with Force HUD
((cg.inventorySelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Inventory HUD was currently active to just swap it out with Force HUD
{
cg.weaponSelectTime = 0;
cg.inventorySelectTime = 0;
cg.forcepowerSelectTime = cg.time + 130.0f;
}
else
{
cg.forcepowerSelectTime = cg.time;
}
}
int showPowers[MAX_SHOWPOWERS] =
{
FP_HEAL,
FP_SPEED,
FP_PUSH,
FP_PULL,
FP_TELEPATHY,
FP_GRIP,
FP_LIGHTNING
};
char *showPowersName[MAX_SHOWPOWERS] =
{
"HEAL2",
"SPEED2",
"PUSH2",
"PULL2",
"MINDTRICK2",
"GRIP2",
"LIGHTNING2",
};
int showDataPadPowers[MAX_DPSHOWPOWERS] =
{
FP_HEAL,
FP_LEVITATION,
FP_SPEED,
FP_PUSH,
FP_PULL,
FP_TELEPATHY,
FP_GRIP,
FP_LIGHTNING,
FP_SABERTHROW,
FP_SABER_DEFENSE,
FP_SABER_OFFENSE,
};
/*char *showDataPadPowersName[MAX_DPSHOWPOWERS] =
{
"HEAL2",
"JUMP2",
"SPEED2",
"PUSH2",
"PULL2",
"MINDTRICK2",
"GRIP2",
"LIGHTNING2",
"SABER_THROW2",
"SABER_DEFENSE2",
"SABER_OFFENSE2",
};
/*
/*
===============
ForcePower_Valid
===============
*/
qboolean ForcePower_Valid(int index)
{
gentity_t *player = &g_entities[0];
assert (MAX_SHOWPOWERS == ( sizeof(showPowers)/sizeof(showPowers[0]) ));
assert (index < MAX_SHOWPOWERS ); //is this a valid index?
if (player->client->ps.forcePowersKnown & (1 << showPowers[index]) &&
player->client->ps.forcePowerLevel[showPowers[index]]) // Does he have the force power?
{
return qtrue;
}
return qfalse;
}
/*
===============
CG_NextForcePower_f
===============
*/
void CG_NextForcePower_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
SetForcePowerTime();
if ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) < cg.time)
{
return;
}
const int original = cg.forcepowerSelect;
for ( i = 0; i < MAX_SHOWPOWERS; i++ )
{
cg.forcepowerSelect++;
if (cg.forcepowerSelect >= MAX_SHOWPOWERS)
{
cg.forcepowerSelect = 0;
}
if (ForcePower_Valid(cg.forcepowerSelect)) // Does he have the force power?
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
return;
}
}
cg.forcepowerSelect = original;
}
/*
===============
CG_PrevForcePower_f
===============
*/
void CG_PrevForcePower_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
SetForcePowerTime();
if ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) < cg.time)
{
return;
}
const int original = cg.forcepowerSelect;
for ( i = 0; i < MAX_SHOWPOWERS; i++ )
{
cg.forcepowerSelect--;
if (cg.forcepowerSelect < 0)
{
cg.forcepowerSelect = MAX_SHOWPOWERS - 1;
}
if (ForcePower_Valid(cg.forcepowerSelect)) // Does he have the force power?
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
return;
}
}
cg.forcepowerSelect = original;
}
/*
===================
CG_DrawForceSelect
===================
*/
void CG_DrawForceSelect( void )
{
int i;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
char text[1024]={0};
// don't display if dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 || ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ))
{
return;
}
if ((cg.forcepowerSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
// count the number of powers owned
count = 0;
for (i=0; i<MAX_SHOWPOWERS; ++i)
{
if (ForcePower_Valid(i))
{
count++;
}
}
if (count == 0) // If no force powers, don't display
{
return;
}
/*
int x2,y2;
if (!cgi_UI_GetMenuInfo("forceselecthud",&x2,&y2))
{
return;
}
*/
cg.iconSelectTime = cg.forcepowerSelectTime;
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
smallIconSize = 30;
bigIconSize = 60;
pad = 12;
x = 320;
y = 425;
i = cg.forcepowerSelect - 1;
if (i < 0)
{
i = MAX_SHOWPOWERS-1;
}
cgi_R_SetColor(NULL);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i < 0)
{
i = MAX_SHOWPOWERS-1;
}
if (!ForcePower_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showPowers[i]])
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, force_icons[showPowers[i]] );
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
if (force_icons[showPowers[cg.forcepowerSelect]])
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, force_icons[showPowers[cg.forcepowerSelect]] ); //only cache the icon for display
}
i = cg.forcepowerSelect + 1;
if (i>=MAX_SHOWPOWERS)
{
i = 0;
}
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>=MAX_SHOWPOWERS)
{
i = 0;
}
if (!ForcePower_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showPowers[i]])
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, force_icons[showPowers[i]] ); //only cache the icon for display
holdX += (smallIconSize+pad);
}
}
// This only a temp solution.
if (cgi_SP_GetStringTextString( va("INGAME_%s",showPowersName[cg.forcepowerSelect]), text, sizeof(text) ))
{
int w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 1.0f);
int x = ( SCREEN_WIDTH - w ) / 2;
int y = (SCREEN_HEIGHT / 2 + 50);
CG_AdjustFrom640Int(&x, &y, NULL, NULL);
cgi_R_Font_DrawString(x, y, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f);
}
}
/*
===============
ForcePowerDataPad_Valid
===============
*/
qboolean ForcePowerDataPad_Valid(int index)
{
gentity_t *player = &g_entities[0];
assert (index < MAX_DPSHOWPOWERS);
if (player->client->ps.forcePowersKnown & (1 << showDataPadPowers[index]) &&
player->client->ps.forcePowerLevel[showDataPadPowers[index]]) // Does he have the force power?
{
return qtrue;
}
return qfalse;
}
/*
===============
CG_DPNextForcePower_f
===============
*/
void CG_DPNextForcePower_f( void )
{
int i;
int original;
if ( !cg.snap )
{
return;
}
original = cg.DataPadforcepowerSelect;
for ( i = 0; i<MAX_DPSHOWPOWERS; i++ )
{
cg.DataPadforcepowerSelect++;
if (cg.DataPadforcepowerSelect >= MAX_DPSHOWPOWERS)
{
cg.DataPadforcepowerSelect = 0;
}
if (ForcePowerDataPad_Valid(cg.DataPadforcepowerSelect)) // Does he have the force power?
{
return;
}
}
cg.DataPadforcepowerSelect = original;
}
/*
===============
CG_DPPrevForcePower_f
===============
*/
void CG_DPPrevForcePower_f( void )
{
int i;
int original;
if ( !cg.snap )
{
return;
}
original = cg.DataPadforcepowerSelect;
for ( i = 0; i<MAX_DPSHOWPOWERS; i++ )
{
cg.DataPadforcepowerSelect--;
if (cg.DataPadforcepowerSelect < 0)
{
cg.DataPadforcepowerSelect = MAX_DPSHOWPOWERS-1;
}
if (ForcePowerDataPad_Valid(cg.DataPadforcepowerSelect)) // Does he have the force power?
{
return;
}
}
cg.DataPadforcepowerSelect = original;
}
char *forcepowerDesc[NUM_FORCE_POWERS] =
{
"FORCE_HEAL_DESC",
"FORCE_JUMP_DESC",
"FORCE_SPEED_DESC",
"FORCE_PUSH_DESC",
"FORCE_PULL_DESC",
"FORCE_MIND_TRICK_DESC",
"FORCE_GRIP_DESC",
"FORCE_LIGHTNING_DESC",
"FORCE_SABER_THROW_DESC",
"FORCE_SABER_DEFENSE_DESC",
"FORCE_SABER_OFFENSE_DESC",
};
char *forcepowerLvl1Desc[NUM_FORCE_POWERS] =
{
"FORCE_HEAL_LVL1_DESC",
"FORCE_JUMP_LVL1_DESC",
"FORCE_SPEED_LVL1_DESC",
"FORCE_PUSH_LVL1_DESC",
"FORCE_PULL_LVL1_DESC",
"FORCE_MIND_TRICK_LVL1_DESC",
"FORCE_GRIP_LVL1_DESC",
"FORCE_LIGHTNING_LVL1_DESC",
"FORCE_SABER_THROW_LVL1_DESC",
"FORCE_SABER_DEFENSE_LVL1_DESC",
"FORCE_SABER_OFFENSE_LVL1_DESC",
};
char *forcepowerLvl2Desc[NUM_FORCE_POWERS] =
{
"FORCE_HEAL_LVL2_DESC",
"FORCE_JUMP_LVL2_DESC",
"FORCE_SPEED_LVL2_DESC",
"FORCE_PUSH_LVL2_DESC",
"FORCE_PULL_LVL2_DESC",
"FORCE_MIND_TRICK_LVL2_DESC",
"FORCE_GRIP_LVL2_DESC",
"FORCE_LIGHTNING_LVL2_DESC",
"FORCE_SABER_THROW_LVL2_DESC",
"FORCE_SABER_DEFENSE_LVL2_DESC",
"FORCE_SABER_OFFENSE_LVL2_DESC",
};
char *forcepowerLvl3Desc[NUM_FORCE_POWERS] =
{
"FORCE_HEAL_LVL3_DESC",
"FORCE_JUMP_LVL3_DESC",
"FORCE_SPEED_LVL3_DESC",
"FORCE_PUSH_LVL3_DESC",
"FORCE_PULL_LVL3_DESC",
"FORCE_MIND_TRICK_LVL3_DESC",
"FORCE_GRIP_LVL3_DESC",
"FORCE_LIGHTNING_LVL3_DESC",
"FORCE_SABER_THROW_LVL3_DESC",
"FORCE_SABER_DEFENSE_LVL3_DESC",
"FORCE_SABER_OFFENSE_LVL3_DESC",
};
/*
===================
CG_DrawDataPadForceSelect
===================
*/
void CG_DrawDataPadForceSelect( void )
{
gentity_t *player = &g_entities[0];
int i;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
char text[1024]={0};
char text2[1024]={0};
// count the number of powers owned
count = 0;
for (i=0;i<MAX_DPSHOWPOWERS;++i)
{
if (ForcePowerDataPad_Valid(i))
{
count++;
}
}
if (count == 0) // If no force powers, don't display
{
return;
}
// Time to switch new icon colors
cgi_R_SetColor(colorTable[CT_WHITE]);
cg.iconSelectTime = cg.forcepowerSelectTime;
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
smallIconSize = 30;
bigIconSize = 60;
pad = 8;
x = 320;
y = 310;
i = cg.DataPadforcepowerSelect - 1;
if (i < 0)
{
i = MAX_DPSHOWPOWERS-1;
}
cgi_R_SetColor(NULL);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i < 0)
{
i = MAX_DPSHOWPOWERS-1;
}
if (!ForcePowerDataPad_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showDataPadPowers[i]])
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, force_icons[showDataPadPowers[i]] );
}
// A new force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[i]))
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, cgs.media.DPForcePowerOverlay );
}
if (force_icons[showDataPadPowers[i]])
{
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
if (force_icons[showDataPadPowers[cg.DataPadforcepowerSelect]])
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, force_icons[showDataPadPowers[cg.DataPadforcepowerSelect]] ); //only cache the icon for display
// New force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]))
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, cgs.media.DPForcePowerOverlay );
}
}
i = cg.DataPadforcepowerSelect + 1;
if (i>=MAX_DPSHOWPOWERS)
{
i = 0;
}
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>=MAX_DPSHOWPOWERS)
{
i = 0;
}
if (!ForcePowerDataPad_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showDataPadPowers[i]])
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, force_icons[showDataPadPowers[i]] ); //only cache the icon for display
}
// A new force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[i]))
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, cgs.media.DPForcePowerOverlay ); //only cache the icon for display
}
if (force_icons[showDataPadPowers[i]])
{
holdX += (smallIconSize+pad);
}
}
cgi_SP_GetStringTextString( va("INGAME_%s",forcepowerDesc[cg.DataPadforcepowerSelect]), text, sizeof(text) );
if (player->client->ps.forcePowerLevel[cg.DataPadforcepowerSelect]==1)
{
cgi_SP_GetStringTextString( va("INGAME_%s",forcepowerLvl1Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
else if (player->client->ps.forcePowerLevel[cg.DataPadforcepowerSelect]==2)
{
cgi_SP_GetStringTextString( va("INGAME_%s",forcepowerLvl2Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
else
{
cgi_SP_GetStringTextString( va("INGAME_%s",forcepowerLvl3Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
if (text[0])
{
CG_DisplayBoxedText(70,50,500,300,va("%s%s",text,text2),
cgs.media.qhFontSmall,
0.7f,
colorTable[CT_ICON_BLUE]
);
}
}
// actually, these are pretty pointless so far in CHC, since in TA codebase they were used only so init some HUD
// function ptrs to allow cinematics in onscreen displays. So far, we don't use those, but here they are anyway...
//
/* These stupid pragmas don't work, they still give the warning. Forget it, REM the lot.
#pragma warning ( disable : 4505) // unreferenced local function has been removed
static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) {
return trap_CIN_PlayCinematic(name, x, y, w, h, CIN_loop);
}
static void CG_StopCinematic(int handle) {
trap_CIN_StopCinematic(handle);
}
static void CG_DrawCinematic(int handle, float x, float y, float w, float h) {
trap_CIN_SetExtents(handle, x, y, w, h);
trap_CIN_DrawCinematic(handle);
}
static void CG_RunCinematicFrame(int handle) {
trap_CIN_RunCinematic(handle);
}
#pragma warning ( default : 4505)
*/