mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-21 19:51:33 +00:00
Multiple changes
- New Hand models for relaxed and force hands and textures (@baggyg) - Additional selector screen when using the saber to change stance - show current item in the selector - Allow player to restart game if they die holding the saber Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
This commit is contained in:
parent
7a37500c70
commit
086949eedd
14 changed files with 220 additions and 29 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.jk2quest"
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android:versionCode="16"
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android:versionName="0.2.1" android:installLocation="auto" >
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android:versionCode="17"
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android:versionName="0.2.2" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@ -162,16 +162,16 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger);
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if ( (offhandGripPushed != (pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) &&
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offhandGripPushed && (distance < STABILISATION_DISTANCE))
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#ifndef DEBUG
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//#ifndef DEBUG
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{
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stabilised = qtrue;
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}
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}/*
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#else
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{
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Cvar_Set("vr_control_scheme", "99");
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}
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#endif
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*/
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
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@ -230,7 +230,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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}
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}
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if (vr.cgzoommode > 1)
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if (vr.cgzoommode > 0)
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{
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if (between(-0.2f, primaryJoystickX, 0.2f)) {
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sendButtonAction("+attack", between(0.8f, pPrimaryJoystick->y, 1.0f));
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@ -557,15 +557,45 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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{
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sendButtonActionSimple("invuse");
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}
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else {
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else if (vr.weaponid == WP_SABER && vr.velocitytriggered)
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{
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//B button toggles saber on/off in first person
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if (primaryButtonsNew & primaryButton2) {
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sendButtonActionSimple("togglesaber");
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}
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}
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else
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{
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sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2));
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}
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}
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static bool firing = false;
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static bool throwing = false;
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if (!vr.velocitytriggered) // Don't fire velocity triggered weapons
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int thirdPerson = Cvar_VariableIntegerValue("cg_thirdPerson");
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if (vr.weaponid == WP_SABER && !thirdPerson && vr.cgzoommode == 0)
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{
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static bool previous_throwing = false;
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previous_throwing = throwing;
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if (!throwing &&
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vr.primaryVelocityTriggeredAttack &&
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(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger))
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{
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throwing = true;
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}
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else if (throwing && !(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger))
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{
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throwing = false;
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}
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if (previous_throwing != throwing) {
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sendButtonAction("+altattack", throwing);
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}
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}
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else if (!vr.velocitytriggered) // Don't fire velocity triggered weapons
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{
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//Fire Primary - Doesn't trigger the saber
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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@ -576,14 +606,12 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
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sendButtonAction("+attack", firing);
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}
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}
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else if (vr.weaponid == WP_SABER)
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{
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
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sendButtonActionSimple("togglesaber");
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}
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if (throwing)
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{
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//if throwing is still activated here, just disable
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throwing = false;
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sendButtonAction("+altattack", throwing);
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}
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}
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@ -444,7 +444,7 @@ typedef struct {
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int weaponAnimation;
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int weaponAnimationTime;
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int itemSelectorType; // 0 - weapons, 1 - force powers, 2 - gadgets
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int itemSelectorType; // 0 - weapons, 1 - force powers, 2 - gadgets, 3 - fighting-style
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int itemSelectorSelection;
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int itemSelectorTime;
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vec3_t itemSelectorAngles;
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@ -1293,6 +1293,10 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.cloakedShader = cgi_R_RegisterShader( "gfx/effects/cloakedShader" );
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cgi_R_RegisterShader( "gfx/misc/ion_shield" );
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//VR Hand models
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cgs.media.handModel_relaxed = cgi_R_RegisterModel( "models/players/kyle/lhand_r.md3" );
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cgs.media.handModel_force = cgi_R_RegisterModel( "models/players/kyle/lhand_f.md3" );
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cgs.media.boltShader = cgi_R_RegisterShader( "gfx/misc/blueLine" );
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// FIXME: do these conditionally
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@ -137,6 +137,11 @@ typedef struct {
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qhandle_t explosionModel;
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qhandle_t surfaceExplosionShader;
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//Hand models
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qhandle_t handModel_relaxed;
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qhandle_t handModel_force;
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qhandle_t solidWhiteShader;
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qhandle_t electricBodyShader;
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qhandle_t electricBody2Shader;
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@ -3450,6 +3450,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
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hiltEnt.hModel = cgi_R_RegisterModel( "models/weapons2/saber/saber_w.md3" );
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vec3_t angles;
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BG_CalculateVRSaberPosition(hiltEnt.origin, hiltEnt.angles);
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hiltEnt.angles[ROLL] += 180;
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VectorCopy(hiltEnt.origin, hiltEnt.oldorigin);
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vec3_t axis[3];
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AnglesToAxis(hiltEnt.angles, axis);
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@ -4457,7 +4458,7 @@ void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, in
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return;
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}
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if (vr->item_selector)
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if (vr->item_selector && !cg.renderingThirdPerson)
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{
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return;
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}
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@ -4858,7 +4859,11 @@ void CG_Player(centity_t *cent ) {
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return;
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}
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vr->weaponid = cg.snap->ps.weapon;
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if (cg.snap->ps.stats[STAT_HEALTH] > 0) {
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vr->weaponid = cg.snap->ps.weapon;
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} else {
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vr->weaponid = WP_NONE;
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}
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//Get the player's light level for stealth calculations
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CG_GetPlayerLightLevel( cent );
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@ -2026,7 +2026,17 @@ wasForceSpeed=isForceSpeed;
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handEnt.renderfx = RF_DEPTHHACK;
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handEnt.hModel = cgi_R_RegisterModel( "models/players/kyle/lhand_r.md3" );
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if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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(cg.snap->ps.forcePowersActive & (1<<FP_LIGHTNING)))
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{
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handEnt.hModel = cgs.media.handModel_force;
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}
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else
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{
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handEnt.hModel = cgs.media.handModel_relaxed;
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}
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VectorCopy(handEnt.origin, handEnt.oldorigin);
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AnglesToAxis(handEnt.angles, handEnt.axis);
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@ -2702,6 +2702,10 @@ void CG_ItemSelectorSelect_f( void )
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Cmd_UseInventory_f(player);
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}
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}
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else //fighting style
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{
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cgi_SendConsoleCommand(va( "setSaberLevel %i\n", cg.itemSelectorSelection + 1));
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}
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//reset ready for next time
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cg.itemSelectorSelection = -1;
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@ -2709,14 +2713,20 @@ void CG_ItemSelectorSelect_f( void )
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void CG_ItemSelectorNext_f( void )
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{
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cg.itemSelectorType = (cg.itemSelectorType+1) % 3;
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
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cent->currentState.weapon == WP_SABER) ? 4 : 3;
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cg.itemSelectorType = (cg.itemSelectorType+1) % selectors;
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cg.itemSelectorTime = cg.time;
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}
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void CG_ItemSelectorPrev_f( void )
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{
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
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cent->currentState.weapon == WP_SABER) ? 4 : 3;
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if (--cg.itemSelectorType < 0)
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cg.itemSelectorType = 2;
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cg.itemSelectorType = selectors-1;
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cg.itemSelectorTime = cg.time;
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}
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}
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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int count;
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switch (cg.itemSelectorType)
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{
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case 0: //weapons
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count = WP_EMPLACED_GUN;
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count = WP_MELEE;
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break;
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case 1: // force powers
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count = MAX_SHOWPOWERS;
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case 2: //gadgets
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count = INV_GOODIE_KEY;
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break;
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case 3: //fighting style
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count = 3;
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break;
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}
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if (cg.itemSelectorType == 0) // weapons
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{
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refEntity_t sprite;
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memset(&sprite, 0, sizeof(sprite));
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VectorCopy(wheelOrigin, sprite.origin);
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sprite.reType = RT_SPRITE;
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sprite.customShader = cg_weapons[cg.weaponSelect].weaponIcon;
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sprite.radius = 1.8f;
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memset(sprite.shaderRGBA, 0xff, 4);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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else if (cg.itemSelectorType == 1) // force powers
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{
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refEntity_t sprite;
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memset(&sprite, 0, sizeof(sprite));
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VectorCopy(wheelOrigin, sprite.origin);
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sprite.reType = RT_SPRITE;
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sprite.customShader = force_icons[showPowers[cg.forcepowerSelect]];
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sprite.radius = 1.8f;
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memset(sprite.shaderRGBA, 0xff, 4);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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else if (cg.itemSelectorType == 3) // fighting style
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{
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//For the fighting style show the active one in the middle
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int level = cent->gent->client->ps.saberAnimLevel;
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if (cent->gent->client->ps.forcePowersKnown & (1 << FP_SABER_OFFENSE) &&
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level > FORCE_LEVEL_0) {
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refEntity_t sprite;
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memset(&sprite, 0, sizeof(sprite));
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VectorCopy(wheelOrigin, sprite.origin);
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sprite.reType = RT_SPRITE;
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switch (level) {
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case FORCE_LEVEL_1:
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sprite.customShader = cgs.media.HUDSaberStyleFast;
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break;
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case FORCE_LEVEL_2:
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sprite.customShader = cgs.media.HUDSaberStyleMed;
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break;
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case FORCE_LEVEL_3:
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sprite.customShader = cgs.media.HUDSaberStyleStrong;
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break;
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}
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sprite.radius = 1.8f;
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memset(sprite.shaderRGBA, 0xff, 4);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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}
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if (cg.itemSelectorType != 2) {
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for (int s = -1; s < 2; s += 2) {
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refEntity_t sprite;
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memset(&sprite, 0, sizeof(sprite));
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vec3_t right;
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AngleVectors(wheelAngles, NULL, right, NULL);
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float offset = ((float) s * 2.0f) + (((float) s * 0.3f) * sinf(DEG2RAD(
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AngleNormalize360(
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cg.time -
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cg.itemSelectorTime))));
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VectorMA(wheelOrigin, offset, right, sprite.origin);
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sprite.reType = RT_SPRITE;
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sprite.customShader = cgs.media.binocularArrow;
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sprite.radius = 0.6f;
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sprite.rotation = 180.0f * ((s - 1.0f) / 2.0f);
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memset(sprite.shaderRGBA, 0xff, 4);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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}
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qboolean selected = qfalse;
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@ -2842,6 +2927,15 @@ void CG_DrawItemSelector( void )
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case 2: //gadgets
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selectable = CG_InventorySelectable(itemId) && inv_icons[itemId];
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break;
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case 3: //fighting style
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{
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if (cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) {
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selectable = itemId < cent->gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE];
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} else {
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selectable = false;
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}
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}
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break;
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}
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if (selectable) {
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@ -2851,7 +2945,7 @@ void CG_DrawItemSelector( void )
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angles[YAW] = wheelAngles[YAW];
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angles[PITCH] = wheelAngles[PITCH];
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angles[ROLL] =
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(360 / count) * (itemId - 1);
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(float)(360 / (count - ((cg.itemSelectorType == 0) ? 1 : 0))) * index;
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vec3_t forward, up;
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AngleVectors(angles, forward, NULL, up);
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@ -2911,6 +3005,20 @@ void CG_DrawItemSelector( void )
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case 2: //gadgets
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sprite.customShader = inv_icons[itemId];
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break;
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case 3: //fighting style
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switch ( itemId )
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{
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case 0://FORCE_LEVEL_1:
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sprite.customShader = cgs.media.HUDSaberStyleFast;
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break;
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case 1://FORCE_LEVEL_2:
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sprite.customShader = cgs.media.HUDSaberStyleMed;
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break;
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case 2://FORCE_LEVEL_3:
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sprite.customShader = cgs.media.HUDSaberStyleStrong;
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break;
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}
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break;
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}
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sprite.radius =
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@ -259,11 +259,11 @@ static void Svcmd_ForceSetLevel_f( int forcePower )
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{
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return;
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}
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if ( !g_cheats->integer )
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/* if ( !g_cheats->integer )
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{
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gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
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return;
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}
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}*/
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const char *newVal = gi.argv(1);
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if ( !VALIDSTRING( newVal ) )
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{
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@ -373,6 +373,36 @@ void Svcmd_SaberAttackCycle_f( void )
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#endif
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}
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void Svcmd_SaberSetLevel_f( void )
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{
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if ( !&g_entities[0] || !g_entities[0].client )
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{
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return;
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}
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gentity_t *self = G_GetSelfForPlayerCmd();
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if ( self->s.weapon != WP_SABER )
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{
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return;
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}
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const char *newVal = gi.argv(1);
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int saberAnimLevel = atoi(newVal);
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if ( saberAnimLevel > self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] )
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{//wrap around
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saberAnimLevel = FORCE_LEVEL_1;
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}
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if ( !self->s.number )
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{
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cg.saberAnimLevelPending = saberAnimLevel;
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}
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else
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{
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self->client->ps.saberAnimLevel = saberAnimLevel;
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}
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}
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template <int32_t power>
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static void Svcmd_ForceSetLevel_f(void)
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{
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@ -573,13 +603,14 @@ static svcmd_t svcmds[] = {
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{ "setForceGrip", Svcmd_ForceSetLevel_f<FP_GRIP>, CMD_CHEAT },
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{ "setForceLightning", Svcmd_ForceSetLevel_f<FP_LIGHTNING>, CMD_CHEAT },
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{ "setMindTrick", Svcmd_ForceSetLevel_f<FP_TELEPATHY>, CMD_CHEAT },
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{ "setSaberDefense", Svcmd_ForceSetLevel_f<FP_SABER_DEFENSE>, CMD_CHEAT },
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{ "setSaberOffense", Svcmd_ForceSetLevel_f<FP_SABER_OFFENSE>, CMD_CHEAT },
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{ "setSaberDefense", Svcmd_ForceSetLevel_f<FP_SABER_DEFENSE>, CMD_NONE },
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{ "setSaberOffense", Svcmd_ForceSetLevel_f<FP_SABER_OFFENSE>, CMD_NONE },
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{ "setSaberLevel", Svcmd_SaberSetLevel_f, CMD_NONE },
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{ "setForceAll", Svcmd_SetForceAll_f, CMD_CHEAT },
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{ "setSaberAll", Svcmd_SetSaberAll_f, CMD_CHEAT },
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{ "saberAttackCycle", Svcmd_SaberAttackCycle_f, CMD_NONE },
|
||||
|
||||
|
||||
{ "runscript", Svcmd_RunScript_f, CMD_CHEAT },
|
||||
|
||||
{ "playerTeam", Svcmd_PlayerTeam_f, CMD_CHEAT },
|
||||
|
|
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z_vr_assets/models/players/kyle/lhand_f.md3
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z_vr_assets/models/players/kyle/lhand_f.md3
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Reference in a new issue