/* =========================================================================== 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 . =========================================================================== */ #include "g_headers.h" #include "g_local.h" #include "g_functions.h" #include "anims.h" #include "g_icarus.h" #include "wp_saber.h" extern void Q3_DebugPrint( int level, const char *format, ... ); extern void WP_SaberInitBladeData( gentity_t *ent ); extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel ); extern qboolean CheatsOk( gentity_t *ent ); extern vmCvar_t cg_thirdPersonAlpha; // g_client.c -- client functions that don't happen every frame float DEFAULT_MINS_0 = -16; float DEFAULT_MINS_1 = -16; float DEFAULT_MAXS_0 = 16; float DEFAULT_MAXS_1 = 16; float DEFAULT_PLAYER_RADIUS = sqrt((DEFAULT_MAXS_0*DEFAULT_MAXS_0) + (DEFAULT_MAXS_1*DEFAULT_MAXS_1)); vec3_t playerMins = {DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2}; vec3_t playerMaxs = {DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2}; void SP_misc_teleporter_dest (gentity_t *ent); /*QUAK-ED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) - - NODRAW potential spawning position for deathmatch games. Targets will be fired when someone spawns in on them. */ void SP_info_player_deathmatch(gentity_t *ent) { SP_misc_teleporter_dest (ent); if ( ent->spawnflags & 32 ) // STUN_BATON { RegisterItem( FindItemForWeapon( WP_STUN_BATON )); } else { RegisterItem( FindItemForWeapon( WP_SABER ) ); //these are given in ClientSpawn(), but we register them now before cgame starts G_SkinIndex("models/players/kyle/model_fpls2.skin"); //preache the skin used in cg_players.cpp } } /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) KEEP_PREV DROPTOFLOOR x x x STUN_BATON NOWEAPON x KEEP_PREV - keep previous health/ammo/etc DROPTOFLOOR - Player will start on the first solid structure under it STUN_BATON - Gives player the stun baton and bryar pistol, but not the saber, plus any weapons they may have carried over from previous levels. Targets will be fired when someone spawns in on them. equivalant to info_player_deathmatch */ void SP_info_player_start(gentity_t *ent) { ent->classname = "info_player_deathmatch"; ent->spawnflags |= 1; // James suggests force-ORing the KEEP_PREV flag in for now SP_info_player_deathmatch( ent ); } /* ======================================================================= SelectSpawnPoint ======================================================================= */ /* ================ SpotWouldTelefrag ================ */ qboolean SpotWouldTelefrag( gentity_t *spot, team_t checkteam ) { int i, num; gentity_t *touch[MAX_GENTITIES], *hit; vec3_t mins, maxs; // If we have a mins, use that instead of the hardcoded bounding box if ( !VectorCompare(spot->mins, vec3_origin) && VectorLength( spot->mins ) ) VectorAdd( spot->s.origin, spot->mins, mins ); else VectorAdd( spot->s.origin, playerMins, mins ); // If we have a maxs, use that instead of the hardcoded bounding box if ( !VectorCompare(spot->maxs, vec3_origin) && VectorLength( spot->maxs ) ) VectorAdd( spot->s.origin, spot->maxs, maxs ); else VectorAdd( spot->s.origin, playerMaxs, maxs ); num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for (i=0 ; iclient && hit->client->ps.stats[STAT_HEALTH] > 0 ) { if ( hit->contents & CONTENTS_BODY ) { if( checkteam == TEAM_FREE || hit->client->playerTeam == checkteam ) {//checking against teammates only...? return qtrue; } } } } return qfalse; } qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest ) { int i, num; gentity_t *touch[MAX_GENTITIES], *hit; vec3_t mins, maxs; VectorAdd( dest, mover->mins, mins ); VectorAdd( dest, mover->maxs, maxs ); num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for (i=0 ; icontents & mover->contents ) { return qtrue; } } return qfalse; } /* ================ SelectNearestDeathmatchSpawnPoint Find the spot that we DON'T want to use ================ */ #define MAX_SPAWN_POINTS 128 gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from, team_t team ) { gentity_t *spot; float dist, nearestDist; gentity_t *nearestSpot; nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE; nearestSpot = NULL; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { /*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) { continue; } if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) { continue; }*/ if ( spot->targetname != NULL ) { //this search routine should never find a spot that is targetted continue; } dist = DistanceSquared( spot->s.origin, from ); if ( dist < nearestDist ) { nearestDist = dist; nearestSpot = spot; } } return nearestSpot; } /* ================ SelectRandomDeathmatchSpawnPoint go to a random point that doesn't telefrag ================ */ #define MAX_SPAWN_POINTS 128 gentity_t *SelectRandomDeathmatchSpawnPoint( team_t team ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_SPAWN_POINTS]; count = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { /*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) { continue; } if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) { continue; }*/ if ( spot->targetname != NULL ) { //this search routine should never find a spot that is targetted continue; } if ( SpotWouldTelefrag( spot, TEAM_FREE ) ) { continue; } spots[ count ] = spot; count++; } if ( !count ) { // no spots that won't telefrag spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch"); if ( !spot ) { return NULL; } if ( spot->targetname != NULL ) { //this search routine should never find a spot that is targetted return NULL; } else { return spot; } } selection = rand() % count; return spots[ selection ]; } /* =========== SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, team_t team, vec3_t origin, vec3_t angles ) { gentity_t *spot; gentity_t *nearestSpot; if ( level.spawntarget[0] ) {//we have a spawnpoint specified, try to find it if ( (nearestSpot = spot = G_Find( NULL, FOFS(targetname), level.spawntarget )) == NULL ) {//you HAVE to be able to find the desired spot G_Error( "Couldn't find spawntarget %s", level.spawntarget ); return NULL; } } else {//not looking for a special startspot nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint, team ); spot = SelectRandomDeathmatchSpawnPoint ( team ); if ( spot == nearestSpot ) { // roll again if it would be real close to point of death spot = SelectRandomDeathmatchSpawnPoint ( team ); } } // find a single player start spot if (!spot) { G_Error( "Couldn't find a spawn point" ); } VectorCopy( spot->s.origin, origin ); if ( spot->spawnflags & 2 ) { trace_t tr; origin[2] = MIN_WORLD_COORD; gi.trace(&tr, spot->s.origin, playerMins, playerMaxs, origin, ENTITYNUM_NONE, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 ); if ( tr.fraction < 1.0 && !tr.allsolid && !tr.startsolid ) {//found a floor VectorCopy(tr.endpos, origin ); } else {//In solid or too far VectorCopy( spot->s.origin, origin ); } } origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } //====================================================================== /* ================== SetClientViewAngle ================== */ void SetClientViewAngle( gentity_t *ent, vec3_t angle ) { int i; // set the delta angle for (i=0 ; i<3 ; i++) { ent->client->ps.delta_angles[i] = (ANGLE2SHORT(angle[i]) - ent->client->pers.cmd_angles[i])&0xffff; } VectorCopy( angle, ent->s.angles ); VectorCopy (ent->s.angles, ent->client->ps.viewangles); } /* ================ respawn ================ */ void respawn( gentity_t *ent ) { gi.SendConsoleCommand("load *respawn\n"); // special case } /* ================ PickTeam ================ */ team_t PickTeam( int ignoreClientNum ) { int i; int counts[TEAM_NUM_TEAMS]; memset( counts, 0, sizeof( counts ) ); for ( i = 0 ; i < level.maxclients ; i++ ) { if ( i == ignoreClientNum ) { continue; } if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } } return TEAM_FREE; } /* =========== ForceClientSkin Forces a client's skin (for teamplay) =========== */ void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { char *p; if ((p = strchr(model, '/')) != NULL) { *p = 0; } Q_strcat(model, MAX_QPATH, "/"); Q_strcat(model, MAX_QPATH, skin); } /* =========== ClientCheckName ============ */ static void ClientCleanName( const char *in, char *out, int outSize ) { int outpos = 0, colorlessLen = 0, spaces = 0; // discard leading spaces for ( ; *in == ' '; in++); // discard leading asterisk's (fail raven for using * as a skipnotify) // apparently .* causes the issue too so... derp //for(; *in == '*'; in++); for(; *in && outpos < outSize - 1; in++) { out[outpos] = *in; if ( *in == ' ' ) {// don't allow too many consecutive spaces if ( spaces > 2 ) continue; spaces++; } else if ( outpos > 0 && out[outpos-1] == Q_COLOR_ESCAPE ) { if ( Q_IsColorStringExt( &out[outpos-1] ) ) { colorlessLen--; #if 0 if ( ColorIndex( *in ) == 0 ) {// Disallow color black in names to prevent players from getting advantage playing in front of black backgrounds outpos--; continue; } #endif } else { spaces = 0; colorlessLen++; } } else { spaces = 0; colorlessLen++; } outpos++; } out[outpos] = '\0'; // don't allow empty names if ( *out == '\0' || colorlessLen == 0 ) Q_strncpyz( out, "Padawan", outSize ); } /* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call gi.SetUserinfo if desired. ============ */ void ClientUserinfoChanged( int clientNum ) { gentity_t *ent = g_entities + clientNum; gclient_t *client = ent->client; int health=100, maxHealth=100; const char *s=NULL, *sex=NULL; char userinfo[MAX_INFO_STRING]={0}, buf[MAX_INFO_STRING]={0}, oldname[34]={0}; gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // set name Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) ); s = Info_ValueForKey (userinfo, "name"); ClientCleanName( s, client->pers.netname, sizeof( client->pers.netname ) ); // set max health maxHealth = 100; health = Com_Clampi( 1, 100, atoi( Info_ValueForKey( userinfo, "handicap" ) ) ); client->pers.maxHealth = health; if ( client->pers.maxHealth < 1 || client->pers.maxHealth > maxHealth ) client->pers.maxHealth = 100; client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; // sex sex = Info_ValueForKey( userinfo, "sex" ); if ( !sex[0] ) { sex = "m"; } // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds buf[0] = '\0'; Q_strcat( buf, sizeof( buf ), va( "n\\%s\\", client->pers.netname ) ); Q_strcat( buf, sizeof( buf ), va( "t\\%i\\", client->sess.sessionTeam ) ); Q_strcat( buf, sizeof( buf ), "headModel\\\\" ); Q_strcat( buf, sizeof( buf ), "torsoModel\\\\" ); Q_strcat( buf, sizeof( buf ), "legsModel\\\\" ); Q_strcat( buf, sizeof( buf ), va( "sex\\%s\\", sex ) ); Q_strcat( buf, sizeof( buf ), va( "hc\\%i\\", client->pers.maxHealth ) ); gi.SetConfigstring( CS_PLAYERS+clientNum, buf ); } /* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eSavedGameJustLoaded ) { gentity_t *ent = &g_entities[ clientNum ]; char userinfo[MAX_INFO_STRING] = {0}; gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // they can connect ent->client = level.clients + clientNum; gclient_t *client = ent->client; // if (!qbFromSavedGame) if (eSavedGameJustLoaded != eFULL) { clientSession_t savedSess = client->sess; // memset( client, 0, sizeof(*client) ); client->sess = savedSess; } client->pers.connected = CON_CONNECTING; if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame) { // G_WriteClientSessionData( client ); // forget it, this is DM stuff anyway // get and distribute relevent paramters ClientUserinfoChanged( clientNum ); } else { // read or initialize the session data if ( firstTime ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); // get and distribute relevent paramters ClientUserinfoChanged( clientNum ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { gi.SendServerCommand( -1, "print \"%s connected\n\"", client->pers.netname); } } return NULL; } /* =========== ClientBegin called when a client has finished connecting, and is ready to be placed into the level. This will happen every level load, and on transition between teams, but doesn't happen on respawns ============ */ void ClientBegin( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded) // qboolean qbFromSavedGame { gentity_t *ent; gclient_t *client; ent = g_entities + clientNum; client = level.clients + clientNum; if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame) { client->pers.connected = CON_CONNECTED; ent->client = client; ClientSpawn( ent, eSavedGameJustLoaded ); } else { if ( ent->linked ) { gi.unlinkentity( ent ); } G_InitGentity( ent ); ent->e_TouchFunc = touchF_NULL; ent->e_PainFunc = painF_PlayerPain;//painF_NULL; ent->client = client; client->pers.connected = CON_CONNECTED; client->pers.teamState.state = TEAM_BEGIN; VectorCopyM( cmd->angles, client->pers.cmd_angles ); memset( &client->ps, 0, sizeof( client->ps ) ); memset( &client->sess.missionStats, 0, sizeof( client->sess.missionStats ) ); client->sess.missionStats.totalSecrets = gi.Cvar_VariableIntegerValue("newTotalSecrets"); // locate ent at a spawn point if ( ClientSpawn( ent, eSavedGameJustLoaded) ) // SavedGameJustLoaded_e { // send teleport event } client->ps.inventory[INV_GOODIE_KEY] = 0; client->ps.inventory[INV_SECURITY_KEY] = 0; } } /* ============ Player_CacheFromPrevLevel Description : just need to grab the weapon items we're going to have when we spawn so they'll be cached Return type : void Argument : void ============ */ void Player_CacheFromPrevLevel(void) { char s[MAX_STRING_CHARS]; int i; gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) ); if (strlen(s)) // actually this would be safe anyway because of the way sscanf() works, but this is clearer { int iDummy, bits, ibits; sscanf( s, "%i %i %i %i", &iDummy,//client->ps.stats[STAT_HEALTH], &iDummy,//client->ps.stats[STAT_ARMOR], &bits, //client->ps.stats[STAT_WEAPONS] &ibits //client->ps.stats[STAT_ITEMS] ); for ( i = 1 ; i < 16 ; i++ ) { if ( bits & ( 1 << i ) ) { RegisterItem( FindItemForWeapon( (weapon_t)i ) ); } } extern gitem_t *FindItemForInventory( int inv ); for ( i = 1 ; i < 16 ; i++ ) { if ( ibits & ( 1 << i ) ) { RegisterItem( FindItemForInventory( i-1 )); } } } } /* ============ Player_RestoreFromPrevLevel Description : retrieve maptransition data recorded by server when exiting previous level (to carry over weapons/ammo/health/etc) Return type : void Argument : gentity_t *ent ============ */ void Player_RestoreFromPrevLevel(gentity_t *ent) { gclient_t *client = ent->client; int i; assert(client); if (client) // though I can't see it not being true... { char s[MAX_STRING_CHARS]; const char *var; int saberActive; gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) ); if (strlen(s)) // actually this would be safe anyway because of the way sscanf() works, but this is clearer { sscanf( s, "%i %i %i %i %i %i %i %f %f %f %i %i %i %i %i %i", &client->ps.stats[STAT_HEALTH], &client->ps.stats[STAT_ARMOR], &client->ps.stats[STAT_WEAPONS], &client->ps.stats[STAT_ITEMS], &client->ps.weapon, &client->ps.weaponstate, &client->ps.batteryCharge, &client->ps.viewangles[0], &client->ps.viewangles[1], &client->ps.viewangles[2], &client->ps.forcePowersKnown, &client->ps.forcePower, &saberActive, &client->ps.saberAnimLevel, &client->ps.saberLockEnemy, &client->ps.saberLockTime ); client->ps.saberActive = (saberActive ? qtrue : qfalse); ent->health = client->ps.stats[STAT_HEALTH]; // slight issue with ths for the moment in that although it'll correctly restore angles it doesn't take into account // the overall map orientation, so (eg) exiting east to enter south will be out by 90 degrees, best keep spawn angles for now // // VectorClear (ent->client->pers.cmd_angles); // // SetClientViewAngle( ent, ent->client->ps.viewangles); //ammo gi.Cvar_VariableStringBuffer( "playerammo", s, sizeof(s) ); i=0; var = strtok( s, " " ); while( var != NULL ) { /* While there are tokens in "s" */ client->ps.ammo[i++] = atoi(var); /* Get next token: */ var = strtok( NULL, " " ); } assert (i==AMMO_MAX); //inventory gi.Cvar_VariableStringBuffer( "playerinv", s, sizeof(s) ); i=0; var = strtok( s, " " ); while( var != NULL ) { /* While there are tokens in "s" */ client->ps.inventory[i++] = atoi(var); /* Get next token: */ var = strtok( NULL, " " ); } assert (i==INV_MAX); // the new JK2 stuff - force powers, etc... // gi.Cvar_VariableStringBuffer( "playerfplvl", s, sizeof(s) ); i=0; var = strtok( s, " " ); while( var != NULL ) { /* While there are tokens in "s" */ client->ps.forcePowerLevel[i++] = atoi(var); /* Get next token: */ var = strtok( NULL, " " ); } assert (i==NUM_FORCE_POWERS); client->ps.forcePowerMax = FORCE_POWER_MAX; client->ps.forceGripEntityNum = ENTITYNUM_NONE; client->ps.forceGripEntityInitialDist = ENTITYNUM_NONE; } } } /* Ghoul2 Insert Start */ void G_SetSkin( gentity_t *ent, const char *modelName, const char *customSkin ) { char skinName[MAX_QPATH]; //ok, lets register the skin name, and then pass that name to the config strings so the client can get it too. //FIXME: is have an alternate skin (in modelName, after '/'), replace "default" with that skin name if ( !customSkin ) { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", modelName ); } else { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_%s.skin", modelName, customSkin ); } // lets see if it's out there int skin = gi.RE_RegisterSkin( skinName ); if ( skin ) { // put it in the config strings // and set the ghoul2 model to use it gi.G2API_SetSkin( &ent->ghoul2[ent->playerModel], G_SkinIndex( skinName ), skin ); } } qboolean G_StandardHumanoid( const char *modelName ) { if ( !modelName ) { return qfalse; } if ( !Q_stricmp( "kyle", modelName ) || !Q_strncmp( "st", modelName, 2 ) || !Q_strncmp( "imp", modelName, 3 ) || !Q_strncmp( "gran", modelName, 4 ) || !Q_strncmp( "rodian", modelName, 6 ) || !Q_strncmp( "weequay", modelName, 7 ) || !Q_strncmp( "reborn", modelName, 6 ) || !Q_strncmp( "shadowtrooper", modelName, 13 ) || !Q_strncmp( "swamptrooper", modelName, 12 ) || !Q_stricmp( "rockettrooper", modelName ) || !Q_stricmp( "bespin_cop", modelName ) || !Q_strncmp( "bespincop", modelName, 9 ) || !Q_strncmp( "rebel", modelName, 5 ) || !Q_strncmp( "ugnaught", modelName, 8 ) || !Q_strncmp( "morgan", modelName,6 ) || !Q_strncmp( "protocol", modelName, 8 ) || !Q_strncmp( "jedi", modelName, 4 ) || !Q_strncmp( "prisoner", modelName, 8 ) || !Q_stricmp( "tavion", modelName ) || !Q_stricmp( "desann", modelName ) || !Q_stricmp( "trandoshan", modelName ) || !Q_stricmp( "jan", modelName ) || !Q_stricmp( "luke", modelName ) || !Q_stricmp( "lando", modelName ) || !Q_stricmp( "reelo", modelName ) || !Q_stricmp( "bartender", modelName ) || !Q_stricmp( "monmothma", modelName ) || !Q_stricmp( "chiss", modelName ) || !Q_stricmp( "galak", modelName ) ) { return qtrue; } return qfalse; } extern void G_LoadAnimFileSet( gentity_t *ent, const char *modelName ); qboolean G_SetG2PlayerModelInfo( gentity_t *ent, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn ) { if ( ent->playerModel != -1 ) {// we found the model ok vec3_t angles = {0,0,0}; const char *token; const char *p; //Now turn on/off any surfaces if ( surfOff && surfOff[0] ) { p = surfOff; COM_BeginParseSession(); while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) {//reached end of list break; } //turn off this surf gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], token, 0x00000002/*G2SURFACEFLAG_OFF*/ ); } COM_EndParseSession(); } if ( surfOn && surfOn[0] ) { p = surfOn; COM_BeginParseSession(); while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) {//reached end of list break; } //turn on this surf gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], token, 0 ); } COM_EndParseSession(); } if ( ent->client->NPC_class == CLASS_IMPERIAL && ent->message ) {//carrying a key, turn on the key sleeve surface (assuming we have one) gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "l_arm_key", 0 ); } G_LoadAnimFileSet( ent, modelName ); //we shouldn't actually have to do this anymore //G_SetSkin( ent, modelName, customSkin ); ent->headBolt = ent->cervicalBolt = ent->torsoBolt = ent->gutBolt = ent->chestBolt = ent->crotchBolt = ent->elbowLBolt = ent->elbowRBolt = ent->handLBolt = ent->handRBolt = ent->kneeLBolt = ent->kneeRBolt = ent->footLBolt = ent->footRBolt = -1; // now turn on the bolt in the hand - this one would be best always turned on. if ( G_StandardHumanoid( modelName ) ) {//temp hack because only the gran are set up right so far ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes"); ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cervical" ); if ( !Q_stricmp("protocol", modelName ) ) {//*sigh*, no thoracic bone ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar"); ent->chestBolt = ent->gutBolt; } else { ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "thoracic"); ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar"); } ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_lumbar"); ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "pelvis"); ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_arm_elbow"); ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_arm_elbow"); ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_hand"); ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_hand"); ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_l_knee"); ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_r_knee"); ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_leg_foot"); ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_leg_foot"); } else { if ( !Q_stricmp( "gonk", modelName ) || !Q_stricmp( "seeker", modelName ) || !Q_stricmp( "remote", modelName ) || !Q_strncmp( "r2d2", modelName, 4 ) || !Q_strncmp( "r5d2", modelName, 4 ) ) {//TEMP HACK: not a non-humanoid droid ent->headBolt = -1; } else if (!Q_stricmp( "interrogator",modelName)) { ent->headBolt = -1; } else if (!Q_strncmp( "probe",modelName, 5)) { ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cranium"); // head pivot point ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash"); // Gun 1 } /* else if (!Q_strncmp( "protocol",modelName, 8)) { ent->headBolt = -1; } */ else if (!Q_stricmp( "sentry",modelName)) { ent->headBolt = -1; ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Gun 1 ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); // Gun 2 ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash03"); // Gun 3 } else if (!Q_stricmp( "mark1",modelName)) { ent->headBolt = -1; ent->handRBolt = ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Blaster Gun 1 ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); // Blaster Gun 2 ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash3"); // Blaster Gun 3 ent->genericBolt4 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash4"); // Blaster Gun 4 ent->genericBolt5 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash5"); // Missile Gun 1 } else if (!Q_stricmp( "mark2",modelName)) { ent->headBolt = -1; ent->handRBolt = ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash"); // Blaster Gun 1 } else if (!Q_stricmp( "atst",modelName) )//&& (ent->client->playerTeam != TEAM_PLAYER)) { ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head"); ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Front guns ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash3"); // Left side gun ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash4"); // Right side missle launcher ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_foot"); ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_foot"); } else if ( !Q_stricmp( "minemonster", modelName )) { ent->handRBolt = ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_f1"); } else if ( !Q_stricmp( "howler", modelName )) { ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cranium"); // FIXME! } else if ( !Q_stricmp( "galak_mech", modelName )) { ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*antenna_effect"); ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes"); ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "torso"); ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "hips"); ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flasha"); ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flashb"); ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flashc"); } else {//TEMP HACK: not a non-humanoid droid ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*weapon");//should be r_hand if ( Q_stricmp( "atst", modelName ) ) {//not an ATST ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*headg"); ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cervical" ); ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_lumbar"); ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar"); ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "thoracic"); ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "pelvis"); ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*bicep_lg"); ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*bicep_rg"); ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hand_l"); ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*thigh_lg"); ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*thigh_rg"); ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*foot_lg"); ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*foot_rg"); } } } ent->faceBone = BONE_INDEX_INVALID; ent->craniumBone = BONE_INDEX_INVALID; ent->cervicalBone = BONE_INDEX_INVALID; ent->thoracicBone = BONE_INDEX_INVALID; ent->upperLumbarBone = BONE_INDEX_INVALID; ent->lowerLumbarBone = BONE_INDEX_INVALID; ent->motionBone = BONE_INDEX_INVALID; ent->hipsBone = BONE_INDEX_INVALID; ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue ); ent->footLBone = BONE_INDEX_INVALID; ent->footRBone = BONE_INDEX_INVALID; // now add overrides on specific joints so the client can set angle overrides on the legs, torso and head if ( !Q_stricmp( "gonk", modelName ) || !Q_stricmp( "seeker", modelName ) || !Q_stricmp( "remote", modelName ) ) {// } else if (!Q_stricmp( "sentry",modelName)) { } else if (!Q_strncmp( "probe", modelName, 5 )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } } /* else if (!Q_strncmp( "protocol",modelName,8)) { } */ else if (!Q_stricmp( "interrogator", modelName )) { ent->genericBone1 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "left_arm", qtrue ); if (ent->genericBone1>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone1, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL, 0, 0 ); } ent->genericBone2 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "right_arm", qtrue ); if (ent->genericBone2>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone2, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL, 0, 0 ); } ent->genericBone3 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "claw", qtrue ); if (ent->genericBone3>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone3, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL, 0, 0 ); } } else if (!Q_strncmp( "r2d2", modelName, 4 )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "body", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->genericBone1 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "f_eye", qtrue ); if (ent->genericBone1>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone1, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL, 0, 0 ); } } else if (!Q_strncmp( "r5d2", modelName, 4 )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "body", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } } else if ( !Q_stricmp( "atst", modelName )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->footLBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "l_tarsal", qtrue ); if (ent->footLBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->footLBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL, 0, 0 ); } ent->footRBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "r_tarsal", qtrue ); if (ent->footRBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->footRBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL, 0, 0 ); } } else if ( !Q_stricmp( "mark1", modelName )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->upperLumbarBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } } else if ( !Q_stricmp( "mark2", modelName )) { ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } } else if ( !Q_stricmp( "minemonster", modelName )) { ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic1", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } } else if ( !Q_stricmp( "howler", modelName )) { ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } } else { //special case motion bone - to match up split anims ent->motionBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "Motion", qtrue ); if (ent->motionBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->motionBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, 0 ); } ent->motionBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "Motion"); //bone needed for turning anims ent->hipsBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue ); if (ent->hipsBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->hipsBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } //regular bones we need ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_lumbar", qtrue ); if (ent->upperLumbarBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_lumbar", qtrue ); if (ent->lowerLumbarBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->faceBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "face", qtrue ); if (ent->faceBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->faceBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); if (ent->craniumBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->cervicalBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cervical", qtrue ); if (ent->cervicalBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->cervicalBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue ); if (ent->thoracicBone>=0) { gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 ); } } ent->client->clientInfo.infoValid = qtrue; } int max; if ( ent->s.radius <= 0 )//radius cannot be negative or zero {//set the radius to be the largest axial distance on the entity max = ent->mins[0];//NOTE: mins is always negative if ( max > ent->mins[1] ) { max = ent->mins[1]; } if ( max > ent->mins[2] ) { max = ent->mins[2]; } max = fabs((double)max);//convert to positive to compare with maxs if ( max < ent->maxs[0] ) { max = ent->maxs[0]; } if ( max < ent->maxs[1] ) { max = ent->maxs[1]; } if ( max < ent->maxs[2] ) { max = ent->maxs[2]; } ent->s.radius = max; if (!ent->s.radius) // Still no radius? { ent->s.radius = 60; } } // set the weaponmodel to -1 so we don't try and remove it in Pmove before we have it built ent->weaponModel = -1; if ( ent->playerModel == -1 ) { return qfalse; } return qtrue; } void G_SetG2PlayerModel( gentity_t * const ent, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn ) { char skinName[MAX_QPATH]; //ok, lets register the skin name, and then pass that name to the config strings so the client can get it too. if ( !customSkin ) {//use the default Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", modelName ); } else { Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_%s.skin", modelName, customSkin ); } gi.RE_RegisterSkin( skinName ); //now generate the ghoul2 model this client should be. //NOTE: for some reason, it still loads the default skin's tga's? Because they're referenced in the .glm? ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), G_ModelIndex( va("models/players/%s/model.glm", modelName) ), G_SkinIndex( skinName ), NULL_HANDLE, 0, 0 ); if (ent->playerModel == -1) {//try the stormtrooper as a default modelName = "stormtrooper"; ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), G_ModelIndex( va("models/players/%s/model.glm", modelName) ), NULL_HANDLE, NULL_HANDLE, 0, 0 ); } if ( !Q_stricmp( "kyle", modelName )) { // Try to get the skin we'll use when we switch to the first person light saber. // We use a new skin to disable certain surfaces so they are not drawn but we can still collide against them int skin = gi.RE_RegisterSkin( "models/players/kyle/model_fpls.skin" ); if ( skin ) { // put it in the config strings G_SkinIndex( skinName ); } } // did we find a ghoul2 model? if so, load the animation.cfg file if ( !G_SetG2PlayerModelInfo( ent, modelName, customSkin, surfOff, surfOn ) ) {//couldn't set g2 info, fall back to a mouse md3 NPC_ParseParms( "mouse", ent ); //Com_Error( ERR_DROP, "couldn't load playerModel %s!\n", va("models/players/%s/model.glm", modelName) ); Com_Printf( S_COLOR_RED"couldn't load playerModel %s!\n", va("models/players/%s/model.glm", modelName) ); } } /* Ghoul2 Insert End */ void G_ActivatePersonalShield( gentity_t *ent ) { ent->client->ps.stats[STAT_ARMOR] = 100;//FIXME: define? ent->client->ps.powerups[PW_BATTLESUIT] = Q3_INFINITE;//Doesn't go away until armor does } //HACK FOR FLYING extern void CG_ChangeWeapon( int num ); void G_PilotXWing( gentity_t *ent ) { if ( !CheatsOk( ent ) ) { return; } if ( ent->client->ps.vehicleModel != 0 ) { CG_ChangeWeapon( WP_SABER ); ent->client->ps.vehicleModel = 0; ent->svFlags &= ~SVF_CUSTOM_GRAVITY; ent->client->ps.stats[STAT_ARMOR] = 0;//HACK //ent->mass = 10; //gi.cvar_set( "m_pitchOverride", "0" ); //gi.cvar_set( "m_yawOverride", "0" ); if ( ent->client->ps.weapon != WP_SABER ) { gi.cvar_set( "cg_thirdperson", "0" ); } cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_RNG; cg.overrides.thirdPersonRange = 240; cg.overrides.active &= ~CG_OVERRIDE_FOV; cg.overrides.fov = 0; } else { ent->client->ps.vehicleModel = G_ModelIndex( "models/map_objects/ships/x_wing.md3" ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_ATST_SIDE ); ent->client->ps.ammo[weaponData[WP_ATST_SIDE].ammoIndex] = ammoData[weaponData[WP_ATST_SIDE].ammoIndex].max; gitem_t *item = FindItemForWeapon( WP_ATST_SIDE ); RegisterItem( item ); //make sure the weapon is cached in case this runs at startup G_AddEvent( ent, EV_ITEM_PICKUP, (item - bg_itemlist) ); CG_ChangeWeapon( WP_ATST_SIDE ); ent->client->ps.gravity = 0; ent->svFlags |= SVF_CUSTOM_GRAVITY; ent->client->ps.stats[STAT_ARMOR] = 200;//FIXME: define? //ent->mass = 300; ent->client->ps.speed = 0; //gi.cvar_set( "m_pitchOverride", "0.01" );//ignore inverse mouse look //gi.cvar_set( "m_yawOverride", "0.0075" ); gi.cvar_set( "cg_thirdperson", "1" ); cg.overrides.active |= (CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_FOV); cg.overrides.thirdPersonRange = 240; cg.overrides.fov = 100; } } //HACK FOR FLYING //HACK FOR ATST void G_DrivableATSTDie( gentity_t *self ) { } void G_DriveATST( gentity_t *ent, gentity_t *atst ) { if ( ent->NPC_type && ent->client && (ent->client->NPC_class == CLASS_ATST) ) {//already an atst, switch back //open hatch if ( ent->playerModel >= 0 ) { gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->playerModel ); } ent->NPC_type = "kyle"; ent->client->NPC_class = CLASS_KYLE; ent->flags &= ~FL_SHIELDED; ent->client->ps.eFlags &= ~EF_IN_ATST; //size VectorCopy( playerMins, ent->mins ); VectorCopy( playerMaxs, ent->maxs ); ent->client->crouchheight = CROUCH_MAXS_2; ent->client->standheight = DEFAULT_MAXS_2; G_SetG2PlayerModel( ent, "kyle", NULL, NULL, NULL ); //FIXME: reset/initialize their weapon ent->client->ps.stats[STAT_WEAPONS] &= ~(( 1 << WP_ATST_MAIN )|( 1 << WP_ATST_SIDE )); ent->client->ps.ammo[weaponData[WP_ATST_MAIN].ammoIndex] = 0; ent->client->ps.ammo[weaponData[WP_ATST_SIDE].ammoIndex] = 0; CG_ChangeWeapon( WP_BRYAR_PISTOL ); //camera //if ( ent->client->ps.weapon != WP_SABER ) { gi.cvar_set( "cg_thirdperson", "0" ); } cg.overrides.active &= ~(CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_3RD_PERSON_VOF|CG_OVERRIDE_3RD_PERSON_POF|CG_OVERRIDE_3RD_PERSON_APH); cg.overrides.thirdPersonRange = cg.overrides.thirdPersonVertOffset = cg.overrides.thirdPersonPitchOffset = 0; cg.overrides.thirdPersonAlpha = cg_thirdPersonAlpha.value; ent->client->ps.viewheight = ent->maxs[2] + STANDARD_VIEWHEIGHT_OFFSET; //ent->mass = 10; } else {//become an atst ent->NPC_type = "atst"; ent->client->NPC_class = CLASS_ATST; ent->client->ps.eFlags |= EF_IN_ATST; ent->flags |= FL_SHIELDED; //size VectorSet( ent->mins, ATST_MINS0, ATST_MINS1, ATST_MINS2 ); VectorSet( ent->maxs, ATST_MAXS0, ATST_MAXS1, ATST_MAXS2 ); ent->client->crouchheight = ATST_MAXS2; ent->client->standheight = ATST_MAXS2; if ( ent->playerModel >= 0 ) { gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->playerModel ); ent->playerModel = -1; } if ( ent->weaponModel >= 0 ) { gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel ); ent->weaponModel = -1; } if ( !atst ) {//no ent to copy from G_SetG2PlayerModel( ent, "atst", NULL, NULL, NULL ); NPC_SetAnim( ent, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE ); } else { gi.G2API_CopyGhoul2Instance( atst->ghoul2, ent->ghoul2, -1 ); ent->playerModel = 0; G_SetG2PlayerModelInfo( ent, "atst", NULL, NULL, NULL ); //turn off hatch underside gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "head_hatchcover_off", 0x00000002/*G2SURFACEFLAG_OFF*/ ); G_Sound( ent, G_SoundIndex( "sound/chars/atst/atst_hatch_close" )); } ent->s.radius = 320; //weapon gitem_t *item = FindItemForWeapon( WP_ATST_MAIN ); //precache the weapon CG_RegisterItemSounds( (item-bg_itemlist) ); CG_RegisterItemVisuals( (item-bg_itemlist) ); item = FindItemForWeapon( WP_ATST_SIDE ); //precache the weapon CG_RegisterItemSounds( (item-bg_itemlist) ); CG_RegisterItemVisuals( (item-bg_itemlist) ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_ATST_MAIN )|( 1 << WP_ATST_SIDE ); ent->client->ps.ammo[weaponData[WP_ATST_MAIN].ammoIndex] = ammoData[weaponData[WP_ATST_MAIN].ammoIndex].max; ent->client->ps.ammo[weaponData[WP_ATST_SIDE].ammoIndex] = ammoData[weaponData[WP_ATST_SIDE].ammoIndex].max; CG_ChangeWeapon( WP_ATST_MAIN ); //HACKHACKHACKTEMP item = FindItemForWeapon( WP_EMPLACED_GUN ); CG_RegisterItemSounds( (item-bg_itemlist) ); CG_RegisterItemVisuals( (item-bg_itemlist) ); item = FindItemForWeapon( WP_ROCKET_LAUNCHER ); CG_RegisterItemSounds( (item-bg_itemlist) ); CG_RegisterItemVisuals( (item-bg_itemlist) ); item = FindItemForWeapon( WP_BOWCASTER ); CG_RegisterItemSounds( (item-bg_itemlist) ); CG_RegisterItemVisuals( (item-bg_itemlist) ); //HACKHACKHACKTEMP //FIXME: these get lost in load/save! Must use variables that are set every frame or saved/loaded //camera gi.cvar_set( "cg_thirdperson", "1" ); cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_RNG; cg.overrides.thirdPersonRange = 240; //cg.overrides.thirdPersonVertOffset = 100; //cg.overrides.thirdPersonPitchOffset = -30; //FIXME: this gets stomped in pmove? ent->client->ps.viewheight = 120; //FIXME: setting these broke things very badly...? //ent->client->standheight = 200; //ent->client->crouchheight = 200; //ent->mass = 300; //movement //ent->client->ps.speed = 0;//FIXME: override speed? //FIXME: slow turn turning/can't turn if not moving? } } //HACK FOR ATST /* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded ) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; clientInfo_t savedCi; int persistant[MAX_PERSISTANT]; usercmd_t ucmd; gentity_t *spawnPoint; qboolean beamInEffect = qfalse; extern qboolean g_qbLoadTransition; index = ent - g_entities; client = ent->client; if ( eSavedGameJustLoaded == eFULL && g_qbLoadTransition == qfalse )//qbFromSavedGame) { ent->client->pers.teamState.state = TEAM_ACTIVE; // increment the spawncount so the client will detect the respawn client->ps.persistant[PERS_SPAWN_COUNT]++; client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; client->airOutTime = level.time + 12000; for (i=0; i<3; i++) { ent->client->pers.cmd_angles[i] = 0.0f; } SetClientViewAngle( ent, ent->client->ps.viewangles);//spawn_angles ); gi.linkentity (ent); // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values PlayerStateToEntityState( &client->ps, &ent->s ); if ( ent->client->NPC_class == CLASS_ATST ) { G_LoadAnimFileSet( ent, "atst" ); G_SetSkin( ent, "atst", NULL ); } else { G_LoadAnimFileSet( ent, "kyle" ); G_SetSkin( ent, "kyle", NULL ); } } else { // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client // don't spawn near existing origin if possible spawnPoint = SelectSpawnPoint ( ent->client->ps.origin, (team_t) ent->client->ps.persistant[PERS_TEAM], spawn_origin, spawn_angles); ent->client->pers.teamState.state = TEAM_ACTIVE; // clear everything but the persistant data saved = client->pers; savedSess = client->sess; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { persistant[i] = client->ps.persistant[i]; } //Preserve clientInfo memcpy (&savedCi, &client->clientInfo, sizeof(clientInfo_t)); memset (client, 0, sizeof(*client)); memcpy (&client->clientInfo, &savedCi, sizeof(clientInfo_t)); client->pers = saved; client->sess = savedSess; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { client->ps.persistant[i] = persistant[i]; } // increment the spawncount so the client will detect the respawn client->ps.persistant[PERS_SPAWN_COUNT]++; client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; client->airOutTime = level.time + 12000; // clear entity values client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[index]; ent->mass = 10; ent->takedamage = qtrue; ent->inuse = qtrue; SetInUse(ent); ent->classname = "player"; client->squadname = ent->targetname = ent->script_targetname = ent->NPC_type = "kyle"; if ( ent->client->NPC_class == CLASS_NONE ) { ent->client->NPC_class = CLASS_KYLE; } client->playerTeam = TEAM_PLAYER; client->enemyTeam = TEAM_ENEMY; ent->contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->e_DieFunc = dieF_player_die; ent->waterlevel = 0; ent->watertype = 0; client->ps.friction = 6; client->ps.gravity = g_gravity->value; ent->flags &= ~FL_NO_KNOCKBACK; client->renderInfo.lookTarget = ENTITYNUM_NONE; client->renderInfo.lookTargetClearTime = 0; client->renderInfo.lookMode = LM_ENT; VectorCopy (playerMins, ent->mins); VectorCopy (playerMaxs, ent->maxs); client->crouchheight = CROUCH_MAXS_2; client->standheight = DEFAULT_MAXS_2; client->ps.clientNum = index; // give default weapons client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE ); client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL ); //these are precached in g_items, ClearRegisteredItems() client->ps.inventory[INV_ELECTROBINOCULARS] = 1; // always give the bryar pistol, but we have to give EITHER the saber or the stun baton..never both if ( spawnPoint->spawnflags & 32 ) // STUN_BATON { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_STUN_BATON ); } else { // give the saber AND the blaster because most test maps will not have the STUN BATON flag set client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //this is precached in SP_info_player_deathmatch } for ( i = 0; i < AMMO_THERMAL; i++ ) // don't give ammo for explosives { client->ps.ammo[i] = ammoData[i].max; } client->ps.saberColor = SABER_BLUE; client->ps.saberActive = qfalse; client->ps.saberLength = 0; //Initialize force powers WP_InitForcePowers( ent ); // ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH]; ent->client->dismemberProbHead = 0; ent->client->dismemberProbArms = 5; ent->client->dismemberProbHands = 20; ent->client->dismemberProbWaist = 0; ent->client->dismemberProbLegs = 0; ent->client->ps.batteryCharge = 2500; VectorCopy( spawn_origin, client->ps.origin ); VectorCopy( spawn_origin, ent->currentOrigin ); // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; SetClientViewAngle( ent, spawn_angles ); { G_KillBox( ent ); gi.linkentity (ent); // force the base weapon up client->ps.weapon = WP_BRYAR_PISTOL; client->ps.weaponstate = WEAPON_READY; } // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; client->inactivityTime = level.time + g_inactivity->integer * 1000; client->latched_buttons = 0; // set default animations client->ps.torsoAnim = BOTH_STAND2; client->ps.legsAnim = BOTH_STAND2; // restore some player data if this is a spawn point with KEEP_REV (spawnflags&1) set... // if ( eSavedGameJustLoaded == eAUTO || (spawnPoint->spawnflags&1) || // KEEP_PREV g_qbLoadTransition == qtrue ) { Player_RestoreFromPrevLevel(ent); } /* Ghoul2 Insert Start */ if (eSavedGameJustLoaded == eNO) { ent->weaponModel = -1; G_SetG2PlayerModel( ent, "kyle", NULL, NULL, NULL ); } else { if ( ent->client->NPC_class == CLASS_ATST ) { G_LoadAnimFileSet( ent, "atst" ); G_SetSkin( ent, "atst", NULL ); } else { G_LoadAnimFileSet( ent, "kyle" ); G_SetSkin( ent, "kyle", NULL ); } } /* Ghoul2 Insert End */ // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ucmd = client->pers.lastCommand; ucmd.serverTime = level.time; VectorCopyM( client->pers.cmd_angles, ucmd.angles ); ucmd.weapon = client->ps.weapon; // client think calls Pmove which sets the client->ps.weapon to ucmd.weapon, so ... ent->client->ps.groundEntityNum = ENTITYNUM_NONE; ClientThink( ent-g_entities, &ucmd ); // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values PlayerStateToEntityState( &client->ps, &ent->s ); //ICARUS include ICARUS_FreeEnt( ent ); //FIXME: This shouldn't need to be done...? ICARUS_InitEnt( ent ); if ( spawnPoint->spawnflags & 64 ) {//player starts with absolutely no weapons ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE ); ent->client->ps.ammo[weaponData[WP_NONE].ammoIndex] = 32000; // checkme ent->client->ps.weapon = WP_NONE; ent->client->ps.weaponstate = WEAPON_READY; } if ( ent->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_SABER ) ) {//set up so has lightsaber WP_SaberInitBladeData( ent ); if ( ent->weaponModel == -1 && ent->client->ps.weapon == WP_SABER ) { G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saberModel ); } } if ( ent->weaponModel == -1 && ent->client->ps.weapon != WP_NONE ) { G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl ); } { // fire the targets of the spawn point G_UseTargets( spawnPoint, ent ); //Designers needed them to fire off target2's as well... this is kind of messy G_UseTargets2( spawnPoint, ent, spawnPoint->target2 ); /* // select the highest weapon number available, after any // spawn given items have fired client->ps.weapon = 1; for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) { if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) { client->ps.weapon = i; break; } }*/ } } client->pers.enterTime = level.time;//needed mainly to stop the weapon switch to WP_NONE that happens on loads ent->max_health = client->ps.stats[STAT_MAX_HEALTH]; if ( eSavedGameJustLoaded == eNO ) {//on map transitions, Ghoul2 frame gets reset to zero, restart our anim NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART ); } return beamInEffect; } /* =========== ClientDisconnect Called when a player drops from the server. Will not be called between levels. ============ */ void ClientDisconnect( int clientNum ) { gentity_t *ent; ent = g_entities + clientNum; if ( !ent->client ) { return; } // send effect if they were completely connected /* if ( ent->client->pers.connected == CON_CONNECTED ) { // They don't get to take powerups with them! // Especially important for stuff like CTF flags TossClientItems ( ent ); } */ gi.unlinkentity (ent); ent->s.modelindex = 0; ent->inuse = qfalse; ClearInUse(ent); ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE; gi.SetConfigstring( CS_PLAYERS + clientNum, ""); }