jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp
Simon 0f7803e934 Squashed commit of the following:
commit 0c85ac4704
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 15 18:47:10 2023 +0200

    Menu updates

commit 35b89acc87
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Apr 15 12:32:35 2023 +0100

    Support for changeable fresh rate

commit 539bfa8956
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 216a225aa6
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:41:24 2023 +0200

    Fix storing of force crosshair option

commit 48c2486aad
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 a72ca459c5
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 32c4e6eac1
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 fcb9169955
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 18:58:32 2023 +0200

    Increased default force motion trigger

commit 2433ae4110
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 18:55:56 2023 +0200

    Change Force Crosshair

commit 4ab6a6024a
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 17:01:16 2023 +0200

    Fixed player knockback.... hopefully

commit 7deeee7a6f
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 17:01:00 2023 +0200

    Increased Force Power Visibility

commit 1fdcb7c48f
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 15:16:34 2023 +0200

    Changed Brightness Range and Default

commit fada09a0bb
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 13 20:38:13 2023 +0200

    Fix remote turret on-screen help

commit 82af313786
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 d13176c9ba
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 13 13:29:49 2023 +0200

    New Quick Save / Load Video

commit 7680cb1288
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 4d90595139
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 18:21:10 2023 +0200

    Fencing Speed on Pico default

commit 37d5ac4184
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 d6e40ead64
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 3f7d116e25
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 7424628a5d
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 14:50:23 2023 +0200

    Updated Weapons

    + Shader fix for FX mod

commit c7c66e46a7
Author: Simon <simonbrown77@googlemail.com>
Date:   Wed Apr 12 08:37:36 2023 +0100

    Revert "Arrange quick save icons horizontally"

    This reverts commit 20f8fff3fe.

    Also make the icons white

commit fa54045159
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 21:02:29 2023 +0100

    Update .gitignore

commit 20f8fff3fe
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 21:00:09 2023 +0100

    Arrange quick save icons horizontally

commit d3dcac8f9d
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 20:58:56 2023 +0100

    Save game crash fix in JKO

commit 6314561b52
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:49:42 2023 +0100

    Switch selector on offhand using offhand thumbstick

commit 3b2ffd7289
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 c135eefa05
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:38:54 2023 +0100

    Fixed save/load icon image size

commit f51270a294
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 a2ff16b576
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 e243d0bdfa
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 10 18:29:18 2023 +0200

    Update README.md

commit b9d0314a6a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 9 19:38:32 2023 +0200

    Make getting into AT-ST easier

commit d121206f83
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 260d501776
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 8 22:34:59 2023 +0200

    Fix and improve weapon adjustment helper axes

commit a6318867bb
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 20:35:02 2023 +0200

    Update README.md

commit 4a1d90e729
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 821a56d4b9
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 17:24:20 2023 +0100

    Update README.md

commit 67b7d26de8
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 b407932bb2
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:43:26 2023 +0200

    Update README.md

commit 174c3ce96c
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:33:33 2023 +0200

    Update README.md

commit e9af8e87c2
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:23:36 2023 +0200

    Update README.md

commit ccd63d4eec
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 16:57:36 2023 +0200

    Forced for Extended Menu

commit d6b3e8eb65
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 16:55:02 2023 +0200

    TBDC Scales in Code

commit a5f3adf725
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 15:04:07 2023 +0100

    Update README.md

commit 316c2a2904
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 387c34b53e
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 09:59:18 2023 +0100

    Update Beef Crawl

commit a271b61ac7
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 a2f1644d72
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 08:39:02 2023 +0100

    Update version to 1.0.0 for release

commit f785fdc393
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 90b694ff60
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 22:21:41 2023 +0200

    Last Cleanup

commit 70468332d6
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 22:19:45 2023 +0200

    TBDC Cleanup

commit 6660e8c984
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 21:58:00 2023 +0200

    Credits / NPC Scale

commit e1b03fdcc6
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 21:57:07 2023 +0200

    Fixing Quick Save

commit 95950f2390
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 20:08:10 2023 +0200

    Updated ratios per difficulty

commit d6235ef199
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 00:30:35 2023 +0200

    Darkened Menu GFX

commit a3fdb460c4
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 4c751fcb59
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:59:12 2023 +0200

    Y Close Datapad

commit a1216665c8
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 1939a26542
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:37:41 2023 +0200

    TBDC

    Laser Saber deflections
    Guns balancing.

commit d841464924
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:59:31 2023 +0200

    Update help resources and menu

commit 425db0f108
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:59:31 2023 +0200

    Update help resources and menu

commit 3c895d27de
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 c3819fa407
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:57 2023 +0200

    Demo folder assets fix

commit fe9e12a3f9
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 2b255ac3ea
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 3 21:26:39 2023 +0100

    Improved version string

commit 62284414d0
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 65674abe2a
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 ba2e726a79
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:57 2023 +0200

    Demo folder assets fix

commit 7175c872a9
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:46 2023 +0200

    Knockback settings TBDC

commit cc7e73d04a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 22:59:47 2023 +0100

    Update beef_crawl.tga

commit dd71a05e36
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 22:51:49 2023 +0100

    Put version at the bottom of the main menu

commit cb52d310c1
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Sun Apr 2 23:18:28 2023 +0200

    TBDC Weapons

commit ac71f24e78
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 2 18:43:10 2023 +0200

    Updated control scheme picture

commit 3f5c767e8d
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:42:42 2023 +0100

    Update AndroidManifest.xml

commit 64ab392fc5
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:42:39 2023 +0100

    JKA: Some CVAR change to increase performance

commit d43de53e8a
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 8b23e255d8
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:41:16 2023 +0100

    Update open xr headers

commit d79f57ba2d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 2 18:43:10 2023 +0200

    Updated control scheme picture

commit e3524e8e48
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 05fc4d5ab4
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 12:07:13 2023 +0200

    Fix menu haptics

commit eec46c183d
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 fe9891f8db
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 12:07:13 2023 +0200

    Fix menu haptics

commit 21483d0d5a
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 baec8832ab
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 52fcc8a49e
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 b899b99178.

commit 5e66ebf6fc
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 15:40:54 2023 +0200

    Allow to skip cinematics also by triggers

commit 587277fa7f
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 82706df34f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 15:40:54 2023 +0200

    Allow to skip cinematics also by triggers

commit 1111766032
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 822d1ddbba
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 5f56cf48fc
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 22:16:37 2023 +0100

    Camera shake fix part 2

commit 3dd7833cd0
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 6202017b6a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 21:52:44 2023 +0200

    Fix virtual gun stock

commit 6d49f87150
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 926c64c691
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 78f7d9bcfc
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:59:27 2023 +0200

    JKA mod menu warning

commit 4219f996e9
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:42:11 2023 +0200

    JKO mod menu warning

commit b899b99178
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 9877859676
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 a1a7d541fa
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 21:52:44 2023 +0200

    Fix virtual gun stock

commit 15d932c75f
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 402277e717
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 9b22378c88
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 c4cc218f8b
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 a4e99c20f9
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:59:27 2023 +0200

    JKA mod menu warning

commit 442a1fc8e2
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:42:11 2023 +0200

    JKO mod menu warning

commit 02261c57f0
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 3c64fa7e3e
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 23:19:29 2023 +0100

    Lowered Stun Baton trigger velocity

commit 43192a355d
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 94e82c2da3
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 40128567be
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 18:02:08 2023 +0200

    Add help to menu

commit 4f1b6b5f07
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 17:36:13 2023 +0200

    Split vr asset packs to avoid duplicates

commit 51c703a481
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 04a539f890
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 18:02:08 2023 +0200

    Add help to menu

commit d9126738d3
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 17:36:13 2023 +0200

    Split vr asset packs to avoid duplicates

commit 62b9a0bfab
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:52:45 2023 +0100

    Hide force power aura when item selector is shown

commit 0a9206642e
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 f452b9cf06
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:51:49 2023 +0100

    Slight tweak to NPC Combat

commit 20de6ec478
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:50:54 2023 +0100

    Added simple readme and license

commit 77672f612b
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 07:20:22 2023 +0100

    Updated website link to be the patreon

commit 2a1cd0e6e7
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 1b22652e5c
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:46 2023 +0100

    Fixed aiming of bowcaster and demp alt fire

commit 895b09041f
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 3897531544
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 3b5121e349
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 50db9039df
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:33:52 2023 +0100

    Separate no copy file flag for JK3

commit 1968a7d8ba
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:33:22 2023 +0100

    Always use right hand as saber home

commit 74dcd955d2
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:32:49 2023 +0100

    Fix crash in JKA

commit 1e4692d04a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:32:16 2023 +0100

    Update z_Crusty_and_Elin_vr_weapons.pk3

commit 134dec8264
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:31:53 2023 +0100

    Fix possible crash on JK2

commit f6dc432f6a
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 09:38:26 +01:00

3977 lines
97 KiB
C++

/*
===========================================================================
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;
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;
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 },
{ &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 },
{ &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 },
{ &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" );
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)
*/