mirror of
https://github.com/DrBeef/JKXR.git
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commit0c85ac4704
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 15 18:47:10 2023 +0200 Menu updates commit35b89acc87
Author: Simon <simonbrown77@googlemail.com> Date: Sat Apr 15 12:32:35 2023 +0100 Support for changeable fresh rate commit539bfa8956
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 commit216a225aa6
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:41:24 2023 +0200 Fix storing of force crosshair option commit48c2486aad
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 commita72ca459c5
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 commit32c4e6eac1
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 commitfcb9169955
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 18:58:32 2023 +0200 Increased default force motion trigger commit2433ae4110
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 18:55:56 2023 +0200 Change Force Crosshair commit4ab6a6024a
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 17:01:16 2023 +0200 Fixed player knockback.... hopefully commit7deeee7a6f
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 17:01:00 2023 +0200 Increased Force Power Visibility commit1fdcb7c48f
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 15:16:34 2023 +0200 Changed Brightness Range and Default commitfada09a0bb
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 13 20:38:13 2023 +0200 Fix remote turret on-screen help commit82af313786
Merge:7680cb1
d13176c
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 13 18:59:46 2023 +0200 Merge branch 'main' into contributions commitd13176c9ba
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 13 13:29:49 2023 +0200 New Quick Save / Load Video commit7680cb1288
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 commit4d90595139
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 18:21:10 2023 +0200 Fencing Speed on Pico default commit37d5ac4184
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 commitd6e40ead64
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 17:44:29 2023 +0200 Set Fencing Speed back to Default (by Default) commit3f7d116e25
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 commit7424628a5d
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 14:50:23 2023 +0200 Updated Weapons + Shader fix for FX mod commitc7c66e46a7
Author: Simon <simonbrown77@googlemail.com> Date: Wed Apr 12 08:37:36 2023 +0100 Revert "Arrange quick save icons horizontally" This reverts commit20f8fff3fe
. Also make the icons white commitfa54045159
Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 21:02:29 2023 +0100 Update .gitignore commit20f8fff3fe
Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 21:00:09 2023 +0100 Arrange quick save icons horizontally commitd3dcac8f9d
Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 20:58:56 2023 +0100 Save game crash fix in JKO commit6314561b52
Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:49:42 2023 +0100 Switch selector on offhand using offhand thumbstick commit3b2ffd7289
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 commitc135eefa05
Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:38:54 2023 +0100 Fixed save/load icon image size commitf51270a294
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 commita2ff16b576
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! commite243d0bdfa
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 10 18:29:18 2023 +0200 Update README.md commitb9d0314a6a
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 9 19:38:32 2023 +0200 Make getting into AT-ST easier commitd121206f83
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. commit260d501776
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 8 22:34:59 2023 +0200 Fix and improve weapon adjustment helper axes commita6318867bb
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 20:35:02 2023 +0200 Update README.md commit4a1d90e729
Merge:425db0f
821a56d
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 6 19:12:07 2023 +0200 Merge branch 'main' into contributions commit821a56d4b9
Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 17:24:20 2023 +0100 Update README.md commit67b7d26de8
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 commitb407932bb2
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:43:26 2023 +0200 Update README.md commit174c3ce96c
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:33:33 2023 +0200 Update README.md commite9af8e87c2
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:23:36 2023 +0200 Update README.md commitccd63d4eec
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 16:57:36 2023 +0200 Forced for Extended Menu commitd6b3e8eb65
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 16:55:02 2023 +0200 TBDC Scales in Code commita5f3adf725
Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 15:04:07 2023 +0100 Update README.md commit316c2a2904
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 commit387c34b53e
Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 09:59:18 2023 +0100 Update Beef Crawl commita271b61ac7
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 commita2f1644d72
Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 08:39:02 2023 +0100 Update version to 1.0.0 for release commitf785fdc393
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 commit90b694ff60
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 22:21:41 2023 +0200 Last Cleanup commit70468332d6
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 22:19:45 2023 +0200 TBDC Cleanup commit6660e8c984
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 21:58:00 2023 +0200 Credits / NPC Scale commite1b03fdcc6
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 21:57:07 2023 +0200 Fixing Quick Save commit95950f2390
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 20:08:10 2023 +0200 Updated ratios per difficulty commitd6235ef199
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 00:30:35 2023 +0200 Darkened Menu GFX commita3fdb460c4
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. commit4c751fcb59
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:59:12 2023 +0200 Y Close Datapad commita1216665c8
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 commit1939a26542
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:37:41 2023 +0200 TBDC Laser Saber deflections Guns balancing. commitd841464924
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:59:31 2023 +0200 Update help resources and menu commit425db0f108
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:59:31 2023 +0200 Update help resources and menu commit3c895d27de
Merge:fe9e12a
c3819fa
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:05:48 2023 +0200 Merge branch 'main' into contributions commitc3819fa407
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:57 2023 +0200 Demo folder assets fix commitfe9e12a3f9
Merge:d79f57b
2b255ac
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Mon Apr 3 22:55:29 2023 +0200 Merge branch 'main' into contributions commit2b255ac3ea
Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 3 21:26:39 2023 +0100 Improved version string commit62284414d0
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 commit65674abe2a
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 21:36:35 2023 +0200 Fix Controller Location Buzz for Quick Save / Load commitba2e726a79
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:57 2023 +0200 Demo folder assets fix commit7175c872a9
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:46 2023 +0200 Knockback settings TBDC commitcc7e73d04a
Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 22:59:47 2023 +0100 Update beef_crawl.tga commitdd71a05e36
Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 22:51:49 2023 +0100 Put version at the bottom of the main menu commitcb52d310c1
Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Sun Apr 2 23:18:28 2023 +0200 TBDC Weapons commitac71f24e78
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 2 18:43:10 2023 +0200 Updated control scheme picture commit3f5c767e8d
Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:42:42 2023 +0100 Update AndroidManifest.xml commit64ab392fc5
Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:42:39 2023 +0100 JKA: Some CVAR change to increase performance commitd43de53e8a
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 commit8b23e255d8
Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:41:16 2023 +0100 Update open xr headers commitd79f57ba2d
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 2 18:43:10 2023 +0200 Updated control scheme picture commite3524e8e48
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 commit05fc4d5ab4
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 12:07:13 2023 +0200 Fix menu haptics commiteec46c183d
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 commitfe9891f8db
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 12:07:13 2023 +0200 Fix menu haptics commit21483d0d5a
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 commitbaec8832ab
Merge:82706df
52fcc8a
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 11:15:25 2023 +0200 Merge branch 'main' into contributions commit52fcc8a49e
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 commitb899b99178
. commit5e66ebf6fc
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 15:40:54 2023 +0200 Allow to skip cinematics also by triggers commit587277fa7f
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 14:52:40 2023 +0200 Fix use/crouch buttons on switched control schemes commit82706df34f
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 15:40:54 2023 +0200 Allow to skip cinematics also by triggers commit1111766032
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 14:52:40 2023 +0200 Fix use/crouch buttons on switched control schemes commit822d1ddbba
Merge:a1a7d54
5f56cf4
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 08:43:50 2023 +0200 Merge branch 'main' into contributions commit5f56cf48fc
Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 22:16:37 2023 +0100 Camera shake fix part 2 commit3dd7833cd0
Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 22:06:18 2023 +0100 Disable camera shake when charging a weapon's alt fire commit6202017b6a
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 21:52:44 2023 +0200 Fix virtual gun stock commit6d49f87150
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 19:26:36 2023 +0200 Do not check angle on non-facing triggers commit926c64c691
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:54:33 2023 +0200 Add angle check for triggers touched by hand commit78f7d9bcfc
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:59:27 2023 +0200 JKA mod menu warning commit4219f996e9
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:42:11 2023 +0200 JKO mod menu warning commitb899b99178
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 commit9877859676
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 commita1a7d541fa
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 21:52:44 2023 +0200 Fix virtual gun stock commit15d932c75f
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 19:26:36 2023 +0200 Do not check angle on non-facing triggers commit402277e717
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:54:33 2023 +0200 Add angle check for triggers touched by hand commit9b22378c88
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:52:26 2023 +0200 Add special delay for re-triggering security cameras commitc4cc218f8b
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 commita4e99c20f9
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:59:27 2023 +0200 JKA mod menu warning commit442a1fc8e2
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:42:11 2023 +0200 JKO mod menu warning commit02261c57f0
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 commit3c64fa7e3e
Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 23:19:29 2023 +0100 Lowered Stun Baton trigger velocity commit43192a355d
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 commit94e82c2da3
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 commit40128567be
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 18:02:08 2023 +0200 Add help to menu commit4f1b6b5f07
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 17:36:13 2023 +0200 Split vr asset packs to avoid duplicates commit51c703a481
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 commit04a539f890
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 18:02:08 2023 +0200 Add help to menu commitd9126738d3
Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 17:36:13 2023 +0200 Split vr asset packs to avoid duplicates commit62b9a0bfab
Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:52:45 2023 +0100 Hide force power aura when item selector is shown commit0a9206642e
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 commitf452b9cf06
Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:51:49 2023 +0100 Slight tweak to NPC Combat commit20de6ec478
Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:50:54 2023 +0100 Added simple readme and license commit77672f612b
Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 07:20:22 2023 +0100 Updated website link to be the patreon commit2a1cd0e6e7
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 commit1b22652e5c
Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:46 2023 +0100 Fixed aiming of bowcaster and demp alt fire commit895b09041f
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 commit3897531544
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 commit3b5121e349
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 commit50db9039df
Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:33:52 2023 +0100 Separate no copy file flag for JK3 commit1968a7d8ba
Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:33:22 2023 +0100 Always use right hand as saber home commit74dcd955d2
Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:32:49 2023 +0100 Fix crash in JKA commit1e4692d04a
Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:32:16 2023 +0100 Update z_Crusty_and_Elin_vr_weapons.pk3 commit134dec8264
Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:31:53 2023 +0100 Fix possible crash on JK2 commitf6dc432f6a
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
1530 lines
37 KiB
C++
1530 lines
37 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "Q3_Interface.h"
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#include "g_nav.h"
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#include "g_roff.h"
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#include "g_navigator.h"
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#include "b_local.h"
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#include "anims.h"
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#include "g_icarus.h"
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#include "objectives.h"
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#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
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#include "time.h"
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#include "../code/qcommon/ojk_saved_game_helper.h"
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#include "qcommon/q_version.h"
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extern CNavigator navigator;
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static int navCalcPathTime = 0;
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int eventClearTime = 0;
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#define STEPSIZE 18
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level_locals_t level;
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game_import_t gi;
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game_export_t globals;
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gentity_t g_entities[MAX_GENTITIES];
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unsigned int g_entityInUseBits[MAX_GENTITIES/32];
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void G_ASPreCacheFree(void);
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void ClearAllInUse(void)
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{
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memset(g_entityInUseBits,0,sizeof(g_entityInUseBits));
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}
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void SetInUse(gentity_t *ent)
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{
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assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
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assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
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unsigned int entNum=ent-g_entities;
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g_entityInUseBits[entNum/32]|=((unsigned int)1)<<(entNum&0x1f);
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}
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void ClearInUse(gentity_t *ent)
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{
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assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
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assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
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unsigned int entNum=ent-g_entities;
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g_entityInUseBits[entNum/32]&=~(((unsigned int)1)<<(entNum&0x1f));
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}
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qboolean PInUse(unsigned int entNum)
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{
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assert(entNum>=0);
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assert(entNum<MAX_GENTITIES);
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return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0);
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}
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qboolean PInUse2(gentity_t *ent)
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{
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assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
|
|
assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
|
|
unsigned int entNum=ent-g_entities;
|
|
return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0);
|
|
}
|
|
|
|
void WriteInUseBits()
|
|
{
|
|
ojk::SavedGameHelper saved_game(
|
|
::gi.saved_game);
|
|
|
|
saved_game.write_chunk<uint32_t>(
|
|
INT_ID('I', 'N', 'U', 'S'),
|
|
::g_entityInUseBits);
|
|
}
|
|
|
|
void ReadInUseBits()
|
|
{
|
|
ojk::SavedGameHelper saved_game(
|
|
::gi.saved_game);
|
|
|
|
saved_game.read_chunk<uint32_t>(
|
|
INT_ID('I', 'N', 'U', 'S'),
|
|
::g_entityInUseBits);
|
|
|
|
// This is only temporary. Once I have converted all the ent->inuse refs,
|
|
// it won;t be needed -MW.
|
|
for(int i=0;i<MAX_GENTITIES;i++)
|
|
{
|
|
g_entities[i].inuse=PInUse(i);
|
|
}
|
|
}
|
|
|
|
void ValidateInUseBits(void)
|
|
{
|
|
for(int i=0;i<MAX_GENTITIES;i++)
|
|
{
|
|
assert(g_entities[i].inuse==PInUse(i));
|
|
}
|
|
}
|
|
|
|
class CGEntCleaner
|
|
{
|
|
public:
|
|
~CGEntCleaner()
|
|
{
|
|
for (int i=0; i<MAX_GENTITIES; i++)
|
|
{
|
|
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
|
|
}
|
|
}
|
|
};
|
|
|
|
// CGEntCleaner TheGEntCleaner; I don't think we want this
|
|
|
|
gentity_t *player;
|
|
|
|
cvar_t *g_speed;
|
|
cvar_t *g_gravity;
|
|
cvar_t *g_sex;
|
|
cvar_t *g_spskill;
|
|
cvar_t *g_cheats;
|
|
cvar_t *g_developer;
|
|
cvar_t *g_timescale;
|
|
cvar_t *g_knockback;
|
|
cvar_t *g_dismemberment;
|
|
cvar_t *g_dismemberProbabilities;
|
|
cvar_t *g_synchSplitAnims;
|
|
|
|
cvar_t *g_inactivity;
|
|
cvar_t *g_debugMove;
|
|
cvar_t *g_debugDamage;
|
|
cvar_t *g_weaponRespawn;
|
|
cvar_t *g_subtitles;
|
|
cvar_t *g_ICARUSDebug;
|
|
cvar_t *com_buildScript;
|
|
cvar_t *g_skippingcin;
|
|
cvar_t *g_AIsurrender;
|
|
cvar_t *g_numEntities;
|
|
cvar_t *g_iscensored;
|
|
|
|
cvar_t *g_TeamBeefDirectorsCut;
|
|
|
|
cvar_t *g_saberAutoDeflect1stPerson;
|
|
cvar_t *g_saberAutoBlocking;
|
|
cvar_t *g_saberRealisticCombat;
|
|
cvar_t *g_saberMoveSpeed;
|
|
cvar_t *g_saberAnimSpeed;
|
|
cvar_t *g_saberAutoAim;
|
|
|
|
qboolean stop_icarus = qfalse;
|
|
|
|
extern char *G_GetLocationForEnt( gentity_t *ent );
|
|
extern void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
|
|
extern void CP_FindCombatPointWaypoints( void );
|
|
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
|
|
|
|
void G_RunFrame (int levelTime);
|
|
void PrintEntClassname( int gentNum );
|
|
void CG_LoadInterface (void);
|
|
void ClearNPCGlobals( void );
|
|
extern void AI_UpdateGroups( void );
|
|
|
|
void ClearPlayerAlertEvents( void );
|
|
extern void NPC_ShowDebugInfo (void);
|
|
extern int killPlayerTimer;
|
|
extern cvar_t *d_altRoutes;
|
|
|
|
/*
|
|
static void G_DynamicMusicUpdate( usercmd_t *ucmd )
|
|
|
|
FIXME: can we merge any of this with the G_ChooseLookEnemy stuff?
|
|
*/
|
|
static void G_DynamicMusicUpdate( void )
|
|
{
|
|
gentity_t *ent;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
int i, e;
|
|
int distSq, radius = 2048;
|
|
vec3_t center;
|
|
int danger = 0;
|
|
int battle = 0;
|
|
int entTeam;
|
|
qboolean LOScalced = qfalse, clearLOS = qfalse;
|
|
|
|
//FIXME: intro and/or other cues? (one-shot music sounds)
|
|
|
|
//loops
|
|
|
|
//player-based
|
|
if ( !player )
|
|
{//WTF?
|
|
player = &g_entities[0];
|
|
return;
|
|
}
|
|
|
|
if ( !player->client
|
|
|| player->client->pers.teamState.state != TEAM_ACTIVE
|
|
|| level.time - player->client->pers.enterTime < 100 )
|
|
{//player hasn't spawned yet
|
|
return;
|
|
}
|
|
|
|
if ( player->health <= 0 && player->max_health > 0 )
|
|
{//defeat music
|
|
if ( level.dmState != DM_DEATH )
|
|
{
|
|
level.dmState = DM_DEATH;
|
|
}
|
|
}
|
|
|
|
if ( level.dmState == DM_DEATH )
|
|
{
|
|
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "death" );
|
|
return;
|
|
}
|
|
|
|
if ( level.dmState == DM_BOSS )
|
|
{
|
|
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "boss" );
|
|
return;
|
|
}
|
|
|
|
if ( level.dmState == DM_SILENCE )
|
|
{
|
|
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "silence" );
|
|
return;
|
|
}
|
|
|
|
if ( level.dmBeatTime > level.time )
|
|
{//not on a beat
|
|
return;
|
|
}
|
|
|
|
level.dmBeatTime = level.time + 1000;//1 second beats
|
|
|
|
if ( player->health <= 20 )
|
|
{
|
|
danger = 1;
|
|
}
|
|
|
|
//enemy-based
|
|
VectorCopy( player->currentOrigin, center );
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
if ( !ent || !ent->inuse )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( !ent->client || !ent->NPC )
|
|
{
|
|
if ( ent->classname && (!Q_stricmp( "PAS", ent->classname )||!Q_stricmp( "misc_turret", ent->classname )) )
|
|
{//a turret
|
|
entTeam = ent->noDamageTeam;
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{//an NPC
|
|
entTeam = ent->client->playerTeam;
|
|
}
|
|
|
|
if ( entTeam == player->client->playerTeam )
|
|
{//ally
|
|
continue;
|
|
}
|
|
|
|
if ( entTeam == TEAM_NEUTRAL && (!ent->enemy || !ent->enemy->client || ent->enemy->client->playerTeam != player->client->playerTeam) )
|
|
{//a droid that is not mad at me or my allies
|
|
continue;
|
|
}
|
|
|
|
if ( !gi.inPVS( player->currentOrigin, ent->currentOrigin ) )
|
|
{//not potentially visible
|
|
continue;
|
|
}
|
|
|
|
if ( ent->client && ent->s.weapon == WP_NONE )
|
|
{//they don't have a weapon... FIXME: only do this for droids?
|
|
continue;
|
|
}
|
|
|
|
LOScalced = clearLOS = qfalse;
|
|
if ( (ent->enemy==player&&(!ent->NPC||ent->NPC->confusionTime<level.time)) || (ent->client&&ent->client->ps.weaponTime) || (!ent->client&&ent->attackDebounceTime>level.time))
|
|
{//mad
|
|
if ( ent->health > 0 )
|
|
{//alive
|
|
//FIXME: do I really need this check?
|
|
if ( ent->s.weapon == WP_SABER && ent->client && !ent->client->ps.saberActive && ent->enemy != player )
|
|
{//a Jedi who has not yet gotten made at me
|
|
continue;
|
|
}
|
|
if ( ent->NPC && ent->NPC->behaviorState == BS_CINEMATIC )
|
|
{//they're not actually going to do anything about being mad at me...
|
|
continue;
|
|
}
|
|
//okay, they're in my PVS, but how close are they? Are they actively attacking me?
|
|
if ( !ent->client && ent->s.weapon == WP_TURRET && ent->fly_sound_debounce_time && ent->fly_sound_debounce_time - level.time < 10000 )
|
|
{//a turret that shot at me less than ten seconds ago
|
|
}
|
|
else if ( ent->client && ent->client->ps.lastShotTime && ent->client->ps.lastShotTime - level.time < 10000 )
|
|
{//an NPC that shot at me less than ten seconds ago
|
|
}
|
|
else
|
|
{//not actively attacking me lately, see how far away they are
|
|
distSq = DistanceSquared( ent->currentOrigin, player->currentOrigin );
|
|
if ( distSq > 4194304/*2048*2048*/ )
|
|
{//> 2048 away
|
|
continue;
|
|
}
|
|
else if ( distSq > 1048576/*1024*1024*/ )
|
|
{//> 1024 away
|
|
clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent );
|
|
LOScalced = qtrue;
|
|
if ( clearLOS == qfalse )
|
|
{//No LOS
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
battle++;
|
|
}
|
|
}
|
|
|
|
if ( level.dmState == DM_EXPLORE )
|
|
{//only do these visibility checks if you're still in exploration mode
|
|
if ( !InFront( ent->currentOrigin, player->currentOrigin, player->client->ps.viewangles, 0.0f) )
|
|
{//not in front
|
|
continue;
|
|
}
|
|
|
|
if ( !LOScalced )
|
|
{
|
|
clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent );
|
|
}
|
|
if ( !clearLOS )
|
|
{//can't see them directly
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( ent->health <= 0 )
|
|
{//dead
|
|
if ( !ent->client || level.time - ent->s.time > 10000 )
|
|
{//corpse has been dead for more than 10 seconds
|
|
//FIXME: coming across corpses should cause danger sounds too?
|
|
continue;
|
|
}
|
|
}
|
|
//we see enemies and/or corpses
|
|
danger++;
|
|
}
|
|
|
|
if ( !battle )
|
|
{//no active enemies, but look for missiles, shot impacts, etc...
|
|
int alert = G_CheckAlertEvents( player, qtrue, qtrue, 1024, 1024, -1, qfalse, AEL_SUSPICIOUS );
|
|
if ( alert != -1 )
|
|
{//FIXME: maybe tripwires and other FIXED things need their own sound, some kind of danger/caution theme
|
|
if ( G_CheckForDanger( player, alert ) )
|
|
{//found danger near by
|
|
danger++;
|
|
battle = 1;
|
|
}
|
|
else if ( level.alertEvents[alert].owner && (level.alertEvents[alert].owner == player->enemy || (level.alertEvents[alert].owner->client && level.alertEvents[alert].owner->client->playerTeam == player->client->enemyTeam) ) )
|
|
{//NPC on enemy team of player made some noise
|
|
switch ( level.alertEvents[alert].level )
|
|
{
|
|
case AEL_DISCOVERED:
|
|
//dangerNear = qtrue;
|
|
break;
|
|
case AEL_SUSPICIOUS:
|
|
//suspicious = qtrue;
|
|
break;
|
|
case AEL_MINOR:
|
|
//distraction = qtrue;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( battle )
|
|
{//battle - this can interrupt level.dmDebounceTime of lower intensity levels
|
|
//play battle
|
|
if ( level.dmState != DM_ACTION )
|
|
{
|
|
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "action" );
|
|
}
|
|
level.dmState = DM_ACTION;
|
|
if ( battle > 5 )
|
|
{
|
|
//level.dmDebounceTime = level.time + 8000;//don't change again for 5 seconds
|
|
}
|
|
else
|
|
{
|
|
//level.dmDebounceTime = level.time + 3000 + 1000*battle;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( level.dmDebounceTime > level.time )
|
|
{//not ready to switch yet
|
|
return;
|
|
}
|
|
else
|
|
{//at least 1 second (for beats)
|
|
//level.dmDebounceTime = level.time + 1000;//FIXME: define beat time?
|
|
}
|
|
/*
|
|
if ( danger || dangerNear )
|
|
{//danger
|
|
//stay on whatever we were on, action or exploration
|
|
if ( !danger )
|
|
{//minimum
|
|
danger = 1;
|
|
}
|
|
if ( danger > 3 )
|
|
{
|
|
level.dmDebounceTime = level.time + 5000;
|
|
}
|
|
else
|
|
{
|
|
level.dmDebounceTime = level.time + 2000 + 1000*danger;
|
|
}
|
|
}
|
|
else
|
|
*/
|
|
{//still nothing dangerous going on
|
|
if ( level.dmState != DM_EXPLORE )
|
|
{//just went to explore, hold it for a couple seconds at least
|
|
//level.dmDebounceTime = level.time + 2000;
|
|
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "explore" );
|
|
}
|
|
level.dmState = DM_EXPLORE;
|
|
//FIXME: look for interest points and play "mysterious" music instead of exploration?
|
|
//FIXME: suspicious and distraction sounds should play some cue or change music in a subtle way?
|
|
//play exploration
|
|
}
|
|
//FIXME: when do we go to silence?
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_FindTeams
|
|
|
|
Chain together all entities with a matching team field.
|
|
Entity teams are used for item groups and multi-entity mover groups.
|
|
|
|
All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
|
|
All but the last will have the teamchain field set to the next one
|
|
================
|
|
*/
|
|
void G_FindTeams( void ) {
|
|
gentity_t *e, *e2;
|
|
int i, j;
|
|
int c, c2;
|
|
|
|
c = 0;
|
|
c2 = 0;
|
|
// for ( i=1, e=g_entities,i ; i < globals.num_entities ; i++,e++ )
|
|
for ( i=1 ; i < globals.num_entities ; i++ )
|
|
{
|
|
// if (!e->inuse)
|
|
// continue;
|
|
if(!PInUse(i))
|
|
continue;
|
|
e=&g_entities[i];
|
|
|
|
if (!e->team)
|
|
continue;
|
|
if (e->flags & FL_TEAMSLAVE)
|
|
continue;
|
|
e->teammaster = e;
|
|
c++;
|
|
c2++;
|
|
// for (j=i+1, e2=e+1 ; j < globals.num_entities ; j++,e2++)
|
|
for (j=i+1; j < globals.num_entities ; j++)
|
|
{
|
|
// if (!e2->inuse)
|
|
// continue;
|
|
if(!PInUse(j))
|
|
continue;
|
|
|
|
e2=&g_entities[j];
|
|
if (!e2->team)
|
|
continue;
|
|
if (e2->flags & FL_TEAMSLAVE)
|
|
continue;
|
|
if (!strcmp(e->team, e2->team))
|
|
{
|
|
c2++;
|
|
e2->teamchain = e->teamchain;
|
|
e->teamchain = e2;
|
|
e2->teammaster = e;
|
|
e2->flags |= FL_TEAMSLAVE;
|
|
|
|
// make sure that targets only point at the master
|
|
if ( e2->targetname ) {
|
|
e->targetname = e2->targetname;
|
|
e2->targetname = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
gi.Printf ("%i teams with %i entities\n", c, c2);
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
G_InitCvars
|
|
|
|
============
|
|
*/
|
|
void G_InitCvars( void ) {
|
|
// don't override the cheat state set by the system
|
|
g_cheats = gi.cvar ("helpUsObi", "", 0);
|
|
g_developer = gi.cvar ("developer", "", 0);
|
|
|
|
// noset vars
|
|
gi.cvar( "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM );
|
|
gi.cvar( "gamedate", SOURCE_DATE , CVAR_ROM );
|
|
g_skippingcin = gi.cvar ("skippingCinematic", "0", CVAR_ROM);
|
|
|
|
// latched vars
|
|
|
|
// change anytime vars
|
|
g_speed = gi.cvar( "g_speed", "250", CVAR_CHEAT );
|
|
g_gravity = gi.cvar( "g_gravity", "800", CVAR_SAVEGAME|CVAR_ROM );
|
|
g_sex = gi.cvar ("sex", "male", CVAR_USERINFO | CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
|
|
g_spskill = gi.cvar ("g_spskill", "0", CVAR_ARCHIVE | CVAR_SAVEGAME|CVAR_NORESTART);
|
|
g_knockback = gi.cvar( "g_knockback", "1000", CVAR_CHEAT );
|
|
g_dismemberment = gi.cvar ( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head, 4 = mega dismemberment
|
|
g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "100", CVAR_ARCHIVE );//0 = ignore probabilities, 1 = use probabilities
|
|
g_synchSplitAnims = gi.cvar ( "g_synchSplitAnims", "1", 0 );
|
|
|
|
g_inactivity = gi.cvar ("g_inactivity", "0", 0);
|
|
g_debugMove = gi.cvar ("g_debugMove", "0", CVAR_CHEAT );
|
|
g_debugDamage = gi.cvar ("g_debugDamage", "0", CVAR_CHEAT );
|
|
g_ICARUSDebug = gi.cvar( "g_ICARUSDebug", "0", CVAR_CHEAT );
|
|
g_timescale = gi.cvar( "timescale", "1", 0 );
|
|
|
|
g_subtitles = gi.cvar( "g_subtitles", "0", CVAR_ARCHIVE );
|
|
com_buildScript = gi.cvar ("com_buildscript", "0", 0);
|
|
|
|
g_TeamBeefDirectorsCut = gi.cvar( "g_TeamBeefDirectorsCut", "1", CVAR_ARCHIVE ); // Team Beef Director's Cut tweaks
|
|
|
|
g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE );//Whether the saber will auto deflect missiles in first person
|
|
g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_ARCHIVE|CVAR_CHEAT );//must press +block button to do any blocking
|
|
g_saberRealisticCombat = gi.cvar( "g_saberRealisticCombat", "1", CVAR_ARCHIVE );//makes collision more precise, increases damage
|
|
g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_ARCHIVE|CVAR_CHEAT );//how fast you run while attacking with a saber
|
|
g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1.2", CVAR_ARCHIVE|CVAR_CHEAT );//how fast saber animations run
|
|
g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_ARCHIVE|CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward
|
|
|
|
g_AIsurrender = gi.cvar( "g_AIsurrender", "0", CVAR_CHEAT );
|
|
g_numEntities = gi.cvar( "g_numEntities", "0", CVAR_CHEAT );
|
|
|
|
gi.cvar( "newTotalSecrets", "0", CVAR_ROM );
|
|
gi.cvar_set("newTotalSecrets", "0");//used to carry over the count from SP_target_secret to ClientBegin
|
|
g_iscensored = gi.cvar( "ui_iscensored", "0", CVAR_ARCHIVE|CVAR_ROM|CVAR_INIT|CVAR_CHEAT|CVAR_NORESTART );
|
|
|
|
gi.cvar( "g_JKXRHelpEnabled", "1", CVAR_ARCHIVE ); // Help menu item
|
|
}
|
|
|
|
/*
|
|
============
|
|
InitGame
|
|
|
|
============
|
|
*/
|
|
|
|
// I'm just declaring a global here which I need to get at in NAV_GenerateSquadPaths for deciding if pre-calc'd
|
|
// data is valid, and this saves changing the proto of G_SpawnEntitiesFromString() to include a checksum param which
|
|
// may get changed anyway if a new nav system is ever used. This way saves messing with g_local.h each time -slc
|
|
int giMapChecksum;
|
|
SavedGameJustLoaded_e g_eSavedGameJustLoaded;
|
|
qboolean g_qbLoadTransition = qfalse;
|
|
#ifndef FINAL_BUILD
|
|
extern int fatalErrors;
|
|
#endif
|
|
void InitGame( const char *mapname, const char *spawntarget, int checkSum, const char *entities, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition )
|
|
{
|
|
giMapChecksum = checkSum;
|
|
g_eSavedGameJustLoaded = eSavedGameJustLoaded;
|
|
g_qbLoadTransition = qbLoadTransition;
|
|
|
|
gi.Printf ("------- Game Initialization -------\n");
|
|
gi.Printf ("gamename: %s\n", GAMEVERSION);
|
|
gi.Printf ("gamedate: %s\n", SOURCE_DATE);
|
|
|
|
srand( randomSeed );
|
|
|
|
G_InitCvars();
|
|
|
|
G_InitMemory();
|
|
|
|
// set some level globals
|
|
memset( &level, 0, sizeof( level ) );
|
|
level.time = levelTime;
|
|
level.globalTime = globalTime;
|
|
Q_strncpyz( level.mapname, mapname, sizeof(level.mapname) );
|
|
if ( spawntarget != NULL && spawntarget[0] )
|
|
{
|
|
Q_strncpyz( level.spawntarget, spawntarget, sizeof(level.spawntarget) );
|
|
}
|
|
else
|
|
{
|
|
level.spawntarget[0] = 0;
|
|
}
|
|
|
|
|
|
G_InitWorldSession();
|
|
|
|
// initialize all entities for this game
|
|
memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
|
|
globals.gentities = g_entities;
|
|
ClearAllInUse();
|
|
// initialize all clients for this game
|
|
level.maxclients = 1;
|
|
level.clients = (gclient_t *) G_Alloc( level.maxclients * sizeof(level.clients[0]) );
|
|
memset(level.clients, 0, level.maxclients * sizeof(level.clients[0]));
|
|
|
|
// set client fields on player
|
|
g_entities[0].client = level.clients;
|
|
|
|
// always leave room for the max number of clients,
|
|
// even if they aren't all used, so numbers inside that
|
|
// range are NEVER anything but clients
|
|
globals.num_entities = MAX_CLIENTS;
|
|
|
|
//Set up NPC init data
|
|
NPC_InitGame();
|
|
|
|
TIMER_Clear();
|
|
|
|
//
|
|
//ICARUS INIT START
|
|
|
|
gi.Printf("------ ICARUS Initialization ------\n");
|
|
gi.Printf("ICARUS version : %1.2f\n", ICARUS_VERSION);
|
|
|
|
Interface_Init( &interface_export );
|
|
ICARUS_Init();
|
|
|
|
gi.Printf ("-----------------------------------\n");
|
|
|
|
//ICARUS INIT END
|
|
//
|
|
|
|
IT_LoadItemParms ();
|
|
|
|
ClearRegisteredItems();
|
|
|
|
//FIXME: if this is from a loadgame, it needs to be sure to write this out whenever you do a savegame since the edges and routes are dynamic...
|
|
navCalculatePaths = ( navigator.Load( mapname, checkSum ) == qfalse );
|
|
|
|
// parse the key/value pairs and spawn gentities
|
|
G_SpawnEntitiesFromString( entities );
|
|
|
|
// general initialization
|
|
G_FindTeams();
|
|
|
|
// SaveRegisteredItems();
|
|
|
|
gi.Printf ("-----------------------------------\n");
|
|
|
|
if ( navCalculatePaths )
|
|
{//not loaded - need to calc paths
|
|
navCalcPathTime = level.time + START_TIME_NAV_CALC;//make sure all ents are in and linked
|
|
}
|
|
else
|
|
{//loaded
|
|
//FIXME: if this is from a loadgame, it needs to be sure to write this
|
|
//out whenever you do a savegame since the edges and routes are dynamic...
|
|
//OR: always do a navigator.CheckBlockedEdges() on map startup after nav-load/calc-paths
|
|
navigator.pathsCalculated = qtrue;//just to be safe? Does this get saved out? No... assumed
|
|
//need to do this, because combatpoint waypoints aren't saved out...?
|
|
CP_FindCombatPointWaypoints();
|
|
navCalcPathTime = 0;
|
|
|
|
if ( g_eSavedGameJustLoaded == eNO )
|
|
{//clear all the failed edges unless we just loaded the game (which would include failed edges)
|
|
navigator.ClearAllFailedEdges();
|
|
}
|
|
}
|
|
|
|
player = &g_entities[0];
|
|
|
|
//Init dynamic music
|
|
level.dmState = DM_EXPLORE;
|
|
level.dmDebounceTime = 0;
|
|
level.dmBeatTime = 0;
|
|
|
|
level.curAlertID = 1;//0 is default for lastAlertEvent, so...
|
|
eventClearTime = 0;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ShutdownGame
|
|
=================
|
|
*/
|
|
void ShutdownGame( void ) {
|
|
gi.Printf ("==== ShutdownGame ====\n");
|
|
|
|
gi.Printf ("... ICARUS_Shutdown\n");
|
|
ICARUS_Shutdown (); //Shut ICARUS down
|
|
|
|
gi.Printf ("... Reference Tags Cleared\n");
|
|
TAG_Init(); //Clear the reference tags
|
|
|
|
gi.Printf ("... Navigation Data Cleared\n");
|
|
NAV_Shutdown();
|
|
|
|
// write all the client session data so we can get it back
|
|
G_WriteSessionData();
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
gi.Printf ("... Ghoul2 Models Shutdown\n");
|
|
for (int i=0; i<MAX_GENTITIES; i++)
|
|
{
|
|
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
G_ASPreCacheFree();
|
|
}
|
|
|
|
|
|
|
|
//===================================================================
|
|
|
|
static void G_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
|
|
gi.cvar( var_name, var_value, flags );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
GetGameAPI
|
|
|
|
Returns a pointer to the structure with all entry points
|
|
and global variables
|
|
=================
|
|
*/
|
|
extern int PM_ValidateAnimRange( int startFrame, int endFrame, float animSpeed );
|
|
extern "C" Q_EXPORT game_export_t* QDECL GetGameAPI( game_import_t *import ) {
|
|
gameinfo_import_t gameinfo_import;
|
|
|
|
gi = *import;
|
|
|
|
globals.apiversion = GAME_API_VERSION;
|
|
globals.Init = InitGame;
|
|
globals.Shutdown = ShutdownGame;
|
|
|
|
globals.WriteLevel = WriteLevel;
|
|
globals.ReadLevel = ReadLevel;
|
|
globals.GameAllowedToSaveHere = GameAllowedToSaveHere;
|
|
|
|
globals.ClientThink = ClientThink;
|
|
globals.ClientConnect = ClientConnect;
|
|
globals.ClientUserinfoChanged = ClientUserinfoChanged;
|
|
globals.ClientDisconnect = ClientDisconnect;
|
|
globals.ClientBegin = ClientBegin;
|
|
globals.ClientCommand = ClientCommand;
|
|
|
|
globals.RunFrame = G_RunFrame;
|
|
|
|
globals.ConsoleCommand = ConsoleCommand;
|
|
// globals.PrintEntClassname = PrintEntClassname;
|
|
|
|
// globals.ValidateAnimRange = PM_ValidateAnimRange;
|
|
|
|
globals.gentitySize = sizeof(gentity_t);
|
|
|
|
gameinfo_import.FS_FOpenFile = gi.FS_FOpenFile;
|
|
gameinfo_import.FS_Read = gi.FS_Read;
|
|
gameinfo_import.FS_FCloseFile = gi.FS_FCloseFile;
|
|
gameinfo_import.Cvar_Set = gi.cvar_set;
|
|
gameinfo_import.Cvar_VariableStringBuffer = gi.Cvar_VariableStringBuffer;
|
|
gameinfo_import.Cvar_Create = G_Cvar_Create;
|
|
|
|
GI_Init( &gameinfo_import );
|
|
|
|
return &globals;
|
|
}
|
|
|
|
void QDECL G_Error( const char *fmt, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, fmt);
|
|
Q_vsnprintf (text, sizeof(text), fmt, argptr);
|
|
va_end (argptr);
|
|
|
|
gi.Error( ERR_DROP, "%s", text);
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Com_Error
|
|
-------------------------
|
|
*/
|
|
|
|
void Com_Error ( int level, const char *error, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, error);
|
|
Q_vsnprintf (text, sizeof(text), error, argptr);
|
|
va_end (argptr);
|
|
|
|
gi.Error( level, "%s", text);
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Com_Printf
|
|
-------------------------
|
|
*/
|
|
|
|
void Com_Printf( const char *msg, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, msg);
|
|
Q_vsnprintf (text, sizeof(text), msg, argptr);
|
|
va_end (argptr);
|
|
|
|
gi.Printf ("%s", text);
|
|
}
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
MAP CHANGING
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
FUNCTIONS CALLED EVERY FRAME
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
static void G_CheckTasksCompleted (gentity_t *ent)
|
|
{
|
|
if ( Q3_TaskIDPending( ent, TID_CHAN_VOICE ) )
|
|
{
|
|
if ( !gi.VoiceVolume[ent->s.number] )
|
|
{//not playing a voice sound
|
|
//return task_complete
|
|
Q3_TaskIDComplete( ent, TID_CHAN_VOICE );
|
|
}
|
|
}
|
|
|
|
if ( Q3_TaskIDPending( ent, TID_LOCATION ) )
|
|
{
|
|
char *currentLoc = G_GetLocationForEnt( ent );
|
|
|
|
if ( currentLoc && currentLoc[0] && Q_stricmp( ent->message, currentLoc ) == 0 )
|
|
{//we're in the desired location
|
|
Q3_TaskIDComplete( ent, TID_LOCATION );
|
|
}
|
|
//FIXME: else see if were in other trigger_locations?
|
|
}
|
|
}
|
|
|
|
static void G_CheckSpecialPersistentEvents( gentity_t *ent )
|
|
{//special-case alerts that would be a pain in the ass to have the ent's think funcs generate
|
|
if ( ent == NULL )
|
|
{
|
|
return;
|
|
}
|
|
if ( ent->s.eType == ET_MISSILE && ent->s.weapon == WP_THERMAL && ent->s.pos.trType == TR_STATIONARY )
|
|
{
|
|
if ( eventClearTime == level.time + ALERT_CLEAR_TIME )
|
|
{//events were just cleared out so add me again
|
|
AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER );
|
|
AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER );
|
|
}
|
|
}
|
|
if ( ent->forcePushTime >= level.time )
|
|
{//being pushed
|
|
if ( eventClearTime == level.time + ALERT_CLEAR_TIME )
|
|
{//events were just cleared out so add me again
|
|
//NOTE: presumes the player did the pushing, this is not always true, but shouldn't really matter?
|
|
if ( ent->item && ent->item->giTag == INV_SECURITY_KEY )
|
|
{
|
|
AddSightEvent( player, ent->currentOrigin, 128, AEL_DISCOVERED );//security keys are more important
|
|
}
|
|
else
|
|
{
|
|
AddSightEvent( player, ent->currentOrigin, 128, AEL_SUSPICIOUS );//hmm... or should this always be discovered?
|
|
}
|
|
}
|
|
}
|
|
if ( ent->contents == CONTENTS_LIGHTSABER && !Q_stricmp( "lightsaber", ent->classname ) )
|
|
{//lightsaber
|
|
if( ent->owner && ent->owner->client )
|
|
{
|
|
if ( ent->owner->client->ps.saberLength > 0 )
|
|
{//it's on
|
|
//sight event
|
|
AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
=============
|
|
G_RunThink
|
|
|
|
Runs thinking code for this frame if necessary
|
|
=============
|
|
*/
|
|
void G_RunThink (gentity_t *ent)
|
|
{
|
|
float thinktime;
|
|
|
|
/*
|
|
if ( ent->NPC == NULL )
|
|
{
|
|
if ( ent->taskManager && !stop_icarus )
|
|
{
|
|
ent->taskManager->Update( );
|
|
}
|
|
}
|
|
*/
|
|
|
|
thinktime = ent->nextthink;
|
|
if ( thinktime <= 0 )
|
|
{
|
|
goto runicarus;
|
|
}
|
|
|
|
if ( thinktime > level.time )
|
|
{
|
|
goto runicarus;
|
|
}
|
|
|
|
ent->nextthink = 0;
|
|
if ( ent->e_ThinkFunc == thinkF_NULL ) // actually you don't need this if I check for it in the next function -slc
|
|
{
|
|
//gi.Error ( "NULL ent->think");
|
|
goto runicarus;
|
|
}
|
|
|
|
GEntity_ThinkFunc( ent ); // ent->think (ent);
|
|
|
|
runicarus:
|
|
if ( ent->inuse ) // GEntity_ThinkFunc( ent ) can have freed up this ent if it was a type flier_child (stasis1 crash)
|
|
{
|
|
if ( ent->NPC == NULL )
|
|
{
|
|
if ( ent->taskManager && !stop_icarus )
|
|
{
|
|
ent->taskManager->Update( );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
G_Animate
|
|
-------------------------
|
|
*/
|
|
|
|
void G_Animate ( gentity_t *self )
|
|
{
|
|
if ( self->s.eFlags & EF_SHADER_ANIM )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->s.frame == self->endFrame )
|
|
{
|
|
if ( self->svFlags & SVF_ANIMATING )
|
|
{
|
|
// ghoul2 requires some extra checks to see if the animation is done since it doesn't set the current frame directly
|
|
if ( self->ghoul2.size() )
|
|
{
|
|
float frame, junk2;
|
|
int junk;
|
|
|
|
// I guess query ghoul2 to find out what the current frame is and see if we are done.
|
|
gi.G2API_GetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone,
|
|
(cg.time?cg.time:level.time), &frame, &junk, &junk, &junk, &junk2, NULL );
|
|
|
|
// It NEVER seems to get to what you'd think the last frame would be, so I'm doing this to try and catch when the animation has stopped
|
|
if ( frame + 1 >= self->endFrame )
|
|
{
|
|
self->svFlags &= ~SVF_ANIMATING;
|
|
Q3_TaskIDComplete( self, TID_ANIM_BOTH );
|
|
}
|
|
}
|
|
else // not ghoul2
|
|
{
|
|
if ( self->loopAnim )
|
|
{
|
|
self->s.frame = self->startFrame;
|
|
}
|
|
else
|
|
{
|
|
self->svFlags &= ~SVF_ANIMATING;
|
|
}
|
|
|
|
//Finished sequence - FIXME: only do this once even on looping anims?
|
|
Q3_TaskIDComplete( self, TID_ANIM_BOTH );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
self->svFlags |= SVF_ANIMATING;
|
|
|
|
// With ghoul2, we'll just set the desired start and end frame and let it do it's thing.
|
|
if ( self->ghoul2.size())
|
|
{
|
|
self->s.frame = self->endFrame;
|
|
|
|
gi.G2API_SetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone,
|
|
self->startFrame, self->endFrame, BONE_ANIM_OVERRIDE_FREEZE, 1.0f, cg.time, -1, -1 );
|
|
return;
|
|
}
|
|
|
|
if ( self->startFrame < self->endFrame )
|
|
{
|
|
if ( self->s.frame < self->startFrame || self->s.frame > self->endFrame )
|
|
{
|
|
self->s.frame = self->startFrame;
|
|
}
|
|
else
|
|
{
|
|
self->s.frame++;
|
|
}
|
|
}
|
|
else if ( self->startFrame > self->endFrame )
|
|
{
|
|
if ( self->s.frame > self->startFrame || self->s.frame < self->endFrame )
|
|
{
|
|
self->s.frame = self->startFrame;
|
|
}
|
|
else
|
|
{
|
|
self->s.frame--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->s.frame = self->endFrame;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ResetTeamCounters
|
|
-------------------------
|
|
*/
|
|
|
|
/*
|
|
void ResetTeamCounters( void )
|
|
{
|
|
//clear team enemy counters
|
|
for ( int team = TEAM_FREE; team < TEAM_NUM_TEAMS; team++ )
|
|
{
|
|
teamEnemyCount[team] = 0;
|
|
teamCount[team] = 0;
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
-------------------------
|
|
UpdateTeamCounters
|
|
-------------------------
|
|
*/
|
|
/*
|
|
void UpdateTeamCounters( gentity_t *ent )
|
|
{
|
|
if ( !ent->NPC )
|
|
{
|
|
return;
|
|
}
|
|
if ( !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
if ( ent->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( (ent->s.eFlags&EF_NODRAW) )
|
|
{
|
|
return;
|
|
}
|
|
if ( ent->client->playerTeam == TEAM_FREE )
|
|
{
|
|
return;
|
|
}
|
|
//this is an NPC who is alive and visible and is on a specific team
|
|
|
|
teamCount[ent->client->playerTeam]++;
|
|
if ( !ent->enemy )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//ent has an enemy
|
|
if ( !ent->enemy->client )
|
|
{//enemy is a normal ent
|
|
if ( ent->noDamageTeam == ent->client->playerTeam )
|
|
{//it's on my team, don't count it as an enemy
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{//enemy is another NPC/player
|
|
if ( ent->enemy->client->playerTeam == ent->client->playerTeam)
|
|
{//enemy is on the same team, don't count it as an enemy
|
|
return;
|
|
}
|
|
}
|
|
|
|
//ent's enemy is not on the same team
|
|
teamLastEnemyTime[ent->client->playerTeam] = level.time;
|
|
teamEnemyCount[ent->client->playerTeam]++;
|
|
}
|
|
*/
|
|
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
|
|
void G_PlayerGuiltDeath( void )
|
|
{
|
|
if ( player && player->client )
|
|
{//simulate death
|
|
player->client->ps.stats[STAT_HEALTH] = 0;
|
|
//turn off saber
|
|
if ( player->client->ps.weapon == WP_SABER && player->client->ps.saberActive )
|
|
{
|
|
G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberoff.wav" );
|
|
player->client->ps.saberActive = qfalse;
|
|
}
|
|
//play the "what have I done?!" anim
|
|
NPC_SetAnim( player, SETANIM_BOTH, BOTH_FORCEHEAL_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
player->client->ps.legsAnimTimer = player->client->ps.torsoAnimTimer = -1;
|
|
//look at yourself
|
|
player->client->ps.stats[STAT_DEAD_YAW] = player->client->ps.viewangles[YAW]+180;
|
|
}
|
|
}
|
|
extern void NPC_SetAnim(gentity_t *ent,int type,int anim,int priority);
|
|
extern void G_MakeTeamVulnerable( void );
|
|
int killPlayerTimer = 0;
|
|
void G_CheckEndLevelTimers( gentity_t *ent )
|
|
{
|
|
if ( killPlayerTimer && level.time > killPlayerTimer )
|
|
{
|
|
killPlayerTimer = 0;
|
|
ent->health = 0;
|
|
if ( ent->client && ent->client->ps.stats[STAT_HEALTH] > 0 )
|
|
{
|
|
G_PlayerGuiltDeath();
|
|
//cg.missionStatusShow = qtrue;
|
|
statusTextIndex = MAX_MISSIONFAILED;
|
|
//debounce respawn time
|
|
ent->client->respawnTime = level.time + 2000;
|
|
//stop all scripts
|
|
stop_icarus = qtrue;
|
|
//make the team killable
|
|
G_MakeTeamVulnerable();
|
|
}
|
|
}
|
|
}
|
|
|
|
void NAV_CheckCalcPaths( void )
|
|
{
|
|
if ( navCalcPathTime && navCalcPathTime < level.time )
|
|
{//first time we've ever loaded this map...
|
|
//clear all the failed edges
|
|
navigator.ClearAllFailedEdges();
|
|
|
|
//Calculate all paths
|
|
NAV_CalculatePaths( level.mapname, giMapChecksum );
|
|
|
|
navigator.CalculatePaths();
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( fatalErrors )
|
|
{
|
|
gi.Printf( S_COLOR_RED"Not saving .nav file due to fatal nav errors\n" );
|
|
}
|
|
else
|
|
#endif
|
|
if ( navigator.Save( level.mapname, giMapChecksum ) == qfalse )
|
|
{
|
|
gi.Printf("Unable to save navigations data for map \"%s\" (checksum:%d)\n", level.mapname, giMapChecksum );
|
|
}
|
|
navCalcPathTime = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_RunFrame
|
|
|
|
Advances the non-player objects in the world
|
|
================
|
|
*/
|
|
#if AI_TIMERS
|
|
int AITime = 0;
|
|
int navTime = 0;
|
|
#endif// AI_TIMERS
|
|
#ifndef FINAL_BUILD
|
|
extern int delayedShutDown;
|
|
#endif
|
|
void G_RunFrame( int levelTime ) {
|
|
int i;
|
|
gentity_t *ent;
|
|
int ents_inuse=0; // someone's gonna be pissed I put this here...
|
|
#if AI_TIMERS
|
|
AITime = 0;
|
|
navTime = 0;
|
|
#endif// AI_TIMERS
|
|
|
|
level.framenum++;
|
|
level.previousTime = level.time;
|
|
level.time = levelTime;
|
|
//msec = level.time - level.previousTime;
|
|
|
|
NAV_CheckCalcPaths();
|
|
//ResetTeamCounters();
|
|
|
|
AI_UpdateGroups();
|
|
|
|
if ( d_altRoutes->integer )
|
|
{
|
|
navigator.CheckAllFailedEdges();
|
|
}
|
|
navigator.ClearCheckedNodes();
|
|
|
|
//remember last waypoint, clear current one
|
|
// for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++)
|
|
for ( i = 0; i < globals.num_entities ; i++)
|
|
{
|
|
// if ( !ent->inuse )
|
|
// continue;
|
|
|
|
if(!PInUse(i))
|
|
continue;
|
|
|
|
ent = &g_entities[i];
|
|
|
|
if ( ent->waypoint != WAYPOINT_NONE
|
|
&& ent->noWaypointTime < level.time )
|
|
{
|
|
ent->lastWaypoint = ent->waypoint;
|
|
ent->waypoint = WAYPOINT_NONE;
|
|
}
|
|
if ( d_altRoutes->integer )
|
|
{
|
|
navigator.CheckFailedNodes( ent );
|
|
}
|
|
}
|
|
|
|
//Look to clear out old events
|
|
ClearPlayerAlertEvents();
|
|
|
|
//Run the frame for all entities
|
|
// for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++)
|
|
for ( i = 0; i < globals.num_entities ; i++)
|
|
{
|
|
// if ( !ent->inuse )
|
|
// continue;
|
|
|
|
if(!PInUse(i))
|
|
continue;
|
|
ents_inuse++;
|
|
ent = &g_entities[i];
|
|
|
|
// clear events that are too old
|
|
if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
|
|
if ( ent->s.event ) {
|
|
ent->s.event = 0; // &= EV_EVENT_BITS;
|
|
if ( ent->client ) {
|
|
ent->client->ps.externalEvent = 0;
|
|
}
|
|
}
|
|
if ( ent->freeAfterEvent ) {
|
|
// tempEntities or dropped items completely go away after their event
|
|
G_FreeEntity( ent );
|
|
continue;
|
|
} else if ( ent->unlinkAfterEvent ) {
|
|
// items that will respawn will hide themselves after their pickup event
|
|
ent->unlinkAfterEvent = qfalse;
|
|
gi.unlinkentity( ent );
|
|
}
|
|
}
|
|
|
|
// temporary entities don't think
|
|
if ( ent->freeAfterEvent )
|
|
continue;
|
|
|
|
G_CheckTasksCompleted(ent);
|
|
|
|
G_Roff( ent );
|
|
|
|
if( !ent->client )
|
|
{
|
|
if ( !(ent->svFlags & SVF_SELF_ANIMATING) )
|
|
{//FIXME: make sure this is done only for models with frames?
|
|
//Or just flag as animating?
|
|
if ( ent->s.eFlags & EF_ANIM_ONCE )
|
|
{
|
|
ent->s.frame++;
|
|
}
|
|
else if ( !(ent->s.eFlags & EF_ANIM_ALLFAST) )
|
|
{
|
|
G_Animate( ent );
|
|
}
|
|
}
|
|
}
|
|
G_CheckSpecialPersistentEvents( ent );
|
|
|
|
if ( ent->s.eType == ET_MISSILE )
|
|
{
|
|
G_RunMissile( ent );
|
|
continue;
|
|
}
|
|
|
|
if ( ent->s.eType == ET_ITEM )
|
|
{
|
|
G_RunItem( ent );
|
|
continue;
|
|
}
|
|
|
|
if ( ent->s.eType == ET_MOVER )
|
|
{
|
|
if ( ent->model && Q_stricmp( "models/test/mikeg/tie_fighter.md3", ent->model ) == 0 )
|
|
{
|
|
TieFighterThink( ent );
|
|
}
|
|
G_RunMover( ent );
|
|
continue;
|
|
}
|
|
|
|
//The player
|
|
if ( i == 0 )
|
|
{
|
|
// decay batteries if the goggles are active
|
|
if ( cg.zoomMode == 1 && ent->client->ps.batteryCharge > 0 )
|
|
{
|
|
ent->client->ps.batteryCharge--;
|
|
}
|
|
else if ( cg.zoomMode == 3 && ent->client->ps.batteryCharge > 0 )
|
|
{
|
|
ent->client->ps.batteryCharge -= 2;
|
|
|
|
if ( ent->client->ps.batteryCharge < 0 )
|
|
{
|
|
ent->client->ps.batteryCharge = 0;
|
|
}
|
|
}
|
|
|
|
G_CheckEndLevelTimers( ent );
|
|
//Recalculate the nearest waypoint for the coming NPC updates
|
|
NAV_FindPlayerWaypoint();
|
|
|
|
if( ent->taskManager && !stop_icarus )
|
|
{
|
|
ent->taskManager->Update();
|
|
}
|
|
//dead
|
|
if ( ent->health <= 0 )
|
|
{
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//on the ground
|
|
pitch_roll_for_slope( ent, NULL );
|
|
}
|
|
}
|
|
|
|
continue; // players are ucmd driven
|
|
}
|
|
|
|
G_RunThink( ent ); // be aware that ent may be free after returning from here, at least one func frees them
|
|
ClearNPCGlobals(); // but these 2 funcs are ok
|
|
//UpdateTeamCounters( ent ); // to call anyway on a freed ent.
|
|
}
|
|
|
|
// perform final fixups on the player
|
|
ent = &g_entities[0];
|
|
if ( ent->inuse )
|
|
{
|
|
ClientEndFrame( ent );
|
|
}
|
|
if( g_numEntities->integer )
|
|
{
|
|
gi.Printf( S_COLOR_WHITE"Number of Entities in use : %d\n", ents_inuse );
|
|
}
|
|
//DEBUG STUFF
|
|
NAV_ShowDebugInfo();
|
|
NPC_ShowDebugInfo();
|
|
|
|
G_DynamicMusicUpdate();
|
|
|
|
#if AI_TIMERS
|
|
AITime -= navTime;
|
|
if ( AITime > 20 )
|
|
{
|
|
gi.Printf( S_COLOR_RED"ERROR: total AI time: %d\n", AITime );
|
|
}
|
|
else if ( AITime > 10 )
|
|
{
|
|
gi.Printf( S_COLOR_YELLOW"WARNING: total AI time: %d\n", AITime );
|
|
}
|
|
else if ( AITime > 2 )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"total AI time: %d\n", AITime );
|
|
}
|
|
if ( navTime > 20 )
|
|
{
|
|
gi.Printf( S_COLOR_RED"ERROR: total nav time: %d\n", navTime );
|
|
}
|
|
else if ( navTime > 10 )
|
|
{
|
|
gi.Printf( S_COLOR_YELLOW"WARNING: total nav time: %d\n", navTime );
|
|
}
|
|
else if ( navTime > 2 )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"total nav time: %d\n", navTime );
|
|
}
|
|
#endif// AI_TIMERS
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( delayedShutDown != 0 && delayedShutDown < level.time )
|
|
{
|
|
G_Error( "Game Errors. Scroll up the console to read them." );
|
|
}
|
|
#endif
|
|
|
|
#ifdef _DEBUG
|
|
if(!(level.framenum&0xff))
|
|
{
|
|
ValidateInUseBits();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
extern qboolean player_locked;
|
|
|
|
void G_LoadSave_WriteMiscData(void)
|
|
{
|
|
ojk::SavedGameHelper saved_game(
|
|
::gi.saved_game);
|
|
|
|
saved_game.write_chunk<int32_t>(
|
|
INT_ID('L', 'C', 'K', 'D'),
|
|
::player_locked);
|
|
}
|
|
|
|
|
|
|
|
void G_LoadSave_ReadMiscData(void)
|
|
{
|
|
ojk::SavedGameHelper saved_game(
|
|
::gi.saved_game);
|
|
|
|
saved_game.read_chunk<int32_t>(
|
|
INT_ID('L', 'C', 'K', 'D'),
|
|
::player_locked);
|
|
}
|
|
|
|
|
|
void PrintEntClassname( int gentNum )
|
|
{
|
|
Com_Printf( "%d: %s in snapshot\n", gentNum, g_entities[gentNum].classname );
|
|
}
|
|
|
|
IGhoul2InfoArray &TheGameGhoul2InfoArray()
|
|
{
|
|
return gi.TheGhoul2InfoArray();
|
|
}
|