mirror of
https://github.com/DrBeef/JKXR.git
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3128 lines
92 KiB
C
3128 lines
92 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) 2005 - 2015, ioquake3 contributors
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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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// cg_main.c -- initialization and primary entry point for cgame
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#include "cg_local.h"
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#include "ui/ui_shared.h"
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NORETURN_PTR void (*Com_Error)( int level, const char *error, ... );
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void (*Com_Printf)( const char *msg, ... );
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// display context for new ui stuff
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displayContextDef_t cgDC;
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extern int cgSiegeRoundState;
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extern int cgSiegeRoundTime;
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/*
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Ghoul2 Insert Start
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*/
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void CG_InitItems(void);
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/*
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Ghoul2 Insert End
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*/
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void CG_InitJetpackGhoul2(void);
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void CG_CleanJetpackGhoul2(void);
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void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum );
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void CG_Shutdown( void );
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void CG_CalcEntityLerpPositions( centity_t *cent );
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void CG_ROFF_NotetrackCallback( centity_t *cent, const char *notetrack);
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void UI_CleanupGhoul2(void);
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static int C_PointContents(void);
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static void C_GetLerpOrigin(void);
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static void C_GetLerpData(void);
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static void C_Trace(void);
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static void C_G2Trace(void);
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static void C_G2Mark(void);
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static int CG_RagCallback(int callType);
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static void C_ImpactMark(void);
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extern autoMapInput_t cg_autoMapInput; //cg_view.c
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extern int cg_autoMapInputTime;
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extern vec3_t cg_autoMapAngle;
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void CG_MiscEnt(void);
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void CG_DoCameraShake( vec3_t origin, float intensity, int radius, int time );
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//do we have any force powers that we would normally need to cycle to?
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qboolean CG_NoUseableForce(void)
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{
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int i = FP_HEAL;
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while (i < NUM_FORCE_POWERS)
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{
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if (i != FP_SABERTHROW &&
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i != FP_SABER_OFFENSE &&
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i != FP_SABER_DEFENSE &&
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i != FP_LEVITATION)
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{ //valid selectable power
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if (cg.predictedPlayerState.fd.forcePowersKnown & (1 << i))
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{ //we have it
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return qfalse;
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}
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}
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i++;
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}
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//no useable force powers, I guess.
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return qtrue;
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}
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static int C_PointContents( void ) {
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TCGPointContents *data = &cg.sharedBuffer.pointContents;
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return CG_PointContents( data->mPoint, data->mPassEntityNum );
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}
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static void C_GetLerpOrigin( void ) {
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TCGVectorData *data = &cg.sharedBuffer.vectorData;
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VectorCopy( cg_entities[data->mEntityNum].lerpOrigin, data->mPoint );
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}
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// only used by FX system to pass to getboltmat
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static void C_GetLerpData( void ) {
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TCGGetBoltData *data = &cg.sharedBuffer.getBoltData;
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VectorCopy( cg_entities[data->mEntityNum].lerpOrigin, data->mOrigin );
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VectorCopy( cg_entities[data->mEntityNum].modelScale, data->mScale );
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VectorCopy( cg_entities[data->mEntityNum].lerpAngles, data->mAngles );
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if ( cg_entities[data->mEntityNum].currentState.eType == ET_PLAYER ) {
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// normal player
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data->mAngles[PITCH] = 0.0f;
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data->mAngles[ROLL] = 0.0f;
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}
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else if ( cg_entities[data->mEntityNum].currentState.eType == ET_NPC ) {
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// an NPC
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Vehicle_t *pVeh = cg_entities[data->mEntityNum].m_pVehicle;
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if ( !pVeh ) {
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// for vehicles, we may or may not want to 0 out pitch and roll
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data->mAngles[PITCH] = 0.0f;
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data->mAngles[ROLL] = 0.0f;
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}
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else if ( pVeh->m_pVehicleInfo->type == VH_SPEEDER ) {
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// speeder wants no pitch but a roll
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data->mAngles[PITCH] = 0.0f;
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}
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else if ( pVeh->m_pVehicleInfo->type != VH_FIGHTER ) {
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// fighters want all angles
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data->mAngles[PITCH] = 0.0f;
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data->mAngles[ROLL] = 0.0f;
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}
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}
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}
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static void C_Trace( void ) {
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TCGTrace *td = &cg.sharedBuffer.trace;
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CG_Trace( &td->mResult, td->mStart, td->mMins, td->mMaxs, td->mEnd, td->mSkipNumber, td->mMask );
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}
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static void C_G2Trace( void ) {
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TCGTrace *td = &cg.sharedBuffer.trace;
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CG_G2Trace( &td->mResult, td->mStart, td->mMins, td->mMaxs, td->mEnd, td->mSkipNumber, td->mMask );
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}
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static void C_G2Mark( void ) {
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TCGG2Mark *td = &cg.sharedBuffer.g2Mark;
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trace_t tr;
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vec3_t end;
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VectorMA( td->start, 64.0f, td->dir, end );
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CG_G2Trace( &tr, td->start, NULL, NULL, end, ENTITYNUM_NONE, MASK_PLAYERSOLID );
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if ( tr.entityNum < ENTITYNUM_WORLD && cg_entities[tr.entityNum].ghoul2 ) {
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// hit someone with a ghoul2 instance, let's project the decal on them then.
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centity_t *cent = &cg_entities[tr.entityNum];
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// CG_TestLine( tr.endpos, end, 2000, 0x0000ff, 1 );
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CG_AddGhoul2Mark( td->shader, td->size, tr.endpos, end, tr.entityNum, cent->lerpOrigin, cent->lerpAngles[YAW],
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cent->ghoul2, cent->modelScale, Q_irand( 2000, 4000 ) );
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// I'm making fx system decals have a very short lifetime.
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}
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}
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static void CG_DebugBoxLines( vec3_t mins, vec3_t maxs, int duration ) {
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vec3_t start, end, vert;
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float x = maxs[0] - mins[0];
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float y = maxs[1] - mins[1];
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start[2] = maxs[2];
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vert[2] = mins[2];
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vert[0] = mins[0];
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vert[1] = mins[1];
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start[0] = vert[0];
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start[1] = vert[1];
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CG_TestLine(start, vert, duration, 0x00000ff, 1);
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vert[0] = mins[0];
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vert[1] = maxs[1];
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start[0] = vert[0];
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start[1] = vert[1];
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CG_TestLine(start, vert, duration, 0x00000ff, 1);
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vert[0] = maxs[0];
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vert[1] = mins[1];
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start[0] = vert[0];
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start[1] = vert[1];
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CG_TestLine(start, vert, duration, 0x00000ff, 1);
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vert[0] = maxs[0];
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vert[1] = maxs[1];
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start[0] = vert[0];
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start[1] = vert[1];
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CG_TestLine(start, vert, duration, 0x00000ff, 1);
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// top of box
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VectorCopy(maxs, start);
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VectorCopy(maxs, end);
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start[0] -= x;
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CG_TestLine(start, end, duration, 0x00000ff, 1);
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end[0] = start[0];
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end[1] -= y;
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CG_TestLine(start, end, duration, 0x00000ff, 1);
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start[1] = end[1];
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start[0] += x;
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CG_TestLine(start, end, duration, 0x00000ff, 1);
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CG_TestLine(start, maxs, duration, 0x00000ff, 1);
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// bottom of box
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VectorCopy(mins, start);
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VectorCopy(mins, end);
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start[0] += x;
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CG_TestLine(start, end, duration, 0x00000ff, 1);
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end[0] = start[0];
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end[1] += y;
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CG_TestLine(start, end, duration, 0x00000ff, 1);
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start[1] = end[1];
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start[0] -= x;
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CG_TestLine(start, end, duration, 0x00000ff, 1);
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CG_TestLine(start, mins, duration, 0x00000ff, 1);
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}
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//handle ragdoll callbacks, for events and debugging -rww
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static int CG_RagCallback(int callType)
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{
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switch(callType)
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{
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case RAG_CALLBACK_DEBUGBOX:
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{
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ragCallbackDebugBox_t *callData = &cg.sharedBuffer.rcbDebugBox;
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CG_DebugBoxLines(callData->mins, callData->maxs, callData->duration);
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}
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break;
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case RAG_CALLBACK_DEBUGLINE:
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{
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ragCallbackDebugLine_t *callData = &cg.sharedBuffer.rcbDebugLine;
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CG_TestLine(callData->start, callData->end, callData->time, callData->color, callData->radius);
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}
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break;
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case RAG_CALLBACK_BONESNAP:
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{
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ragCallbackBoneSnap_t *callData = &cg.sharedBuffer.rcbBoneSnap;
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centity_t *cent = &cg_entities[callData->entNum];
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int snapSound = trap->S_RegisterSound(va("sound/player/bodyfall_human%i.wav", Q_irand(1, 3)));
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trap->S_StartSound(cent->lerpOrigin, callData->entNum, CHAN_AUTO, snapSound);
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}
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case RAG_CALLBACK_BONEIMPACT:
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break;
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case RAG_CALLBACK_BONEINSOLID:
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#if 0
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{
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ragCallbackBoneInSolid_t *callData = &cg.sharedBuffer.rcbBoneInSolid;
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if (callData->solidCount > 16)
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{ //don't bother if we're just tapping into solidity, we'll probably recover on our own
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centity_t *cent = &cg_entities[callData->entNum];
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vec3_t slideDir;
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VectorSubtract(cent->lerpOrigin, callData->bonePos, slideDir);
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VectorAdd(cent->ragOffsets, slideDir, cent->ragOffsets);
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cent->hasRagOffset = qtrue;
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}
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}
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#endif
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break;
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case RAG_CALLBACK_TRACELINE:
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{
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ragCallbackTraceLine_t *callData = &cg.sharedBuffer.rcbTraceLine;
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CG_Trace(&callData->tr, callData->start, callData->mins, callData->maxs,
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callData->end, callData->ignore, callData->mask);
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}
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break;
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default:
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Com_Error(ERR_DROP, "Invalid callType in CG_RagCallback");
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break;
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}
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return 0;
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}
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static void C_ImpactMark( void ) {
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TCGImpactMark *data = &cg.sharedBuffer.impactMark;
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// CG_ImpactMark( (int)arg0, (const float *)arg1, (const float *)arg2, (float)arg3, (float)arg4, (float)arg5, (float)arg6,
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// (float)arg7, qtrue, (float)arg8, qfalse );
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CG_ImpactMark( data->mHandle, data->mPoint, data->mAngle, data->mRotation, data->mRed, data->mGreen, data->mBlue,
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data->mAlphaStart, qtrue, data->mSizeStart, qfalse );
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}
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void CG_MiscEnt( void ) {
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int i, modelIndex;
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TCGMiscEnt *data = &cg.sharedBuffer.miscEnt;
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cg_staticmodel_t *staticmodel;
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if( cgs.numMiscStaticModels >= MAX_STATIC_MODELS ) {
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trap->Error( ERR_DROP, "^1MAX_STATIC_MODELS(%i) hit", MAX_STATIC_MODELS );
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}
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modelIndex = trap->R_RegisterModel(data->mModel);
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if (modelIndex == 0) {
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trap->Error( ERR_DROP, "client_model failed to load model '%s'", data->mModel );
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return;
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}
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staticmodel = &cgs.miscStaticModels[cgs.numMiscStaticModels++];
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staticmodel->model = modelIndex;
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AnglesToAxis( data->mAngles, staticmodel->axes );
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for ( i = 0; i < 3; i++ ) {
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VectorScale( staticmodel->axes[i], data->mScale[i], staticmodel->axes[i] );
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}
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VectorCopy( data->mOrigin, staticmodel->org );
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staticmodel->zoffset = 0.f;
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if( staticmodel->model ) {
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vec3_t mins, maxs;
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trap->R_ModelBounds( staticmodel->model, mins, maxs );
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VectorScaleVector(mins, data->mScale, mins);
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VectorScaleVector(maxs, data->mScale, maxs);
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staticmodel->radius = RadiusFromBounds( mins, maxs );
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} else {
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staticmodel->radius = 0;
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}
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}
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/*
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Ghoul2 Insert Start
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*/
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/*
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void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount)
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{
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bolt->resize(newCount);
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}
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void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount)
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{
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surface->resize(newCount);
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}
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void CG_ResizeG2Bone(boneInfo_v *bone, int newCount)
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{
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bone->resize(newCount);
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}
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void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount)
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{
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ghoul2->resize(newCount);
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}
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void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount)
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{
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tempBone->resize(newCount);
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}
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*/
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/*
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Ghoul2 Insert End
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*/
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cg_t cg;
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cgs_t cgs;
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centity_t cg_entities[MAX_GENTITIES];
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centity_t *cg_permanents[MAX_GENTITIES]; //rwwRMG - added
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int cg_numpermanents = 0;
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weaponInfo_t cg_weapons[MAX_WEAPONS];
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itemInfo_t cg_items[MAX_ITEMS];
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int CG_CrosshairPlayer( void ) {
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if ( cg.time > (cg.crosshairClientTime + 1000) )
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return -1;
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if ( cg.crosshairClientNum >= MAX_CLIENTS )
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return -1;
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return cg.crosshairClientNum;
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}
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int CG_LastAttacker( void ) {
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if ( !cg.attackerTime )
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return -1;
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return cg.snap->ps.persistant[PERS_ATTACKER];
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}
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/*
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================
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CG_Argv
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================
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*/
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const char *CG_Argv( int arg ) {
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static char buffer[MAX_STRING_CHARS] = {0};
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trap->Cmd_Argv( arg, buffer, sizeof( buffer ) );
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return buffer;
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}
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//========================================================================
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//so shared code can get the local time depending on the side it's executed on
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int BG_GetTime(void)
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{
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return cg.time;
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}
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/*
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=================
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CG_RegisterItemSounds
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The server says this item is used on this level
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=================
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*/
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static void CG_RegisterItemSounds( int itemNum ) {
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gitem_t *item;
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char data[MAX_QPATH];
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char *s, *start;
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int len;
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item = &bg_itemlist[ itemNum ];
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if( item->pickup_sound ) {
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trap->S_RegisterSound( item->pickup_sound );
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}
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// parse the space seperated precache string for other media
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s = item->sounds;
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if (!s || !s[0])
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return;
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while (*s) {
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start = s;
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while (*s && *s != ' ') {
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s++;
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}
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len = s-start;
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if (len >= MAX_QPATH || len < 5) {
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trap->Error( ERR_DROP, "PrecacheItem: %s has bad precache string",
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item->classname);
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return;
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}
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memcpy (data, start, len);
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data[len] = 0;
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if ( *s ) {
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s++;
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}
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trap->S_RegisterSound( data );
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}
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// parse the space seperated precache string for other media
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s = item->precaches;
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if (!s || !s[0])
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return;
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while (*s) {
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start = s;
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while (*s && *s != ' ') {
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s++;
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}
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len = s-start;
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if (len >= MAX_QPATH || len < 5) {
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trap->Error( ERR_DROP, "PrecacheItem: %s has bad precache string",
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item->classname);
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return;
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}
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memcpy (data, start, len);
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data[len] = 0;
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if ( *s ) {
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s++;
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}
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if ( !strcmp(data+len-3, "efx" )) {
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trap->FX_RegisterEffect( data );
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}
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}
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}
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static void CG_AS_Register(void)
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{
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const char *soundName;
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int i;
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// CG_LoadingString( "ambient sound sets" );
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//Load the ambient sets
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#if 0 //as_preCacheMap was game-side.. that is evil.
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trap->AS_AddPrecacheEntry( "#clear" ); // ;-)
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//FIXME: Don't ask... I had to get around a really nasty MS error in the templates with this...
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namePrecache_m::iterator pi;
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STL_ITERATE( pi, as_preCacheMap )
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{
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|
cgi_AS_AddPrecacheEntry( ((*pi).first).c_str() );
|
|
}
|
|
#else
|
|
trap->AS_AddPrecacheEntry( "#clear" );
|
|
|
|
for ( i = 1 ; i < MAX_AMBIENT_SETS ; i++ ) {
|
|
soundName = CG_ConfigString( CS_AMBIENT_SET+i );
|
|
if ( !soundName || !soundName[0] )
|
|
{
|
|
break;
|
|
}
|
|
|
|
trap->AS_AddPrecacheEntry(soundName);
|
|
}
|
|
soundName = CG_ConfigString( CS_GLOBAL_AMBIENT_SET );
|
|
if (soundName && soundName[0] && Q_stricmp(soundName, "default"))
|
|
{ //global soundset
|
|
trap->AS_AddPrecacheEntry(soundName);
|
|
}
|
|
#endif
|
|
|
|
trap->AS_ParseSets();
|
|
}
|
|
|
|
//a global weather effect (rain, snow, etc)
|
|
void CG_ParseWeatherEffect(const char *str)
|
|
{
|
|
char *sptr = (char *)str;
|
|
sptr++; //pass the '*'
|
|
trap->R_WorldEffectCommand(sptr);
|
|
}
|
|
|
|
extern int cgSiegeRoundBeganTime;
|
|
void CG_ParseSiegeState(const char *str)
|
|
{
|
|
int i = 0;
|
|
int j = 0;
|
|
// int prevState = cgSiegeRoundState;
|
|
char b[1024];
|
|
|
|
while (str[i] && str[i] != '|')
|
|
{
|
|
b[j] = str[i];
|
|
i++;
|
|
j++;
|
|
}
|
|
b[j] = 0;
|
|
cgSiegeRoundState = atoi(b);
|
|
|
|
if (str[i] == '|')
|
|
{
|
|
j = 0;
|
|
i++;
|
|
while (str[i])
|
|
{
|
|
b[j] = str[i];
|
|
i++;
|
|
j++;
|
|
}
|
|
b[j] = 0;
|
|
// if (cgSiegeRoundState != prevState)
|
|
{ //it changed
|
|
cgSiegeRoundTime = atoi(b);
|
|
if (cgSiegeRoundState == 0 || cgSiegeRoundState == 2)
|
|
{
|
|
cgSiegeRoundBeganTime = cgSiegeRoundTime;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cgSiegeRoundTime = cg.time;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_RegisterSounds
|
|
|
|
called during a precache command
|
|
=================
|
|
*/
|
|
void CG_PrecacheNPCSounds(const char *str);
|
|
void CG_ParseSiegeObjectiveStatus(const char *str);
|
|
extern int cg_beatingSiegeTime;
|
|
extern int cg_siegeWinTeam;
|
|
static void CG_RegisterSounds( void ) {
|
|
int i;
|
|
char items[MAX_ITEMS+1];
|
|
char name[MAX_QPATH];
|
|
const char *soundName;
|
|
|
|
CG_AS_Register();
|
|
|
|
// CG_LoadingString( "sounds" );
|
|
|
|
trap->S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
|
|
trap->S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
|
|
trap->S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
|
|
trap->S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
|
|
trap->S_RegisterSound("sound/movers/objects/saber_slam");
|
|
|
|
trap->S_RegisterSound("sound/player/bodyfall_human1.wav");
|
|
trap->S_RegisterSound("sound/player/bodyfall_human2.wav");
|
|
trap->S_RegisterSound("sound/player/bodyfall_human3.wav");
|
|
|
|
//test effects
|
|
trap->FX_RegisterEffect("effects/mp/test_sparks.efx");
|
|
trap->FX_RegisterEffect("effects/mp/test_wall_impact.efx");
|
|
|
|
cgs.media.oneMinuteSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM004" );
|
|
cgs.media.fiveMinuteSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM005" );
|
|
cgs.media.oneFragSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM001" );
|
|
cgs.media.twoFragSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM002" );
|
|
cgs.media.threeFragSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM003");
|
|
cgs.media.count3Sound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM035" );
|
|
cgs.media.count2Sound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM036" );
|
|
cgs.media.count1Sound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM037" );
|
|
cgs.media.countFightSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM038" );
|
|
|
|
cgs.media.hackerIconShader = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_tech");
|
|
|
|
cgs.media.redSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/red_glow" );
|
|
cgs.media.redSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/red_line" );
|
|
cgs.media.orangeSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/orange_glow" );
|
|
cgs.media.orangeSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/orange_line" );
|
|
cgs.media.yellowSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/yellow_glow" );
|
|
cgs.media.yellowSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/yellow_line" );
|
|
cgs.media.greenSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/green_glow" );
|
|
cgs.media.greenSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/green_line" );
|
|
cgs.media.blueSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/blue_glow" );
|
|
cgs.media.blueSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/blue_line" );
|
|
cgs.media.purpleSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/purple_glow" );
|
|
cgs.media.purpleSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/purple_line" );
|
|
cgs.media.saberBlurShader = trap->R_RegisterShader( "gfx/effects/sabers/saberBlur" );
|
|
cgs.media.swordTrailShader = trap->R_RegisterShader( "gfx/effects/sabers/swordTrail" );
|
|
|
|
cgs.media.forceCoronaShader = trap->R_RegisterShaderNoMip( "gfx/hud/force_swirl" );
|
|
|
|
cgs.media.yellowDroppedSaberShader = trap->R_RegisterShader("gfx/effects/yellow_glow");
|
|
|
|
cgs.media.rivetMarkShader = trap->R_RegisterShader( "gfx/damage/rivetmark" );
|
|
|
|
trap->R_RegisterShader( "gfx/effects/saberFlare" );
|
|
|
|
trap->R_RegisterShader( "powerups/ysalimarishell" );
|
|
|
|
trap->R_RegisterShader( "gfx/effects/forcePush" );
|
|
|
|
trap->R_RegisterShader( "gfx/misc/red_dmgshield" );
|
|
trap->R_RegisterShader( "gfx/misc/red_portashield" );
|
|
trap->R_RegisterShader( "gfx/misc/blue_dmgshield" );
|
|
trap->R_RegisterShader( "gfx/misc/blue_portashield" );
|
|
|
|
trap->R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg.tga" );
|
|
|
|
for (i=1 ; i<9 ; i++)
|
|
{
|
|
trap->S_RegisterSound(va("sound/weapons/saber/saberhup%i.wav", i));
|
|
}
|
|
|
|
for (i=1 ; i<10 ; i++)
|
|
{
|
|
trap->S_RegisterSound(va("sound/weapons/saber/saberblock%i.wav", i));
|
|
}
|
|
|
|
for (i=1 ; i<4 ; i++)
|
|
{
|
|
trap->S_RegisterSound(va("sound/weapons/saber/bounce%i.wav", i));
|
|
}
|
|
|
|
trap->S_RegisterSound( "sound/weapons/saber/enemy_saber_on.wav" );
|
|
trap->S_RegisterSound( "sound/weapons/saber/enemy_saber_off.wav" );
|
|
|
|
trap->S_RegisterSound( "sound/weapons/saber/saberhum1.wav" );
|
|
trap->S_RegisterSound( "sound/weapons/saber/saberon.wav" );
|
|
trap->S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" );
|
|
trap->S_RegisterSound( "sound/weapons/saber/saberhitwall1" );
|
|
trap->S_RegisterSound( "sound/weapons/saber/saberhitwall2" );
|
|
trap->S_RegisterSound( "sound/weapons/saber/saberhitwall3" );
|
|
trap->S_RegisterSound("sound/weapons/saber/saberhit.wav");
|
|
trap->S_RegisterSound("sound/weapons/saber/saberhit1.wav");
|
|
trap->S_RegisterSound("sound/weapons/saber/saberhit2.wav");
|
|
trap->S_RegisterSound("sound/weapons/saber/saberhit3.wav");
|
|
|
|
trap->S_RegisterSound("sound/weapons/saber/saber_catch.wav");
|
|
|
|
cgs.media.teamHealSound = trap->S_RegisterSound("sound/weapons/force/teamheal.wav");
|
|
cgs.media.teamRegenSound = trap->S_RegisterSound("sound/weapons/force/teamforce.wav");
|
|
|
|
trap->S_RegisterSound("sound/weapons/force/heal.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/speed.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/see.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/rage.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/lightning");
|
|
trap->S_RegisterSound("sound/weapons/force/lightninghit1");
|
|
trap->S_RegisterSound("sound/weapons/force/lightninghit2");
|
|
trap->S_RegisterSound("sound/weapons/force/lightninghit3");
|
|
trap->S_RegisterSound("sound/weapons/force/drain.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/jumpbuild.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/distract.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/distractstop.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/pull.wav");
|
|
trap->S_RegisterSound("sound/weapons/force/push.wav");
|
|
|
|
for (i=1 ; i<3 ; i++)
|
|
{
|
|
trap->S_RegisterSound(va("sound/weapons/thermal/bounce%i.wav", i));
|
|
}
|
|
|
|
trap->S_RegisterSound("sound/movers/switches/switch2.wav");
|
|
trap->S_RegisterSound("sound/movers/switches/switch3.wav");
|
|
trap->S_RegisterSound("sound/ambience/spark5.wav");
|
|
trap->S_RegisterSound("sound/chars/turret/ping.wav");
|
|
trap->S_RegisterSound("sound/chars/turret/startup.wav");
|
|
trap->S_RegisterSound("sound/chars/turret/shutdown.wav");
|
|
trap->S_RegisterSound("sound/chars/turret/move.wav");
|
|
trap->S_RegisterSound("sound/player/pickuphealth.wav");
|
|
trap->S_RegisterSound("sound/player/pickupshield.wav");
|
|
|
|
trap->S_RegisterSound("sound/effects/glassbreak1.wav");
|
|
|
|
trap->S_RegisterSound( "sound/weapons/rocket/tick.wav" );
|
|
trap->S_RegisterSound( "sound/weapons/rocket/lock.wav" );
|
|
|
|
trap->S_RegisterSound("sound/weapons/force/speedloop.wav");
|
|
|
|
trap->S_RegisterSound("sound/weapons/force/protecthit.mp3"); //PDSOUND_PROTECTHIT
|
|
trap->S_RegisterSound("sound/weapons/force/protect.mp3"); //PDSOUND_PROTECT
|
|
trap->S_RegisterSound("sound/weapons/force/absorbhit.mp3"); //PDSOUND_ABSORBHIT
|
|
trap->S_RegisterSound("sound/weapons/force/absorb.mp3"); //PDSOUND_ABSORB
|
|
trap->S_RegisterSound("sound/weapons/force/jump.mp3"); //PDSOUND_FORCEJUMP
|
|
trap->S_RegisterSound("sound/weapons/force/grip.mp3"); //PDSOUND_FORCEGRIP
|
|
|
|
if ( cgs.gametype >= GT_TEAM || com_buildScript.integer ) {
|
|
|
|
#ifdef JK2AWARDS
|
|
cgs.media.captureAwardSound = trap->S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav" );
|
|
#endif
|
|
cgs.media.redLeadsSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM046");
|
|
cgs.media.blueLeadsSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM045");
|
|
cgs.media.teamsTiedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM032" );
|
|
|
|
cgs.media.redScoredSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM044");
|
|
cgs.media.blueScoredSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM043" );
|
|
|
|
if ( cgs.gametype == GT_CTF || com_buildScript.integer ) {
|
|
cgs.media.redFlagReturnedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM042" );
|
|
cgs.media.blueFlagReturnedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM041" );
|
|
cgs.media.redTookFlagSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM040" );
|
|
cgs.media.blueTookFlagSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM039" );
|
|
}
|
|
if ( cgs.gametype == GT_CTY /*|| com_buildScript.integer*/ ) {
|
|
cgs.media.redYsalReturnedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM050" );
|
|
cgs.media.blueYsalReturnedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM049" );
|
|
cgs.media.redTookYsalSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM048" );
|
|
cgs.media.blueTookYsalSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM047" );
|
|
}
|
|
}
|
|
|
|
cgs.media.drainSound = trap->S_RegisterSound("sound/weapons/force/drained.mp3");
|
|
|
|
cgs.media.happyMusic = trap->S_RegisterSound("music/goodsmall.mp3");
|
|
cgs.media.dramaticFailure = trap->S_RegisterSound("music/badsmall.mp3");
|
|
|
|
//PRECACHE ALL MUSIC HERE (don't need to precache normally because it's streamed off the disk)
|
|
if (com_buildScript.integer)
|
|
{
|
|
trap->S_StartBackgroundTrack( "music/mp/duel.mp3", "music/mp/duel.mp3", qfalse );
|
|
}
|
|
|
|
cg.loadLCARSStage = 1;
|
|
|
|
cgs.media.selectSound = trap->S_RegisterSound( "sound/weapons/change.wav" );
|
|
|
|
cgs.media.teleInSound = trap->S_RegisterSound( "sound/player/telein.wav" );
|
|
cgs.media.teleOutSound = trap->S_RegisterSound( "sound/player/teleout.wav" );
|
|
cgs.media.respawnSound = trap->S_RegisterSound( "sound/items/respawn1.wav" );
|
|
|
|
trap->S_RegisterSound( "sound/movers/objects/objectHit.wav" );
|
|
|
|
cgs.media.talkSound = trap->S_RegisterSound( "sound/player/talk.wav" );
|
|
cgs.media.landSound = trap->S_RegisterSound( "sound/player/land1.wav");
|
|
cgs.media.fallSound = trap->S_RegisterSound( "sound/player/fallsplat.wav");
|
|
|
|
cgs.media.crackleSound = trap->S_RegisterSound( "sound/effects/energy_crackle.wav" );
|
|
#ifdef JK2AWARDS
|
|
cgs.media.impressiveSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM025" );
|
|
cgs.media.excellentSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM053" );
|
|
cgs.media.deniedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM017" );
|
|
cgs.media.humiliationSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM019" );
|
|
cgs.media.defendSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM024" );
|
|
#endif
|
|
|
|
/*
|
|
cgs.media.takenLeadSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM051");
|
|
cgs.media.tiedLeadSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM032");
|
|
cgs.media.lostLeadSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM052");
|
|
*/
|
|
|
|
cgs.media.rollSound = trap->S_RegisterSound( "sound/player/roll1.wav");
|
|
|
|
cgs.media.noforceSound = trap->S_RegisterSound( "sound/weapons/force/noforce" );
|
|
|
|
cgs.media.watrInSound = trap->S_RegisterSound( "sound/player/watr_in.wav");
|
|
cgs.media.watrOutSound = trap->S_RegisterSound( "sound/player/watr_out.wav");
|
|
cgs.media.watrUnSound = trap->S_RegisterSound( "sound/player/watr_un.wav");
|
|
|
|
cgs.media.explosionModel = trap->R_RegisterModel ( "models/map_objects/mp/sphere.md3" );
|
|
cgs.media.surfaceExplosionShader = trap->R_RegisterShader( "surfaceExplosion" );
|
|
|
|
cgs.media.disruptorShader = trap->R_RegisterShader( "gfx/effects/burn");
|
|
|
|
if (com_buildScript.integer)
|
|
{
|
|
trap->R_RegisterShader( "gfx/effects/turretflashdie" );
|
|
}
|
|
|
|
cgs.media.solidWhite = trap->R_RegisterShader( "gfx/effects/solidWhite_cull" );
|
|
|
|
trap->R_RegisterShader("gfx/misc/mp_light_enlight_disable");
|
|
trap->R_RegisterShader("gfx/misc/mp_dark_enlight_disable");
|
|
|
|
trap->R_RegisterModel ( "models/map_objects/mp/sphere.md3" );
|
|
trap->R_RegisterModel("models/items/remote.md3");
|
|
|
|
cgs.media.holocronPickup = trap->S_RegisterSound( "sound/player/holocron.wav" );
|
|
|
|
// Zoom
|
|
cgs.media.zoomStart = trap->S_RegisterSound( "sound/interface/zoomstart.wav" );
|
|
cgs.media.zoomLoop = trap->S_RegisterSound( "sound/interface/zoomloop.wav" );
|
|
cgs.media.zoomEnd = trap->S_RegisterSound( "sound/interface/zoomend.wav" );
|
|
|
|
for (i=0 ; i<4 ; i++) {
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_step%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_STONEWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_STONERUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_step%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_METALWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_METALRUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_step%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_PIPEWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_PIPERUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_walk%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_WADE][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_wade_0%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_SWIM][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_step%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_SNOWWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_SNOWRUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_walk%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_SANDWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_SANDRUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_step%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_GRASSWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_GRASSRUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_step%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_DIRTWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_DIRTRUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_walk%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_MUDWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_MUDRUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_walk%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_GRAVELWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_GRAVELRUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_step%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_RUGWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_RUGRUN][i] = trap->S_RegisterSound (name);
|
|
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_walk%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_WOODWALK][i] = trap->S_RegisterSound (name);
|
|
Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_run%i.wav", i+1);
|
|
cgs.media.footsteps[FOOTSTEP_WOODRUN][i] = trap->S_RegisterSound (name);
|
|
}
|
|
|
|
// 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' || com_buildScript.integer ) {
|
|
CG_RegisterItemSounds( i );
|
|
}
|
|
}
|
|
|
|
for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
|
|
soundName = CG_ConfigString( CS_SOUNDS+i );
|
|
if ( !soundName[0] ) {
|
|
break;
|
|
}
|
|
if ( soundName[0] == '*' )
|
|
{
|
|
if (soundName[1] == '$')
|
|
{ //an NPC soundset
|
|
CG_PrecacheNPCSounds(soundName);
|
|
}
|
|
continue; // custom sound
|
|
}
|
|
cgs.gameSounds[i] = trap->S_RegisterSound( soundName );
|
|
}
|
|
|
|
for ( i = 1 ; i < MAX_FX ; i++ ) {
|
|
soundName = CG_ConfigString( CS_EFFECTS+i );
|
|
if ( !soundName[0] ) {
|
|
break;
|
|
}
|
|
|
|
if (soundName[0] == '*')
|
|
{ //it's a special global weather effect
|
|
CG_ParseWeatherEffect(soundName);
|
|
cgs.gameEffects[i] = 0;
|
|
}
|
|
else
|
|
{
|
|
cgs.gameEffects[i] = trap->FX_RegisterEffect( soundName );
|
|
}
|
|
}
|
|
|
|
// register all the server specified icons
|
|
for ( i = 1; i < MAX_ICONS; i ++ )
|
|
{
|
|
const char* iconName;
|
|
|
|
iconName = CG_ConfigString ( CS_ICONS + i );
|
|
if ( !iconName[0] )
|
|
{
|
|
break;
|
|
}
|
|
|
|
cgs.gameIcons[i] = trap->R_RegisterShaderNoMip ( iconName );
|
|
}
|
|
|
|
soundName = CG_ConfigString(CS_SIEGE_STATE);
|
|
|
|
if (soundName[0])
|
|
{
|
|
CG_ParseSiegeState(soundName);
|
|
}
|
|
|
|
soundName = CG_ConfigString(CS_SIEGE_WINTEAM);
|
|
|
|
if (soundName[0])
|
|
{
|
|
cg_siegeWinTeam = atoi(soundName);
|
|
}
|
|
|
|
if (cgs.gametype == GT_SIEGE)
|
|
{
|
|
CG_ParseSiegeObjectiveStatus(CG_ConfigString(CS_SIEGE_OBJECTIVES));
|
|
cg_beatingSiegeTime = atoi(CG_ConfigString(CS_SIEGE_TIMEOVERRIDE));
|
|
if ( cg_beatingSiegeTime )
|
|
{
|
|
CG_SetSiegeTimerCvar ( cg_beatingSiegeTime );
|
|
}
|
|
}
|
|
|
|
cg.loadLCARSStage = 2;
|
|
|
|
// FIXME: only needed with item
|
|
cgs.media.deploySeeker = trap->S_RegisterSound ("sound/chars/seeker/misc/hiss");
|
|
cgs.media.medkitSound = trap->S_RegisterSound ("sound/items/use_bacta.wav");
|
|
|
|
cgs.media.winnerSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM006" );
|
|
cgs.media.loserSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM010" );
|
|
}
|
|
|
|
|
|
//-------------------------------------
|
|
// CG_RegisterEffects
|
|
//
|
|
// Handles precaching all effect files
|
|
// and any shader, model, or sound
|
|
// files an effect may use.
|
|
//-------------------------------------
|
|
static void CG_RegisterEffects( void )
|
|
{
|
|
/*
|
|
const char *effectName;
|
|
int i;
|
|
|
|
for ( i = 1 ; i < MAX_FX ; i++ )
|
|
{
|
|
effectName = CG_ConfigString( CS_EFFECTS + i );
|
|
|
|
if ( !effectName[0] )
|
|
{
|
|
break;
|
|
}
|
|
|
|
trap->FX_RegisterEffect( effectName );
|
|
}
|
|
*/
|
|
//the above was redundant as it's being done in CG_RegisterSounds
|
|
|
|
// Set up the glass effects mini-system.
|
|
CG_InitGlass();
|
|
|
|
//footstep effects
|
|
cgs.effects.footstepMud = trap->FX_RegisterEffect( "materials/mud" );
|
|
cgs.effects.footstepSand = trap->FX_RegisterEffect( "materials/sand" );
|
|
cgs.effects.footstepSnow = trap->FX_RegisterEffect( "materials/snow" );
|
|
cgs.effects.footstepGravel = trap->FX_RegisterEffect( "materials/gravel" );
|
|
//landing effects
|
|
cgs.effects.landingMud = trap->FX_RegisterEffect( "materials/mud_large" );
|
|
cgs.effects.landingSand = trap->FX_RegisterEffect( "materials/sand_large" );
|
|
cgs.effects.landingDirt = trap->FX_RegisterEffect( "materials/dirt_large" );
|
|
cgs.effects.landingSnow = trap->FX_RegisterEffect( "materials/snow_large" );
|
|
cgs.effects.landingGravel = trap->FX_RegisterEffect( "materials/gravel_large" );
|
|
//splashes
|
|
cgs.effects.waterSplash = trap->FX_RegisterEffect( "env/water_impact" );
|
|
cgs.effects.lavaSplash = trap->FX_RegisterEffect( "env/lava_splash" );
|
|
cgs.effects.acidSplash = trap->FX_RegisterEffect( "env/acid_splash" );
|
|
}
|
|
|
|
//===================================================================================
|
|
|
|
extern char *forceHolocronModels[];
|
|
int CG_HandleAppendedSkin(char *modelName);
|
|
void CG_CacheG2AnimInfo(char *modelName);
|
|
/*
|
|
=================
|
|
CG_RegisterGraphics
|
|
|
|
This function may execute for a couple of minutes with a slow disk.
|
|
=================
|
|
*/
|
|
static void CG_RegisterGraphics( void ) {
|
|
int i;
|
|
int breakPoint;
|
|
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", //?????
|
|
};
|
|
|
|
// clear any references to old media
|
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
|
trap->R_ClearScene();
|
|
|
|
CG_LoadingString( cgs.mapname );
|
|
|
|
trap->R_LoadWorld( cgs.mapname );
|
|
|
|
// precache status bar pics
|
|
// CG_LoadingString( "game media" );
|
|
|
|
for ( i=0 ; i<11 ; i++) {
|
|
cgs.media.numberShaders[i] = trap->R_RegisterShader( sb_nums[i] );
|
|
}
|
|
|
|
cg.loadLCARSStage = 3;
|
|
|
|
for ( i=0; i < 11; i++ )
|
|
{
|
|
cgs.media.numberShaders[i] = trap->R_RegisterShaderNoMip( sb_nums[i] );
|
|
cgs.media.smallnumberShaders[i] = trap->R_RegisterShaderNoMip( sb_t_nums[i] );
|
|
cgs.media.chunkyNumberShaders[i] = trap->R_RegisterShaderNoMip( sb_c_nums[i] );
|
|
}
|
|
|
|
trap->R_RegisterShaderNoMip ( "gfx/mp/pduel_icon_lone" );
|
|
trap->R_RegisterShaderNoMip ( "gfx/mp/pduel_icon_double" );
|
|
|
|
cgs.media.balloonShader = trap->R_RegisterShader( "gfx/mp/chat_icon" );
|
|
cgs.media.vchatShader = trap->R_RegisterShader( "gfx/mp/vchat_icon" );
|
|
|
|
cgs.media.deferShader = trap->R_RegisterShaderNoMip( "gfx/2d/defer.tga" );
|
|
|
|
cgs.media.radarShader = trap->R_RegisterShaderNoMip ( "gfx/menus/radar/radar.png" );
|
|
cgs.media.siegeItemShader = trap->R_RegisterShaderNoMip ( "gfx/menus/radar/goalitem" );
|
|
cgs.media.mAutomapPlayerIcon = trap->R_RegisterShader( "gfx/menus/radar/arrow_w" );
|
|
cgs.media.mAutomapRocketIcon = trap->R_RegisterShader( "gfx/menus/radar/rocket" );
|
|
|
|
cgs.media.wireframeAutomapFrame_left = trap->R_RegisterShader( "gfx/mp_automap/mpauto_frame_left" );
|
|
cgs.media.wireframeAutomapFrame_right = trap->R_RegisterShader( "gfx/mp_automap/mpauto_frame_right" );
|
|
cgs.media.wireframeAutomapFrame_top = trap->R_RegisterShader( "gfx/mp_automap/mpauto_frame_top" );
|
|
cgs.media.wireframeAutomapFrame_bottom = trap->R_RegisterShader( "gfx/mp_automap/mpauto_frame_bottom" );
|
|
|
|
cgs.media.lagometerShader = trap->R_RegisterShaderNoMip("gfx/2d/lag" );
|
|
cgs.media.connectionShader = trap->R_RegisterShaderNoMip( "gfx/2d/net" );
|
|
|
|
trap->FX_InitSystem(&cg.refdef);
|
|
CG_RegisterEffects();
|
|
|
|
cgs.media.boltShader = trap->R_RegisterShader( "gfx/misc/blueLine" );
|
|
|
|
cgs.effects.turretShotEffect = trap->FX_RegisterEffect( "turret/shot" );
|
|
cgs.effects.mEmplacedDeadSmoke = trap->FX_RegisterEffect("emplaced/dead_smoke.efx");
|
|
cgs.effects.mEmplacedExplode = trap->FX_RegisterEffect("emplaced/explode.efx");
|
|
cgs.effects.mTurretExplode = trap->FX_RegisterEffect("turret/explode.efx");
|
|
cgs.effects.mSparkExplosion = trap->FX_RegisterEffect("sparks/spark_explosion.efx");
|
|
cgs.effects.mTripmineExplosion = trap->FX_RegisterEffect("tripMine/explosion.efx");
|
|
cgs.effects.mDetpackExplosion = trap->FX_RegisterEffect("detpack/explosion.efx");
|
|
cgs.effects.mFlechetteAltBlow = trap->FX_RegisterEffect("flechette/alt_blow.efx");
|
|
cgs.effects.mStunBatonFleshImpact = trap->FX_RegisterEffect("stunBaton/flesh_impact.efx");
|
|
cgs.effects.mAltDetonate = trap->FX_RegisterEffect("demp2/altDetonate.efx");
|
|
cgs.effects.mSparksExplodeNoSound = trap->FX_RegisterEffect("sparks/spark_exp_nosnd");
|
|
cgs.effects.mTripMineLaser = trap->FX_RegisterEffect("tripMine/laser.efx");
|
|
cgs.effects.mEmplacedMuzzleFlash = trap->FX_RegisterEffect( "effects/emplaced/muzzle_flash" );
|
|
cgs.effects.mConcussionAltRing = trap->FX_RegisterEffect("concussion/alt_ring");
|
|
|
|
cgs.effects.mHyperspaceStars = trap->FX_RegisterEffect("ships/hyperspace_stars");
|
|
cgs.effects.mBlackSmoke = trap->FX_RegisterEffect( "volumetric/black_smoke" );
|
|
cgs.effects.mShipDestDestroyed = trap->FX_RegisterEffect("effects/ships/dest_destroyed.efx");
|
|
cgs.effects.mShipDestBurning = trap->FX_RegisterEffect("effects/ships/dest_burning.efx");
|
|
cgs.effects.mBobaJet = trap->FX_RegisterEffect("effects/boba/jet.efx");
|
|
|
|
|
|
cgs.effects.itemCone = trap->FX_RegisterEffect("mp/itemcone.efx");
|
|
cgs.effects.mTurretMuzzleFlash = trap->FX_RegisterEffect("effects/turret/muzzle_flash.efx");
|
|
cgs.effects.mSparks = trap->FX_RegisterEffect("sparks/spark_nosnd.efx"); //sparks/spark.efx
|
|
cgs.effects.mSaberCut = trap->FX_RegisterEffect("saber/saber_cut.efx");
|
|
cgs.effects.mSaberBlock = trap->FX_RegisterEffect("saber/saber_block.efx");
|
|
cgs.effects.mSaberBloodSparks = trap->FX_RegisterEffect("saber/blood_sparks_mp.efx");
|
|
cgs.effects.mSaberBloodSparksSmall = trap->FX_RegisterEffect("saber/blood_sparks_25_mp.efx");
|
|
cgs.effects.mSaberBloodSparksMid = trap->FX_RegisterEffect("saber/blood_sparks_50_mp.efx");
|
|
cgs.effects.mSpawn = trap->FX_RegisterEffect("mp/spawn.efx");
|
|
cgs.effects.mJediSpawn = trap->FX_RegisterEffect("mp/jedispawn.efx");
|
|
cgs.effects.mBlasterDeflect = trap->FX_RegisterEffect("blaster/deflect.efx");
|
|
cgs.effects.mBlasterSmoke = trap->FX_RegisterEffect("blaster/smoke_bolton");
|
|
cgs.effects.mForceConfustionOld = trap->FX_RegisterEffect("force/confusion_old.efx");
|
|
|
|
cgs.effects.forceLightning = trap->FX_RegisterEffect( "effects/force/lightning.efx" );
|
|
cgs.effects.forceLightningWide = trap->FX_RegisterEffect( "effects/force/lightningwide.efx" );
|
|
cgs.effects.forceDrain = trap->FX_RegisterEffect( "effects/mp/drain.efx" );
|
|
cgs.effects.forceDrainWide = trap->FX_RegisterEffect( "effects/mp/drainwide.efx" );
|
|
cgs.effects.forceDrained = trap->FX_RegisterEffect( "effects/mp/drainhit.efx");
|
|
|
|
cgs.effects.mDisruptorDeathSmoke = trap->FX_RegisterEffect("disruptor/death_smoke");
|
|
|
|
for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
|
|
cgs.media.crosshairShader[i] = trap->R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a'+i) );
|
|
}
|
|
|
|
cg.loadLCARSStage = 4;
|
|
|
|
cgs.media.backTileShader = trap->R_RegisterShader( "gfx/2d/backtile" );
|
|
|
|
//precache the fpls skin
|
|
//trap->R_RegisterSkin("models/players/kyle/model_fpls2.skin");
|
|
|
|
cgs.media.itemRespawningPlaceholder = trap->R_RegisterShader("powerups/placeholder");
|
|
cgs.media.itemRespawningRezOut = trap->R_RegisterShader("powerups/rezout");
|
|
|
|
cgs.media.playerShieldDamage = trap->R_RegisterShader("gfx/misc/personalshield");
|
|
cgs.media.protectShader = trap->R_RegisterShader("gfx/misc/forceprotect");
|
|
cgs.media.forceSightBubble = trap->R_RegisterShader("gfx/misc/sightbubble");
|
|
cgs.media.forceShell = trap->R_RegisterShader("powerups/forceshell");
|
|
cgs.media.sightShell = trap->R_RegisterShader("powerups/sightshell");
|
|
|
|
cgs.media.itemHoloModel = trap->R_RegisterModel("models/map_objects/mp/holo.md3");
|
|
|
|
if (cgs.gametype == GT_HOLOCRON || com_buildScript.integer)
|
|
{
|
|
for ( i=0; i < NUM_FORCE_POWERS; i++ )
|
|
{
|
|
if (forceHolocronModels[i] &&
|
|
forceHolocronModels[i][0])
|
|
{
|
|
trap->R_RegisterModel(forceHolocronModels[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY || com_buildScript.integer ) {
|
|
if (com_buildScript.integer)
|
|
{
|
|
trap->R_RegisterModel( "models/flags/r_flag.md3" );
|
|
trap->R_RegisterModel( "models/flags/b_flag.md3" );
|
|
trap->R_RegisterModel( "models/flags/r_flag_ysal.md3" );
|
|
trap->R_RegisterModel( "models/flags/b_flag_ysal.md3" );
|
|
}
|
|
|
|
if (cgs.gametype == GT_CTF)
|
|
{
|
|
cgs.media.redFlagModel = trap->R_RegisterModel( "models/flags/r_flag.md3" );
|
|
cgs.media.blueFlagModel = trap->R_RegisterModel( "models/flags/b_flag.md3" );
|
|
}
|
|
else if(cgs.gametype == GT_CTY)
|
|
{
|
|
cgs.media.redFlagModel = trap->R_RegisterModel( "models/flags/r_flag_ysal.md3" );
|
|
cgs.media.blueFlagModel = trap->R_RegisterModel( "models/flags/b_flag_ysal.md3" );
|
|
}
|
|
|
|
trap->R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_x" );
|
|
trap->R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_x" );
|
|
|
|
trap->R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_ys" );
|
|
trap->R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_ys" );
|
|
|
|
trap->R_RegisterShaderNoMip( "gfx/hud/mpi_rflag" );
|
|
trap->R_RegisterShaderNoMip( "gfx/hud/mpi_bflag" );
|
|
|
|
trap->R_RegisterShaderNoMip("gfx/2d/net.tga");
|
|
}
|
|
|
|
if ( cgs.gametype >= GT_TEAM || com_buildScript.integer ) {
|
|
cgs.media.teamRedShader = trap->R_RegisterShader( "sprites/team_red" );
|
|
cgs.media.teamBlueShader = trap->R_RegisterShader( "sprites/team_blue" );
|
|
//cgs.media.redQuadShader = trap->R_RegisterShader("powerups/blueflag" );
|
|
cgs.media.teamStatusBar = trap->R_RegisterShader( "gfx/2d/colorbar.tga" );
|
|
}
|
|
else if ( cgs.gametype == GT_JEDIMASTER )
|
|
{
|
|
cgs.media.teamRedShader = trap->R_RegisterShader( "sprites/team_red" );
|
|
}
|
|
|
|
if (cgs.gametype == GT_POWERDUEL || com_buildScript.integer)
|
|
{
|
|
cgs.media.powerDuelAllyShader = trap->R_RegisterShader("gfx/mp/pduel_icon_double");//trap->R_RegisterShader("gfx/mp/pduel_gameicon_ally");
|
|
}
|
|
|
|
cgs.media.heartShader = trap->R_RegisterShaderNoMip( "ui/assets/statusbar/selectedhealth.tga" );
|
|
|
|
cgs.media.ysaliredShader = trap->R_RegisterShader( "powerups/ysaliredshell");
|
|
cgs.media.ysaliblueShader = trap->R_RegisterShader( "powerups/ysaliblueshell");
|
|
cgs.media.ysalimariShader = trap->R_RegisterShader( "powerups/ysalimarishell");
|
|
cgs.media.boonShader = trap->R_RegisterShader( "powerups/boonshell");
|
|
cgs.media.endarkenmentShader = trap->R_RegisterShader( "powerups/endarkenmentshell");
|
|
cgs.media.enlightenmentShader = trap->R_RegisterShader( "powerups/enlightenmentshell");
|
|
cgs.media.invulnerabilityShader = trap->R_RegisterShader( "powerups/invulnerabilityshell");
|
|
|
|
#ifdef JK2AWARDS
|
|
cgs.media.medalImpressive = trap->R_RegisterShaderNoMip( "medal_impressive" );
|
|
cgs.media.medalExcellent = trap->R_RegisterShaderNoMip( "medal_excellent" );
|
|
cgs.media.medalGauntlet = trap->R_RegisterShaderNoMip( "medal_gauntlet" );
|
|
cgs.media.medalDefend = trap->R_RegisterShaderNoMip( "medal_defend" );
|
|
cgs.media.medalAssist = trap->R_RegisterShaderNoMip( "medal_assist" );
|
|
cgs.media.medalCapture = trap->R_RegisterShaderNoMip( "medal_capture" );
|
|
#endif
|
|
|
|
// Binocular interface
|
|
cgs.media.binocularCircle = trap->R_RegisterShader( "gfx/2d/binCircle" );
|
|
cgs.media.binocularMask = trap->R_RegisterShader( "gfx/2d/binMask" );
|
|
cgs.media.binocularArrow = trap->R_RegisterShader( "gfx/2d/binSideArrow" );
|
|
cgs.media.binocularTri = trap->R_RegisterShader( "gfx/2d/binTopTri" );
|
|
cgs.media.binocularStatic = trap->R_RegisterShader( "gfx/2d/binocularWindow" );
|
|
cgs.media.binocularOverlay = trap->R_RegisterShader( "gfx/2d/binocularNumOverlay" );
|
|
|
|
cg.loadLCARSStage = 5;
|
|
|
|
// 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] = trap->R_RegisterModel( va( "models/chunks/metal/metal1_%i.md3", i+1 ) ); //_ /switched\ _
|
|
cgs.media.chunkModels[CHUNK_METAL1][i] = trap->R_RegisterModel( va( "models/chunks/metal/metal2_%i.md3", i+1 ) ); // \switched/
|
|
cgs.media.chunkModels[CHUNK_ROCK1][i] = trap->R_RegisterModel( va( "models/chunks/rock/rock1_%i.md3", i+1 ) );
|
|
cgs.media.chunkModels[CHUNK_ROCK2][i] = trap->R_RegisterModel( va( "models/chunks/rock/rock2_%i.md3", i+1 ) );
|
|
cgs.media.chunkModels[CHUNK_ROCK3][i] = trap->R_RegisterModel( va( "models/chunks/rock/rock3_%i.md3", i+1 ) );
|
|
cgs.media.chunkModels[CHUNK_CRATE1][i] = trap->R_RegisterModel( va( "models/chunks/crate/crate1_%i.md3", i+1 ) );
|
|
cgs.media.chunkModels[CHUNK_CRATE2][i] = trap->R_RegisterModel( va( "models/chunks/crate/crate2_%i.md3", i+1 ) );
|
|
cgs.media.chunkModels[CHUNK_WHITE_METAL][i] = trap->R_RegisterModel( va( "models/chunks/metal/wmetal1_%i.md3", i+1 ) );
|
|
}
|
|
|
|
cgs.media.chunkSound = trap->S_RegisterSound("sound/weapons/explosions/glasslcar");
|
|
cgs.media.grateSound = trap->S_RegisterSound( "sound/effects/grate_destroy" );
|
|
cgs.media.rockBreakSound = trap->S_RegisterSound("sound/effects/wall_smash");
|
|
cgs.media.rockBounceSound[0] = trap->S_RegisterSound("sound/effects/stone_bounce");
|
|
cgs.media.rockBounceSound[1] = trap->S_RegisterSound("sound/effects/stone_bounce2");
|
|
cgs.media.metalBounceSound[0] = trap->S_RegisterSound("sound/effects/metal_bounce");
|
|
cgs.media.metalBounceSound[1] = trap->S_RegisterSound("sound/effects/metal_bounce2");
|
|
cgs.media.glassChunkSound = trap->S_RegisterSound("sound/weapons/explosions/glassbreak1");
|
|
cgs.media.crateBreakSound[0] = trap->S_RegisterSound("sound/weapons/explosions/crateBust1" );
|
|
cgs.media.crateBreakSound[1] = trap->S_RegisterSound("sound/weapons/explosions/crateBust2" );
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
CG_InitItems();
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
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' || com_buildScript.integer ) {
|
|
CG_LoadingItem( i );
|
|
CG_RegisterItemVisuals( i );
|
|
}
|
|
}
|
|
|
|
cg.loadLCARSStage = 6;
|
|
|
|
cgs.media.glassShardShader = trap->R_RegisterShader( "gfx/misc/test_crackle" );
|
|
|
|
// 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 = trap->R_RegisterShader( "gfx/misc/electric" );
|
|
cgs.media.electricBody2Shader = trap->R_RegisterShader( "gfx/misc/fullbodyelectric2" );
|
|
|
|
cgs.media.fsrMarkShader = trap->R_RegisterShader( "footstep_r" );
|
|
cgs.media.fslMarkShader = trap->R_RegisterShader( "footstep_l" );
|
|
cgs.media.fshrMarkShader = trap->R_RegisterShader( "footstep_heavy_r" );
|
|
cgs.media.fshlMarkShader = trap->R_RegisterShader( "footstep_heavy_l" );
|
|
|
|
cgs.media.refractionShader = trap->R_RegisterShader("effects/refraction");
|
|
|
|
cgs.media.cloakedShader = trap->R_RegisterShader( "gfx/effects/cloakedShader" );
|
|
|
|
// wall marks
|
|
cgs.media.shadowMarkShader = trap->R_RegisterShader( "markShadow" );
|
|
cgs.media.wakeMarkShader = trap->R_RegisterShader( "wake" );
|
|
|
|
cgs.media.viewPainShader = trap->R_RegisterShader( "gfx/misc/borgeyeflare" );
|
|
cgs.media.viewPainShader_Shields = trap->R_RegisterShader( "gfx/mp/dmgshader_shields" );
|
|
cgs.media.viewPainShader_ShieldsAndHealth = trap->R_RegisterShader( "gfx/mp/dmgshader_shieldsandhealth" );
|
|
|
|
// register the inline models
|
|
breakPoint = cgs.numInlineModels = trap->CM_NumInlineModels();
|
|
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] = trap->R_RegisterModel( name );
|
|
if (!cgs.inlineDrawModel[i])
|
|
{
|
|
breakPoint = i;
|
|
break;
|
|
}
|
|
|
|
trap->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;
|
|
|
|
// register all the server specified models
|
|
for (i=1 ; i<MAX_MODELS ; i++) {
|
|
const char *cModelName;
|
|
char modelName[MAX_QPATH];
|
|
|
|
cModelName = CG_ConfigString( CS_MODELS+i );
|
|
if ( !cModelName[0] ) {
|
|
break;
|
|
}
|
|
|
|
strcpy(modelName, cModelName);
|
|
if (strstr(modelName, ".glm") || modelName[0] == '$')
|
|
{ //Check to see if it has a custom skin attached.
|
|
CG_HandleAppendedSkin(modelName);
|
|
CG_CacheG2AnimInfo(modelName);
|
|
}
|
|
|
|
if (modelName[0] != '$' && modelName[0] != '@')
|
|
{ //don't register vehicle names and saber names as models.
|
|
cgs.gameModels[i] = trap->R_RegisterModel( modelName );
|
|
}
|
|
else
|
|
{//FIXME: register here so that stuff gets precached!!!
|
|
cgs.gameModels[i] = 0;
|
|
}
|
|
}
|
|
cg.loadLCARSStage = 8;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
|
|
// CG_LoadingString( "BSP instances" );
|
|
|
|
for(i = 1; i < MAX_SUB_BSP; i++)
|
|
{
|
|
const char *bspName = 0;
|
|
vec3_t mins, maxs;
|
|
int j;
|
|
int sub = 0;
|
|
char temp[MAX_QPATH];
|
|
|
|
bspName = CG_ConfigString( CS_BSP_MODELS+i );
|
|
if ( !bspName[0] )
|
|
{
|
|
break;
|
|
}
|
|
|
|
trap->CM_LoadMap( bspName, qtrue );
|
|
cgs.inlineDrawModel[breakPoint] = trap->R_RegisterModel( bspName );
|
|
trap->R_ModelBounds( cgs.inlineDrawModel[breakPoint], mins, maxs );
|
|
for ( j = 0 ; j < 3 ; j++ )
|
|
{
|
|
cgs.inlineModelMidpoints[breakPoint][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
|
|
}
|
|
breakPoint++;
|
|
for(sub=1;sub<MAX_MODELS;sub++)
|
|
{
|
|
Com_sprintf(temp, MAX_QPATH, "*%d-%d", i, sub);
|
|
cgs.inlineDrawModel[breakPoint] = trap->R_RegisterModel( temp );
|
|
if (!cgs.inlineDrawModel[breakPoint])
|
|
{
|
|
break;
|
|
}
|
|
trap->R_ModelBounds( cgs.inlineDrawModel[breakPoint], mins, maxs );
|
|
for ( j = 0 ; j < 3 ; j++ )
|
|
{
|
|
cgs.inlineModelMidpoints[breakPoint][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
|
|
}
|
|
breakPoint++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
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] = trap->R_RegisterSkin( modelName );
|
|
}
|
|
*/
|
|
//rww - removed and replaced with CS_G2BONES. For custom skins
|
|
//the new method is to append a * after an indexed model name and
|
|
//then append the skin name after that (note that this is only
|
|
//used for NPCs)
|
|
|
|
// CG_LoadingString("weapons");
|
|
|
|
CG_InitG2Weapons();
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
cg.loadLCARSStage = 9;
|
|
|
|
|
|
// new stuff
|
|
cgs.media.patrolShader = trap->R_RegisterShaderNoMip("ui/assets/statusbar/patrol.tga");
|
|
cgs.media.assaultShader = trap->R_RegisterShaderNoMip("ui/assets/statusbar/assault.tga");
|
|
cgs.media.campShader = trap->R_RegisterShaderNoMip("ui/assets/statusbar/camp.tga");
|
|
cgs.media.followShader = trap->R_RegisterShaderNoMip("ui/assets/statusbar/follow.tga");
|
|
cgs.media.defendShader = trap->R_RegisterShaderNoMip("ui/assets/statusbar/defend.tga");
|
|
cgs.media.retrieveShader = trap->R_RegisterShaderNoMip("ui/assets/statusbar/retrieve.tga");
|
|
cgs.media.escortShader = trap->R_RegisterShaderNoMip("ui/assets/statusbar/escort.tga");
|
|
cgs.media.cursor = trap->R_RegisterShaderNoMip( "menu/art/3_cursor2" );
|
|
cgs.media.sizeCursor = trap->R_RegisterShaderNoMip( "ui/assets/sizecursor.tga" );
|
|
cgs.media.selectCursor = trap->R_RegisterShaderNoMip( "ui/assets/selectcursor.tga" );
|
|
|
|
cgs.media.halfShieldModel = trap->R_RegisterModel ( "models/weaphits/testboom.md3" );
|
|
cgs.media.halfShieldShader = trap->R_RegisterShader( "halfShieldShell" );
|
|
|
|
trap->FX_RegisterEffect("force/force_touch");
|
|
}
|
|
|
|
const char *CG_GetStringEdString(char *refSection, char *refName)
|
|
{
|
|
static char text[2][1024]; //just incase it's nested
|
|
static int index = 0;
|
|
|
|
index ^= 1;
|
|
trap->SE_GetStringTextString(va("%s_%s", refSection, refName), text[index], sizeof(text[0]));
|
|
return text[index];
|
|
}
|
|
|
|
int CG_GetClassCount(team_t team,int siegeClass );
|
|
int CG_GetTeamNonScoreCount(team_t team);
|
|
|
|
void CG_SiegeCountCvars( void )
|
|
{
|
|
int classGfx[6];
|
|
|
|
trap->Cvar_Set( "ui_tm1_cnt",va("%d",CG_GetTeamNonScoreCount(TEAM_RED )));
|
|
trap->Cvar_Set( "ui_tm2_cnt",va("%d",CG_GetTeamNonScoreCount(TEAM_BLUE )));
|
|
trap->Cvar_Set( "ui_tm3_cnt",va("%d",CG_GetTeamNonScoreCount(TEAM_SPECTATOR )));
|
|
|
|
// This is because the only way we can match up classes is by the gfx handle.
|
|
classGfx[0] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_infantry");
|
|
classGfx[1] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_heavy_weapons");
|
|
classGfx[2] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_demolitionist");
|
|
classGfx[3] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_vanguard");
|
|
classGfx[4] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_support");
|
|
classGfx[5] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_jedi_general");
|
|
|
|
trap->Cvar_Set( "ui_tm1_c0_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[0])));
|
|
trap->Cvar_Set( "ui_tm1_c1_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[1])));
|
|
trap->Cvar_Set( "ui_tm1_c2_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[2])));
|
|
trap->Cvar_Set( "ui_tm1_c3_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[3])));
|
|
trap->Cvar_Set( "ui_tm1_c4_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[4])));
|
|
trap->Cvar_Set( "ui_tm1_c5_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[5])));
|
|
|
|
trap->Cvar_Set( "ui_tm2_c0_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[0])));
|
|
trap->Cvar_Set( "ui_tm2_c1_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[1])));
|
|
trap->Cvar_Set( "ui_tm2_c2_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[2])));
|
|
trap->Cvar_Set( "ui_tm2_c3_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[3])));
|
|
trap->Cvar_Set( "ui_tm2_c4_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[4])));
|
|
trap->Cvar_Set( "ui_tm2_c5_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[5])));
|
|
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
CG_BuildSpectatorString
|
|
|
|
=======================
|
|
*/
|
|
void CG_BuildSpectatorString(void) {
|
|
int i;
|
|
cg.spectatorList[0] = 0;
|
|
|
|
// Count up the number of players per team and per class
|
|
CG_SiegeCountCvars();
|
|
|
|
for (i = 0; i < MAX_CLIENTS; i++) {
|
|
if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) {
|
|
Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s ", cgs.clientinfo[i].name));
|
|
}
|
|
}
|
|
i = strlen(cg.spectatorList);
|
|
if (i != cg.spectatorLen) {
|
|
cg.spectatorLen = i;
|
|
cg.spectatorWidth = -1;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
CG_RegisterClients
|
|
===================
|
|
*/
|
|
static void CG_RegisterClients( void ) {
|
|
int i;
|
|
|
|
CG_LoadingClient(cg.clientNum);
|
|
CG_NewClientInfo(cg.clientNum, qfalse);
|
|
|
|
for (i=0 ; i<MAX_CLIENTS ; i++) {
|
|
const char *clientInfo;
|
|
|
|
if (cg.clientNum == i) {
|
|
continue;
|
|
}
|
|
|
|
clientInfo = CG_ConfigString( CS_PLAYERS+i );
|
|
if ( !clientInfo[0]) {
|
|
continue;
|
|
}
|
|
CG_LoadingClient( i );
|
|
CG_NewClientInfo( i, qfalse);
|
|
}
|
|
CG_BuildSpectatorString();
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
=================
|
|
CG_ConfigString
|
|
=================
|
|
*/
|
|
const char *CG_ConfigString( int index ) {
|
|
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
|
|
trap->Error( ERR_DROP, "CG_ConfigString: bad index: %i", index );
|
|
}
|
|
return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
|
|
}
|
|
|
|
//==================================================================
|
|
|
|
/*
|
|
======================
|
|
CG_StartMusic
|
|
|
|
======================
|
|
*/
|
|
void CG_StartMusic( qboolean bForceStart ) {
|
|
char *s;
|
|
char parm1[MAX_QPATH], parm2[MAX_QPATH];
|
|
|
|
// start the background music
|
|
s = (char *)CG_ConfigString( CS_MUSIC );
|
|
Q_strncpyz( parm1, COM_Parse( (const char **)&s ), sizeof( parm1 ) );
|
|
Q_strncpyz( parm2, COM_Parse( (const char **)&s ), sizeof( parm2 ) );
|
|
|
|
trap->S_StartBackgroundTrack( parm1, parm2, !bForceStart );
|
|
}
|
|
|
|
char *CG_GetMenuBuffer(const char *filename) {
|
|
int len;
|
|
fileHandle_t f;
|
|
static char buf[MAX_MENUFILE];
|
|
|
|
len = trap->FS_Open( filename, &f, FS_READ );
|
|
if ( !f ) {
|
|
trap->Print( S_COLOR_RED "menu file not found: %s, using default\n", filename );
|
|
return NULL;
|
|
}
|
|
if ( len >= MAX_MENUFILE ) {
|
|
trap->Print( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE );
|
|
trap->FS_Close( f );
|
|
return NULL;
|
|
}
|
|
|
|
trap->FS_Read( buf, len, f );
|
|
buf[len] = 0;
|
|
trap->FS_Close( f );
|
|
|
|
return buf;
|
|
}
|
|
|
|
//
|
|
// ==============================
|
|
// new hud stuff ( mission pack )
|
|
// ==============================
|
|
//
|
|
qboolean CG_Asset_Parse(int handle) {
|
|
pc_token_t token;
|
|
|
|
if (!trap->PC_ReadToken(handle, &token))
|
|
return qfalse;
|
|
if (Q_stricmp(token.string, "{") != 0) {
|
|
return qfalse;
|
|
}
|
|
|
|
while ( 1 ) {
|
|
if (!trap->PC_ReadToken(handle, &token))
|
|
return qfalse;
|
|
|
|
if (Q_stricmp(token.string, "}") == 0) {
|
|
return qtrue;
|
|
}
|
|
|
|
// font
|
|
if (Q_stricmp(token.string, "font") == 0) {
|
|
int pointSize;
|
|
if (!trap->PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) {
|
|
return qfalse;
|
|
}
|
|
|
|
// cgDC.registerFont(token.string, pointSize, &cgDC.Assets.textFont);
|
|
cgDC.Assets.qhMediumFont = cgDC.RegisterFont(token.string);
|
|
continue;
|
|
}
|
|
|
|
// smallFont
|
|
if (Q_stricmp(token.string, "smallFont") == 0) {
|
|
int pointSize;
|
|
if (!trap->PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) {
|
|
return qfalse;
|
|
}
|
|
// cgDC.registerFont(token.string, pointSize, &cgDC.Assets.smallFont);
|
|
cgDC.Assets.qhSmallFont = cgDC.RegisterFont(token.string);
|
|
continue;
|
|
}
|
|
|
|
// smallFont
|
|
if (Q_stricmp(token.string, "small2Font") == 0) {
|
|
int pointSize;
|
|
if (!trap->PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) {
|
|
return qfalse;
|
|
}
|
|
// cgDC.registerFont(token.string, pointSize, &cgDC.Assets.smallFont);
|
|
cgDC.Assets.qhSmall2Font = cgDC.RegisterFont(token.string);
|
|
continue;
|
|
}
|
|
|
|
// font
|
|
if (Q_stricmp(token.string, "bigfont") == 0) {
|
|
int pointSize;
|
|
if (!trap->PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) {
|
|
return qfalse;
|
|
}
|
|
// cgDC.registerFont(token.string, pointSize, &cgDC.Assets.bigFont);
|
|
cgDC.Assets.qhBigFont = cgDC.RegisterFont(token.string);
|
|
continue;
|
|
}
|
|
|
|
// gradientbar
|
|
if (Q_stricmp(token.string, "gradientbar") == 0) {
|
|
if (!trap->PC_ReadToken(handle, &token)) {
|
|
return qfalse;
|
|
}
|
|
cgDC.Assets.gradientBar = trap->R_RegisterShaderNoMip(token.string);
|
|
continue;
|
|
}
|
|
|
|
// enterMenuSound
|
|
if (Q_stricmp(token.string, "menuEnterSound") == 0) {
|
|
if (!trap->PC_ReadToken(handle, &token)) {
|
|
return qfalse;
|
|
}
|
|
cgDC.Assets.menuEnterSound = trap->S_RegisterSound( token.string );
|
|
continue;
|
|
}
|
|
|
|
// exitMenuSound
|
|
if (Q_stricmp(token.string, "menuExitSound") == 0) {
|
|
if (!trap->PC_ReadToken(handle, &token)) {
|
|
return qfalse;
|
|
}
|
|
cgDC.Assets.menuExitSound = trap->S_RegisterSound( token.string );
|
|
continue;
|
|
}
|
|
|
|
// itemFocusSound
|
|
if (Q_stricmp(token.string, "itemFocusSound") == 0) {
|
|
if (!trap->PC_ReadToken(handle, &token)) {
|
|
return qfalse;
|
|
}
|
|
cgDC.Assets.itemFocusSound = trap->S_RegisterSound( token.string );
|
|
continue;
|
|
}
|
|
|
|
// menuBuzzSound
|
|
if (Q_stricmp(token.string, "menuBuzzSound") == 0) {
|
|
if (!trap->PC_ReadToken(handle, &token)) {
|
|
return qfalse;
|
|
}
|
|
cgDC.Assets.menuBuzzSound = trap->S_RegisterSound( token.string );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token.string, "cursor") == 0) {
|
|
if (!PC_String_Parse(handle, &cgDC.Assets.cursorStr)) {
|
|
return qfalse;
|
|
}
|
|
cgDC.Assets.cursor = trap->R_RegisterShaderNoMip( cgDC.Assets.cursorStr);
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token.string, "fadeClamp") == 0) {
|
|
if (!PC_Float_Parse(handle, &cgDC.Assets.fadeClamp)) {
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token.string, "fadeCycle") == 0) {
|
|
if (!PC_Int_Parse(handle, &cgDC.Assets.fadeCycle)) {
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token.string, "fadeAmount") == 0) {
|
|
if (!PC_Float_Parse(handle, &cgDC.Assets.fadeAmount)) {
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token.string, "shadowX") == 0) {
|
|
if (!PC_Float_Parse(handle, &cgDC.Assets.shadowX)) {
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token.string, "shadowY") == 0) {
|
|
if (!PC_Float_Parse(handle, &cgDC.Assets.shadowY)) {
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token.string, "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 CG_ParseMenu(const char *menuFile) {
|
|
pc_token_t token;
|
|
int handle;
|
|
|
|
handle = trap->PC_LoadSource(menuFile);
|
|
if (!handle)
|
|
handle = trap->PC_LoadSource("ui/testhud.menu");
|
|
if (!handle)
|
|
return;
|
|
|
|
while ( 1 ) {
|
|
if (!trap->PC_ReadToken( handle, &token )) {
|
|
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.string[0] == '}' ) {
|
|
break;
|
|
}
|
|
|
|
if (Q_stricmp(token.string, "assetGlobalDef") == 0) {
|
|
if (CG_Asset_Parse(handle)) {
|
|
continue;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
if (Q_stricmp(token.string, "menudef") == 0) {
|
|
// start a new menu
|
|
Menu_New(handle);
|
|
}
|
|
}
|
|
trap->PC_FreeSource(handle);
|
|
}
|
|
|
|
|
|
qboolean CG_Load_Menu(const char **p)
|
|
{
|
|
|
|
char *token;
|
|
|
|
token = COM_ParseExt((const char **)p, qtrue);
|
|
|
|
if (token[0] != '{') {
|
|
return qfalse;
|
|
}
|
|
|
|
while ( 1 ) {
|
|
|
|
token = COM_ParseExt((const char **)p, qtrue);
|
|
|
|
if (Q_stricmp(token, "}") == 0) {
|
|
return qtrue;
|
|
}
|
|
|
|
if ( !token || token[0] == 0 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
CG_ParseMenu(token);
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
static qboolean CG_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) {
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
static int CG_FeederCount(float feederID) {
|
|
int i, count;
|
|
count = 0;
|
|
if (feederID == FEEDER_REDTEAM_LIST) {
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
if (cg.scores[i].team == TEAM_RED) {
|
|
count++;
|
|
}
|
|
}
|
|
} else if (feederID == FEEDER_BLUETEAM_LIST) {
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
if (cg.scores[i].team == TEAM_BLUE) {
|
|
count++;
|
|
}
|
|
}
|
|
} else if (feederID == FEEDER_SCOREBOARD) {
|
|
return cg.numScores;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
|
|
void CG_SetScoreSelection(void *p) {
|
|
menuDef_t *menu = (menuDef_t*)p;
|
|
playerState_t *ps = &cg.snap->ps;
|
|
int i, red, blue;
|
|
red = blue = 0;
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
if (cg.scores[i].team == TEAM_RED) {
|
|
red++;
|
|
} else if (cg.scores[i].team == TEAM_BLUE) {
|
|
blue++;
|
|
}
|
|
if (ps->clientNum == cg.scores[i].client) {
|
|
cg.selectedScore = i;
|
|
}
|
|
}
|
|
|
|
if (menu == NULL) {
|
|
// just interested in setting the selected score
|
|
return;
|
|
}
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
int feeder = FEEDER_REDTEAM_LIST;
|
|
i = red;
|
|
if (cg.scores[cg.selectedScore].team == TEAM_BLUE) {
|
|
feeder = FEEDER_BLUETEAM_LIST;
|
|
i = blue;
|
|
}
|
|
Menu_SetFeederSelection(menu, feeder, i, NULL);
|
|
} else {
|
|
Menu_SetFeederSelection(menu, FEEDER_SCOREBOARD, cg.selectedScore, NULL);
|
|
}
|
|
}
|
|
|
|
// FIXME: might need to cache this info
|
|
static clientInfo_t * CG_InfoFromScoreIndex(int index, int team, int *scoreIndex) {
|
|
int i, count;
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
count = 0;
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
if (cg.scores[i].team == team) {
|
|
if (count == index) {
|
|
*scoreIndex = i;
|
|
return &cgs.clientinfo[cg.scores[i].client];
|
|
}
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
*scoreIndex = index;
|
|
return &cgs.clientinfo[ cg.scores[index].client ];
|
|
}
|
|
|
|
static const char *CG_FeederItemText(float feederID, int index, int column,
|
|
qhandle_t *handle1, qhandle_t *handle2, qhandle_t *handle3) {
|
|
gitem_t *item;
|
|
int scoreIndex = 0;
|
|
clientInfo_t *info = NULL;
|
|
int team = -1;
|
|
score_t *sp = NULL;
|
|
|
|
*handle1 = *handle2 = *handle3 = -1;
|
|
|
|
if (feederID == FEEDER_REDTEAM_LIST) {
|
|
team = TEAM_RED;
|
|
} else if (feederID == FEEDER_BLUETEAM_LIST) {
|
|
team = TEAM_BLUE;
|
|
}
|
|
|
|
info = CG_InfoFromScoreIndex(index, team, &scoreIndex);
|
|
sp = &cg.scores[scoreIndex];
|
|
|
|
if (info && info->infoValid) {
|
|
switch (column) {
|
|
case 0:
|
|
if ( info->powerups & ( 1 << PW_NEUTRALFLAG ) ) {
|
|
item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
|
|
*handle1 = cg_items[ ITEM_INDEX(item) ].icon;
|
|
} else if ( info->powerups & ( 1 << PW_REDFLAG ) ) {
|
|
item = BG_FindItemForPowerup( PW_REDFLAG );
|
|
*handle1 = cg_items[ ITEM_INDEX(item) ].icon;
|
|
} else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) {
|
|
item = BG_FindItemForPowerup( PW_BLUEFLAG );
|
|
*handle1 = cg_items[ ITEM_INDEX(item) ].icon;
|
|
} else {
|
|
/*
|
|
if ( info->botSkill > 0 && info->botSkill <= 5 ) {
|
|
*handle1 = cgs.media.botSkillShaders[ info->botSkill - 1 ];
|
|
} else if ( info->handicap < 100 ) {
|
|
return va("%i", info->handicap );
|
|
}
|
|
*/
|
|
}
|
|
break;
|
|
case 1:
|
|
if (team == -1) {
|
|
return "";
|
|
} else {
|
|
*handle1 = CG_StatusHandle(info->teamTask);
|
|
}
|
|
break;
|
|
case 2:
|
|
if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << sp->client ) ) {
|
|
return "Ready";
|
|
}
|
|
if (team == -1) {
|
|
if (cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL) {
|
|
return va("%i/%i", info->wins, info->losses);
|
|
} else if (info->infoValid && info->team == TEAM_SPECTATOR ) {
|
|
return "Spectator";
|
|
} else {
|
|
return "";
|
|
}
|
|
} else {
|
|
if (info->teamLeader) {
|
|
return "Leader";
|
|
}
|
|
}
|
|
break;
|
|
case 3:
|
|
return info->name;
|
|
break;
|
|
case 4:
|
|
return va("%i", info->score);
|
|
break;
|
|
case 5:
|
|
return va("%4i", sp->time);
|
|
break;
|
|
case 6:
|
|
if ( sp->ping == -1 ) {
|
|
return "connecting";
|
|
}
|
|
return va("%4i", sp->ping);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
static qhandle_t CG_FeederItemImage(float feederID, int index) {
|
|
return 0;
|
|
}
|
|
|
|
static qboolean CG_FeederSelection(float feederID, int index, itemDef_t *item) {
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
int i, count;
|
|
int team = (feederID == FEEDER_REDTEAM_LIST) ? TEAM_RED : TEAM_BLUE;
|
|
count = 0;
|
|
for (i = 0; i < cg.numScores; i++) {
|
|
if (cg.scores[i].team == team) {
|
|
if (index == count) {
|
|
cg.selectedScore = i;
|
|
}
|
|
count++;
|
|
}
|
|
}
|
|
} else {
|
|
cg.selectedScore = index;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
static float CG_Cvar_Get(const char *cvar) {
|
|
char buff[128];
|
|
memset(buff, 0, sizeof(buff));
|
|
trap->Cvar_VariableStringBuffer(cvar, buff, sizeof(buff));
|
|
return atof(buff);
|
|
}
|
|
|
|
void CG_Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style, int iMenuFont) {
|
|
CG_Text_Paint(x, y, scale, color, text, 0, limit, style, iMenuFont);
|
|
}
|
|
|
|
static int CG_OwnerDrawWidth(int ownerDraw, float scale) {
|
|
switch (ownerDraw) {
|
|
case CG_GAME_TYPE:
|
|
return CG_Text_Width(BG_GetGametypeString( cgs.gametype ), scale, FONT_MEDIUM);
|
|
case CG_GAME_STATUS:
|
|
return CG_Text_Width(CG_GetGameStatusText(), scale, FONT_MEDIUM);
|
|
break;
|
|
case CG_KILLER:
|
|
return CG_Text_Width(CG_GetKillerText(), scale, FONT_MEDIUM);
|
|
break;
|
|
case CG_RED_NAME:
|
|
return CG_Text_Width(DEFAULT_REDTEAM_NAME/*cg_redTeamName.string*/, scale, FONT_MEDIUM);
|
|
break;
|
|
case CG_BLUE_NAME:
|
|
return CG_Text_Width(DEFAULT_BLUETEAM_NAME/*cg_blueTeamName.string*/, scale, FONT_MEDIUM);
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_LoadMenus();
|
|
|
|
=================
|
|
*/
|
|
void CG_LoadMenus(const char *menuFile)
|
|
{
|
|
const char *token;
|
|
const char *p;
|
|
int len;
|
|
fileHandle_t f;
|
|
static char buf[MAX_MENUDEFFILE];
|
|
|
|
len = trap->FS_Open( menuFile, &f, FS_READ );
|
|
|
|
if ( !f )
|
|
{
|
|
if( Q_isanumber( menuFile ) ) // cg_hudFiles 1
|
|
trap->Print( S_COLOR_GREEN "hud menu file skipped, using default\n" );
|
|
else
|
|
trap->Print( S_COLOR_YELLOW "hud menu file not found: %s, using default\n", menuFile );
|
|
|
|
len = trap->FS_Open( "ui/jahud.txt", &f, FS_READ );
|
|
if (!f)
|
|
{
|
|
trap->Error( ERR_DROP, S_COLOR_RED "default hud menu file not found: ui/jahud.txt, unable to continue!" );
|
|
}
|
|
}
|
|
|
|
if ( len >= MAX_MENUDEFFILE )
|
|
{
|
|
trap->FS_Close( f );
|
|
trap->Error( ERR_DROP, S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE );
|
|
}
|
|
|
|
trap->FS_Read( buf, len, f );
|
|
buf[len] = 0;
|
|
trap->FS_Close( f );
|
|
|
|
p = buf;
|
|
|
|
COM_BeginParseSession ("CG_LoadMenus");
|
|
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_Printf("UI menu load time = %d milli seconds\n", cgi_Milliseconds() - start);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_LoadHudMenu();
|
|
|
|
=================
|
|
*/
|
|
void CG_LoadHudMenu()
|
|
{
|
|
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.Font_StrLenPixels = trap->R_Font_StrLenPixels;
|
|
cgDC.Font_StrLenChars = trap->R_Font_StrLenChars;
|
|
cgDC.Font_HeightPixels = trap->R_Font_HeightPixels;
|
|
cgDC.Font_DrawString = trap->R_Font_DrawString;
|
|
cgDC.Language_IsAsian = trap->R_Language_IsAsian;
|
|
cgDC.Language_UsesSpaces = trap->R_Language_UsesSpaces;
|
|
cgDC.AnyLanguage_ReadCharFromString = trap->R_AnyLanguage_ReadCharFromString;
|
|
cgDC.ownerDrawItem = &CG_OwnerDraw;
|
|
cgDC.getValue = &CG_GetValue;
|
|
cgDC.ownerDrawVisible = &CG_OwnerDrawVisible;
|
|
cgDC.runScript = &CG_RunMenuScript;
|
|
cgDC.deferScript = &CG_DeferMenuScript;
|
|
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.setOverstrikeMode = &trap->Key_SetOverstrikeMode;
|
|
//cgDC.getOverstrikeMode = &trap->Key_GetOverstrikeMode;
|
|
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.setBinding = &trap->Key_SetBinding;
|
|
//cgDC.getBindingBuf = &trap->Key_GetBindingBuf;
|
|
//cgDC.keynumToStringBuf = &trap->Key_KeynumToStringBuf;
|
|
//cgDC.executeText = &trap->Cmd_ExecuteText;
|
|
cgDC.Error = Com_Error;
|
|
cgDC.Print = Com_Printf;
|
|
cgDC.ownerDrawWidth = &CG_OwnerDrawWidth;
|
|
//cgDC.Pause = &CG_Pause;
|
|
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;
|
|
cgDC.ext.Font_StrLenPixels = trap->ext.R_Font_StrLenPixels;
|
|
|
|
|
|
Init_Display(&cgDC);
|
|
|
|
Menu_Reset();
|
|
|
|
hudSet = cg_hudFiles.string;
|
|
if (hudSet[0] == '\0')
|
|
{
|
|
hudSet = "ui/jahud.txt";
|
|
}
|
|
|
|
CG_LoadMenus(hudSet);
|
|
|
|
}
|
|
|
|
void CG_AssetCache() {
|
|
//if (Assets.textFont == NULL) {
|
|
// trap->R_RegisterFont("fonts/arial.ttf", 72, &Assets.textFont);
|
|
//}
|
|
//Com_Printf("Menu Size: %i bytes\n", sizeof(Menus));
|
|
cgDC.Assets.gradientBar = trap->R_RegisterShaderNoMip( ASSET_GRADIENTBAR );
|
|
cgDC.Assets.fxBasePic = trap->R_RegisterShaderNoMip( ART_FX_BASE );
|
|
cgDC.Assets.fxPic[0] = trap->R_RegisterShaderNoMip( ART_FX_RED );
|
|
cgDC.Assets.fxPic[1] = trap->R_RegisterShaderNoMip( ART_FX_YELLOW );
|
|
cgDC.Assets.fxPic[2] = trap->R_RegisterShaderNoMip( ART_FX_GREEN );
|
|
cgDC.Assets.fxPic[3] = trap->R_RegisterShaderNoMip( ART_FX_TEAL );
|
|
cgDC.Assets.fxPic[4] = trap->R_RegisterShaderNoMip( ART_FX_BLUE );
|
|
cgDC.Assets.fxPic[5] = trap->R_RegisterShaderNoMip( ART_FX_CYAN );
|
|
cgDC.Assets.fxPic[6] = trap->R_RegisterShaderNoMip( ART_FX_WHITE );
|
|
cgDC.Assets.scrollBar = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR );
|
|
cgDC.Assets.scrollBarArrowDown = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN );
|
|
cgDC.Assets.scrollBarArrowUp = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP );
|
|
cgDC.Assets.scrollBarArrowLeft = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT );
|
|
cgDC.Assets.scrollBarArrowRight = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT );
|
|
cgDC.Assets.scrollBarThumb = trap->R_RegisterShaderNoMip( ASSET_SCROLL_THUMB );
|
|
cgDC.Assets.sliderBar = trap->R_RegisterShaderNoMip( ASSET_SLIDER_BAR );
|
|
cgDC.Assets.sliderThumb = trap->R_RegisterShaderNoMip( ASSET_SLIDER_THUMB );
|
|
}
|
|
|
|
/*
|
|
|
|
|
|
/*
|
|
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));
|
|
}
|
|
|
|
|
|
void CG_InitItems(void)
|
|
{
|
|
memset( cg_items, 0, sizeof( cg_items ) );
|
|
}
|
|
|
|
void CG_TransitionPermanent(void)
|
|
{
|
|
centity_t *cent = cg_entities;
|
|
int i;
|
|
|
|
cg_numpermanents = 0;
|
|
for(i=0;i<MAX_GENTITIES;i++,cent++)
|
|
{
|
|
if (trap->GetDefaultState(i, ¢->currentState))
|
|
{
|
|
cent->nextState = cent->currentState;
|
|
VectorCopy (cent->currentState.origin, cent->lerpOrigin);
|
|
VectorCopy (cent->currentState.angles, cent->lerpAngles);
|
|
cent->currentValid = qtrue;
|
|
|
|
cg_permanents[cg_numpermanents++] = cent;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
extern playerState_t *cgSendPS[MAX_GENTITIES]; //is not MAX_CLIENTS because NPCs exceed MAX_CLIENTS
|
|
void CG_PmoveClientPointerUpdate();
|
|
|
|
void WP_SaberLoadParms( void );
|
|
void BG_VehicleLoadParms( void );
|
|
|
|
/*
|
|
=================
|
|
CG_Init
|
|
|
|
Called after every level change or subsystem restart
|
|
Will perform callbacks to make the loading info screen update.
|
|
=================
|
|
*/
|
|
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
|
|
{
|
|
static gitem_t *item;
|
|
char buf[64];
|
|
const char *s;
|
|
int i = 0;
|
|
|
|
BG_InitAnimsets(); //clear it out
|
|
|
|
trap->RegisterSharedMemory( cg.sharedBuffer.raw );
|
|
|
|
//Load external vehicle data
|
|
BG_VehicleLoadParms();
|
|
|
|
// clear everything
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
// memset( cg_entities, 0, sizeof( cg_entities ) );
|
|
CG_Init_CGents();
|
|
// this is a No-No now we have stl vector classes in here.
|
|
// memset( &cg, 0, sizeof( cg ) );
|
|
CG_Init_CG();
|
|
CG_InitItems();
|
|
|
|
//create the global jetpack instance
|
|
CG_InitJetpackGhoul2();
|
|
|
|
CG_PmoveClientPointerUpdate();
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
//Load sabers.cfg data
|
|
WP_SaberLoadParms();
|
|
|
|
// this is kinda dumb as well, but I need to pre-load some fonts in order to have the text available
|
|
// to say I'm loading the assets.... which includes loading the fonts. So I'll set these up as reasonable
|
|
// defaults, then let the menu asset parser (which actually specifies the ingame fonts) load over them
|
|
// if desired during parse. Dunno how legal it is to store in these cgDC things, but it causes no harm
|
|
// and even if/when they get overwritten they'll be legalised by the menu asset parser :-)
|
|
// CG_LoadFonts();
|
|
cgDC.Assets.qhSmallFont = trap->R_RegisterFont("ocr_a");
|
|
cgDC.Assets.qhMediumFont = trap->R_RegisterFont("ergoec");
|
|
cgDC.Assets.qhBigFont = cgDC.Assets.qhMediumFont;
|
|
|
|
memset( &cgs, 0, sizeof( cgs ) );
|
|
memset( cg_weapons, 0, sizeof(cg_weapons) );
|
|
|
|
cg.clientNum = clientNum;
|
|
|
|
cgs.processedSnapshotNum = serverMessageNum;
|
|
cgs.serverCommandSequence = serverCommandSequence;
|
|
|
|
cg.loadLCARSStage = 0;
|
|
|
|
cg.itemSelect = -1;
|
|
cg.forceSelect = -1;
|
|
|
|
// load a few needed things before we do any screen updates
|
|
cgs.media.charsetShader = trap->R_RegisterShaderNoMip( "gfx/2d/charsgrid_med" );
|
|
cgs.media.whiteShader = trap->R_RegisterShader( "white" );
|
|
|
|
cgs.media.loadBarLED = trap->R_RegisterShaderNoMip( "gfx/hud/load_tick" );
|
|
cgs.media.loadBarLEDCap = trap->R_RegisterShaderNoMip( "gfx/hud/load_tick_cap" );
|
|
cgs.media.loadBarLEDSurround= trap->R_RegisterShaderNoMip( "gfx/hud/mp_levelload" );
|
|
|
|
// Force HUD set up
|
|
cg.forceHUDActive = qtrue;
|
|
cg.forceHUDTotalFlashTime = 0;
|
|
cg.forceHUDNextFlashTime = 0;
|
|
|
|
i = WP_NONE+1;
|
|
while (i <= LAST_USEABLE_WEAPON)
|
|
{
|
|
item = BG_FindItemForWeapon(i);
|
|
|
|
if (item && item->icon && item->icon[0])
|
|
{
|
|
cgs.media.weaponIcons[i] = trap->R_RegisterShaderNoMip(item->icon);
|
|
cgs.media.weaponIcons_NA[i] = trap->R_RegisterShaderNoMip(va("%s_na", item->icon));
|
|
}
|
|
else
|
|
{ //make sure it is zero'd (default shader)
|
|
cgs.media.weaponIcons[i] = 0;
|
|
cgs.media.weaponIcons_NA[i] = 0;
|
|
}
|
|
i++;
|
|
}
|
|
trap->Cvar_VariableStringBuffer("com_buildscript", buf, sizeof(buf));
|
|
if (atoi(buf))
|
|
{
|
|
trap->R_RegisterShaderNoMip("gfx/hud/w_icon_saberstaff");
|
|
trap->R_RegisterShaderNoMip("gfx/hud/w_icon_duallightsaber");
|
|
}
|
|
i = 0;
|
|
|
|
// HUD artwork for cycling inventory,weapons and force powers
|
|
cgs.media.weaponIconBackground = trap->R_RegisterShaderNoMip( "gfx/hud/background");
|
|
cgs.media.forceIconBackground = trap->R_RegisterShaderNoMip( "gfx/hud/background_f");
|
|
cgs.media.inventoryIconBackground = trap->R_RegisterShaderNoMip( "gfx/hud/background_i");
|
|
|
|
//rww - precache holdable item icons here
|
|
while (i < bg_numItems)
|
|
{
|
|
if (bg_itemlist[i].giType == IT_HOLDABLE)
|
|
{
|
|
if (bg_itemlist[i].icon)
|
|
{
|
|
cgs.media.invenIcons[bg_itemlist[i].giTag] = trap->R_RegisterShaderNoMip(bg_itemlist[i].icon);
|
|
}
|
|
else
|
|
{
|
|
cgs.media.invenIcons[bg_itemlist[i].giTag] = 0;
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
//rww - precache force power icons here
|
|
i = 0;
|
|
|
|
while (i < NUM_FORCE_POWERS)
|
|
{
|
|
cgs.media.forcePowerIcons[i] = trap->R_RegisterShaderNoMip(HolocronIcons[i]);
|
|
|
|
i++;
|
|
}
|
|
cgs.media.rageRecShader = trap->R_RegisterShaderNoMip("gfx/mp/f_icon_ragerec");
|
|
|
|
|
|
//body decal shaders -rww
|
|
cgs.media.bdecal_bodyburn1 = trap->R_RegisterShader("gfx/damage/bodyburnmark1");
|
|
cgs.media.bdecal_saberglow = trap->R_RegisterShader("gfx/damage/saberglowmark");
|
|
cgs.media.bdecal_burn1 = trap->R_RegisterShader("gfx/damage/bodybigburnmark1");
|
|
cgs.media.mSaberDamageGlow = trap->R_RegisterShader("gfx/effects/saberDamageGlow");
|
|
|
|
CG_RegisterCvars();
|
|
|
|
CG_InitConsoleCommands();
|
|
|
|
cg.renderingThirdPerson = cg_thirdPerson.integer;
|
|
|
|
cg.weaponSelect = WP_BRYAR_PISTOL;
|
|
|
|
cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
|
|
cgs.flagStatus = -1;
|
|
// old servers
|
|
|
|
// get the rendering configuration from the client system
|
|
trap->GetGlconfig( &cgs.glconfig );
|
|
cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
|
|
cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;
|
|
|
|
// get the gamestate from the client system
|
|
trap->GetGameState( &cgs.gameState );
|
|
|
|
CG_TransitionPermanent(); //rwwRMG - added
|
|
|
|
// check version
|
|
s = CG_ConfigString( CS_GAME_VERSION );
|
|
if ( strcmp( s, GAME_VERSION ) ) {
|
|
trap->Error( ERR_DROP, "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
|
|
}
|
|
|
|
s = CG_ConfigString( CS_LEVEL_START_TIME );
|
|
cgs.levelStartTime = atoi( s );
|
|
|
|
CG_ParseServerinfo();
|
|
|
|
// load the new map
|
|
// CG_LoadingString( "collision map" );
|
|
|
|
trap->CM_LoadMap( cgs.mapname, qfalse );
|
|
|
|
String_Init();
|
|
|
|
cg.loading = qtrue; // force players to load instead of defer
|
|
|
|
//make sure saber data is loaded before this! (so we can precache the appropriate hilts)
|
|
CG_InitSiegeMode();
|
|
|
|
CG_RegisterSounds();
|
|
|
|
// CG_LoadingString( "graphics" );
|
|
|
|
CG_RegisterGraphics();
|
|
|
|
// CG_LoadingString( "clients" );
|
|
|
|
CG_RegisterClients(); // if low on memory, some clients will be deferred
|
|
|
|
CG_AssetCache();
|
|
CG_LoadHudMenu(); // load new hud stuff
|
|
|
|
cg.loading = qfalse; // future players will be deferred
|
|
|
|
CG_InitLocalEntities();
|
|
|
|
CG_InitMarkPolys();
|
|
|
|
// remove the last loading update
|
|
cg.infoScreenText[0] = 0;
|
|
|
|
// Make sure we have update values (scores)
|
|
CG_SetConfigValues();
|
|
|
|
CG_StartMusic(qfalse);
|
|
|
|
// CG_LoadingString( "Clearing light styles" );
|
|
CG_ClearLightStyles();
|
|
|
|
// CG_LoadingString( "Creating automap data" );
|
|
//init automap
|
|
trap->R_InitializeWireframeAutomap();
|
|
|
|
CG_LoadingString( "" );
|
|
|
|
CG_ShaderStateChanged();
|
|
|
|
trap->S_ClearLoopingSounds();
|
|
|
|
cg.distanceCull = trap->R_GetDistanceCull();
|
|
|
|
CG_ParseEntitiesFromString();
|
|
}
|
|
|
|
//makes sure returned string is in localized format
|
|
const char *CG_GetLocationString(const char *loc)
|
|
{
|
|
static char text[1024]={0};
|
|
|
|
if (!loc || loc[0] != '@')
|
|
{ //just a raw string
|
|
return loc;
|
|
}
|
|
|
|
trap->SE_GetStringTextString(loc+1, text, sizeof(text));
|
|
return text;
|
|
}
|
|
|
|
//clean up all the ghoul2 allocations, the nice and non-hackly way -rww
|
|
void CG_KillCEntityG2(int entNum);
|
|
void CG_DestroyAllGhoul2(void)
|
|
{
|
|
int i = 0;
|
|
int j;
|
|
|
|
// Com_Printf("... CGameside GHOUL2 Cleanup\n");
|
|
while (i < MAX_GENTITIES)
|
|
{ //free all dynamically allocated npc client info structs and ghoul2 instances
|
|
CG_KillCEntityG2(i);
|
|
i++;
|
|
}
|
|
|
|
//Clean the weapon instances
|
|
CG_ShutDownG2Weapons();
|
|
|
|
i = 0;
|
|
while (i < MAX_ITEMS)
|
|
{ //and now for items
|
|
j = 0;
|
|
while (j < MAX_ITEM_MODELS)
|
|
{
|
|
if (cg_items[i].g2Models[j] && trap->G2_HaveWeGhoul2Models(cg_items[i].g2Models[j]))
|
|
{
|
|
trap->G2API_CleanGhoul2Models(&cg_items[i].g2Models[j]);
|
|
cg_items[i].g2Models[j] = NULL;
|
|
}
|
|
j++;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
//Clean the global jetpack instance
|
|
CG_CleanJetpackGhoul2();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_Shutdown
|
|
|
|
Called before every level change or subsystem restart
|
|
=================
|
|
*/
|
|
void CG_Shutdown( void )
|
|
{
|
|
BG_ClearAnimsets(); //free all dynamic allocations made through the engine
|
|
|
|
CG_DestroyAllGhoul2();
|
|
|
|
// Com_Printf("... FX System Cleanup\n");
|
|
trap->FX_FreeSystem();
|
|
trap->ROFF_Clean();
|
|
|
|
//reset weather
|
|
trap->R_WorldEffectCommand("die");
|
|
|
|
UI_CleanupGhoul2();
|
|
//If there was any ghoul2 stuff in our side of the shared ui code, then remove it now.
|
|
|
|
// some mods may need to do cleanup work here,
|
|
// like closing files or archiving session data
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_NextForcePower_f
|
|
===============
|
|
*/
|
|
void CG_NextForcePower_f( void )
|
|
{
|
|
int current;
|
|
usercmd_t cmd;
|
|
if ( !cg.snap )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR)
|
|
{
|
|
return;
|
|
}
|
|
|
|
current = trap->GetCurrentCmdNumber();
|
|
trap->GetUserCmd(current, &cmd);
|
|
if ((cmd.buttons & BUTTON_USE) || CG_NoUseableForce())
|
|
{
|
|
CG_NextInventory_f();
|
|
return;
|
|
}
|
|
|
|
if (cg.snap->ps.pm_flags & PMF_FOLLOW)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// BG_CycleForce(&cg.snap->ps, 1);
|
|
if (cg.forceSelect != -1)
|
|
{
|
|
cg.snap->ps.fd.forcePowerSelected = cg.forceSelect;
|
|
}
|
|
|
|
BG_CycleForce(&cg.snap->ps, 1);
|
|
|
|
if (cg.snap->ps.fd.forcePowersKnown & (1 << cg.snap->ps.fd.forcePowerSelected))
|
|
{
|
|
cg.forceSelect = cg.snap->ps.fd.forcePowerSelected;
|
|
cg.forceSelectTime = cg.time;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_PrevForcePower_f
|
|
===============
|
|
*/
|
|
void CG_PrevForcePower_f( void )
|
|
{
|
|
int current;
|
|
usercmd_t cmd;
|
|
if ( !cg.snap )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR)
|
|
{
|
|
return;
|
|
}
|
|
|
|
current = trap->GetCurrentCmdNumber();
|
|
trap->GetUserCmd(current, &cmd);
|
|
if ((cmd.buttons & BUTTON_USE) || CG_NoUseableForce())
|
|
{
|
|
CG_PrevInventory_f();
|
|
return;
|
|
}
|
|
|
|
if (cg.snap->ps.pm_flags & PMF_FOLLOW)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// BG_CycleForce(&cg.snap->ps, -1);
|
|
if (cg.forceSelect != -1)
|
|
{
|
|
cg.snap->ps.fd.forcePowerSelected = cg.forceSelect;
|
|
}
|
|
|
|
BG_CycleForce(&cg.snap->ps, -1);
|
|
|
|
if (cg.snap->ps.fd.forcePowersKnown & (1 << cg.snap->ps.fd.forcePowerSelected))
|
|
{
|
|
cg.forceSelect = cg.snap->ps.fd.forcePowerSelected;
|
|
cg.forceSelectTime = cg.time;
|
|
}
|
|
}
|
|
|
|
void CG_NextInventory_f(void)
|
|
{
|
|
if ( !cg.snap )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.snap->ps.pm_flags & PMF_FOLLOW)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.itemSelect != -1)
|
|
{
|
|
cg.snap->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE);
|
|
}
|
|
BG_CycleInven(&cg.snap->ps, 1);
|
|
|
|
if (cg.snap->ps.stats[STAT_HOLDABLE_ITEM])
|
|
{
|
|
cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag;
|
|
cg.invenSelectTime = cg.time;
|
|
}
|
|
}
|
|
|
|
void CG_PrevInventory_f(void)
|
|
{
|
|
if ( !cg.snap )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.snap->ps.pm_flags & PMF_FOLLOW)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.itemSelect != -1)
|
|
{
|
|
cg.snap->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE);
|
|
}
|
|
BG_CycleInven(&cg.snap->ps, -1);
|
|
|
|
if (cg.snap->ps.stats[STAT_HOLDABLE_ITEM])
|
|
{
|
|
cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag;
|
|
cg.invenSelectTime = cg.time;
|
|
}
|
|
}
|
|
|
|
static void _CG_MouseEvent( int x, int y ) {
|
|
cgDC.cursorx = cgs.cursorX;
|
|
cgDC.cursory = cgs.cursorY;
|
|
CG_MouseEvent( x, y );
|
|
}
|
|
|
|
static qboolean CG_IncomingConsoleCommand( void ) {
|
|
//rww - let mod authors filter client console messages so they can cut them off if they want.
|
|
//return qtrue if the command is ok. Otherwise, you can set char 0 on the command str to 0 and return
|
|
//qfalse to not execute anything, or you can fill conCommand in with something valid and return 0
|
|
//in order to have that string executed in place. Some example code:
|
|
#if 0
|
|
TCGIncomingConsoleCommand *icc = &cg.sharedBuffer.icc;
|
|
if ( strstr( icc->conCommand, "wait" ) )
|
|
{ //filter out commands contaning wait
|
|
Com_Printf( "You can't use commands containing the string wait with MyMod v1.0\n" );
|
|
icc->conCommand[0] = 0;
|
|
return qfalse;
|
|
}
|
|
else if ( strstr( icc->conCommand, "blah" ) )
|
|
{ //any command containing the string "blah" is redirected to "quit"
|
|
strcpy( icc->conCommand, "quit" );
|
|
return qfalse;
|
|
}
|
|
#endif
|
|
return qtrue;
|
|
}
|
|
|
|
static void CG_GetOrigin( int entID, vec3_t out ) {
|
|
VectorCopy( cg_entities[entID].currentState.pos.trBase, out );
|
|
}
|
|
|
|
static void CG_GetAngles( int entID, vec3_t out ) {
|
|
VectorCopy( cg_entities[entID].currentState.apos.trBase, out );
|
|
}
|
|
|
|
static trajectory_t *CG_GetOriginTrajectory( int entID ) {
|
|
return &cg_entities[entID].nextState.pos;
|
|
}
|
|
|
|
static trajectory_t *CG_GetAngleTrajectory( int entID ) {
|
|
return &cg_entities[entID].nextState.apos;
|
|
}
|
|
|
|
static void _CG_ROFF_NotetrackCallback( int entID, const char *notetrack ) {
|
|
CG_ROFF_NotetrackCallback( &cg_entities[entID], notetrack );
|
|
}
|
|
|
|
static void CG_MapChange( void ) {
|
|
// this may be called more than once for a given map change, as the server is going to attempt to send out
|
|
// multiple broadcasts in hopes that the client will receive one of them
|
|
cg.mMapChange = qtrue;
|
|
}
|
|
|
|
static void CG_AutomapInput( void ) {
|
|
autoMapInput_t *autoInput = &cg.sharedBuffer.autoMapInput;
|
|
|
|
memcpy( &cg_autoMapInput, autoInput, sizeof( autoMapInput_t ) );
|
|
|
|
#if 0
|
|
if ( !arg0 ) //if this is non-0, it's actually a one-frame mouse event
|
|
cg_autoMapInputTime = cg.time + 1000;
|
|
else
|
|
#endif
|
|
{
|
|
if ( cg_autoMapInput.yaw ) cg_autoMapAngle[YAW] += cg_autoMapInput.yaw;
|
|
if ( cg_autoMapInput.pitch ) cg_autoMapAngle[PITCH] += cg_autoMapInput.pitch;
|
|
cg_autoMapInput.yaw = 0.0f;
|
|
cg_autoMapInput.pitch = 0.0f;
|
|
}
|
|
}
|
|
|
|
static void CG_FX_CameraShake( void ) {
|
|
TCGCameraShake *data = &cg.sharedBuffer.cameraShake;
|
|
CG_DoCameraShake( data->mOrigin, data->mIntensity, data->mRadius, data->mTime );
|
|
}
|
|
|
|
/*
|
|
============
|
|
GetModuleAPI
|
|
============
|
|
*/
|
|
|
|
cgameImport_t *trap = NULL;
|
|
|
|
Q_EXPORT cgameExport_t* QDECL GetModuleAPI( int apiVersion, cgameImport_t *import )
|
|
{
|
|
static cgameExport_t cge = {0};
|
|
|
|
assert( import );
|
|
trap = import;
|
|
Com_Printf = trap->Print;
|
|
Com_Error = trap->Error;
|
|
|
|
memset( &cge, 0, sizeof( cge ) );
|
|
|
|
if ( apiVersion != CGAME_API_VERSION ) {
|
|
trap->Print( "Mismatched CGAME_API_VERSION: expected %i, got %i\n", CGAME_API_VERSION, apiVersion );
|
|
return NULL;
|
|
}
|
|
|
|
cge.Init = CG_Init;
|
|
cge.Shutdown = CG_Shutdown;
|
|
cge.ConsoleCommand = CG_ConsoleCommand;
|
|
cge.DrawActiveFrame = CG_DrawActiveFrame;
|
|
cge.CrosshairPlayer = CG_CrosshairPlayer;
|
|
cge.LastAttacker = CG_LastAttacker;
|
|
cge.KeyEvent = CG_KeyEvent;
|
|
cge.MouseEvent = _CG_MouseEvent;
|
|
cge.EventHandling = CG_EventHandling;
|
|
cge.PointContents = C_PointContents;
|
|
cge.GetLerpOrigin = C_GetLerpOrigin;
|
|
cge.GetLerpData = C_GetLerpData;
|
|
cge.Trace = C_Trace;
|
|
cge.G2Trace = C_G2Trace;
|
|
cge.G2Mark = C_G2Mark;
|
|
cge.RagCallback = CG_RagCallback;
|
|
cge.IncomingConsoleCommand = CG_IncomingConsoleCommand;
|
|
cge.NoUseableForce = CG_NoUseableForce;
|
|
cge.GetOrigin = CG_GetOrigin;
|
|
cge.GetAngles = CG_GetAngles;
|
|
cge.GetOriginTrajectory = CG_GetOriginTrajectory;
|
|
cge.GetAngleTrajectory = CG_GetAngleTrajectory;
|
|
cge.ROFF_NotetrackCallback = _CG_ROFF_NotetrackCallback;
|
|
cge.MapChange = CG_MapChange;
|
|
cge.AutomapInput = CG_AutomapInput;
|
|
cge.MiscEnt = CG_MiscEnt;
|
|
cge.CameraShake = CG_FX_CameraShake;
|
|
|
|
return &cge;
|
|
}
|
|
|
|
/*
|
|
================
|
|
vmMain
|
|
|
|
This is the only way control passes into the module.
|
|
This must be the very first function compiled into the .q3vm file
|
|
================
|
|
*/
|
|
Q_EXPORT intptr_t vmMain( int 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, intptr_t arg8, intptr_t arg9, intptr_t arg10, intptr_t arg11 )
|
|
{
|
|
switch ( command ) {
|
|
case CG_INIT:
|
|
CG_Init( arg0, arg1, arg2 );
|
|
return 0;
|
|
|
|
case CG_SHUTDOWN:
|
|
CG_Shutdown();
|
|
return 0;
|
|
|
|
case CG_CONSOLE_COMMAND:
|
|
return CG_ConsoleCommand();
|
|
|
|
case CG_DRAW_ACTIVE_FRAME:
|
|
CG_DrawActiveFrame( arg0, arg1, arg2 );
|
|
return 0;
|
|
|
|
case CG_CROSSHAIR_PLAYER:
|
|
return CG_CrosshairPlayer();
|
|
|
|
case CG_LAST_ATTACKER:
|
|
return CG_LastAttacker();
|
|
|
|
case CG_KEY_EVENT:
|
|
CG_KeyEvent( arg0, arg1 );
|
|
return 0;
|
|
|
|
case CG_MOUSE_EVENT:
|
|
_CG_MouseEvent( arg0, arg1 );
|
|
return 0;
|
|
|
|
case CG_EVENT_HANDLING:
|
|
CG_EventHandling( arg0 );
|
|
return 0;
|
|
|
|
case CG_POINT_CONTENTS:
|
|
return C_PointContents();
|
|
|
|
case CG_GET_LERP_ORIGIN:
|
|
C_GetLerpOrigin();
|
|
return 0;
|
|
|
|
case CG_GET_LERP_DATA:
|
|
C_GetLerpData();
|
|
return 0;
|
|
|
|
case CG_GET_GHOUL2:
|
|
return (intptr_t)cg_entities[arg0].ghoul2; //NOTE: This is used by the effect bolting which is actually not used at all.
|
|
//I'm fairly sure if you try to use it with vm's it will just give you total
|
|
//garbage. In other words, use at your own risk.
|
|
|
|
case CG_GET_MODEL_LIST:
|
|
return (intptr_t)cgs.gameModels;
|
|
|
|
case CG_CALC_LERP_POSITIONS:
|
|
CG_CalcEntityLerpPositions( &cg_entities[arg0] );
|
|
return 0;
|
|
|
|
case CG_TRACE:
|
|
C_Trace();
|
|
return 0;
|
|
|
|
case CG_GET_SORTED_FORCE_POWER:
|
|
return forcePowerSorted[arg0];
|
|
|
|
case CG_G2TRACE:
|
|
C_G2Trace();
|
|
return 0;
|
|
|
|
case CG_G2MARK:
|
|
C_G2Mark();
|
|
return 0;
|
|
|
|
case CG_RAG_CALLBACK:
|
|
return CG_RagCallback( arg0 );
|
|
|
|
case CG_INCOMING_CONSOLE_COMMAND:
|
|
return CG_IncomingConsoleCommand();
|
|
|
|
case CG_GET_USEABLE_FORCE:
|
|
return CG_NoUseableForce();
|
|
|
|
case CG_GET_ORIGIN:
|
|
CG_GetOrigin( arg0, (float *)arg1 );
|
|
return 0;
|
|
|
|
case CG_GET_ANGLES:
|
|
CG_GetAngles( arg0, (float *)arg1 );
|
|
return 0;
|
|
|
|
case CG_GET_ORIGIN_TRAJECTORY:
|
|
return (intptr_t)CG_GetOriginTrajectory( arg0 );
|
|
|
|
case CG_GET_ANGLE_TRAJECTORY:
|
|
return (intptr_t)CG_GetAngleTrajectory( arg0 );
|
|
|
|
case CG_ROFF_NOTETRACK_CALLBACK:
|
|
_CG_ROFF_NotetrackCallback( arg0, (const char *)arg1 );
|
|
return 0;
|
|
|
|
case CG_IMPACT_MARK:
|
|
C_ImpactMark();
|
|
return 0;
|
|
|
|
case CG_MAP_CHANGE:
|
|
CG_MapChange();
|
|
return 0;
|
|
|
|
case CG_AUTOMAP_INPUT:
|
|
CG_AutomapInput();
|
|
return 0;
|
|
|
|
case CG_MISC_ENT:
|
|
CG_MiscEnt();
|
|
return 0;
|
|
|
|
case CG_FX_CAMERASHAKE:
|
|
CG_FX_CameraShake();
|
|
return 0;
|
|
|
|
default:
|
|
trap->Error( ERR_DROP, "vmMain: unknown command %i", command );
|
|
break;
|
|
}
|
|
return -1;
|
|
}
|