mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-29 23:42:38 +00:00
dfa54a439a
- Made Melee available - punch stormtroopers to death! (default melee damage is now 25) - Draw hand models when in melee (to be replaced with fists soon) - Made movement not reactivate saber by default (cvar controlled) - Draw open hand when saber is thrown
2511 lines
82 KiB
C++
2511 lines
82 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "../icarus/IcarusInterface.h"
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#include "../cgame/cg_local.h"
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#include "Q3_Interface.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "anims.h"
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#include "wp_saber.h"
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#include "g_vehicles.h"
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#include "objectives.h"
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#include "b_local.h"
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extern int WP_SaberInitBladeData( gentity_t *ent );
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extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
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extern qboolean CheatsOk( gentity_t *ent );
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extern void Boba_Precache( void );
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extern cvar_t *g_char_model;
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extern cvar_t *g_char_skin_head;
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extern cvar_t *g_char_skin_torso;
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extern cvar_t *g_char_skin_legs;
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extern cvar_t *g_char_color_red;
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extern cvar_t *g_char_color_green;
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extern cvar_t *g_char_color_blue;
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extern cvar_t *g_saber;
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extern cvar_t *g_saber2;
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extern cvar_t *g_saber_color;
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extern cvar_t *g_saber2_color;
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extern cvar_t *g_saberDarkSideSaberColor;
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// g_client.c -- client functions that don't happen every frame
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float DEFAULT_MINS_0 = -16;
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float DEFAULT_MINS_1 = -16;
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float DEFAULT_MAXS_0 = 16;
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float DEFAULT_MAXS_1 = 16;
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float DEFAULT_PLAYER_RADIUS = sqrt((DEFAULT_MAXS_0*DEFAULT_MAXS_0) + (DEFAULT_MAXS_1*DEFAULT_MAXS_1));
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vec3_t playerMins = {DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2};
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vec3_t playerMinsStep = {DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2+STEPSIZE};
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vec3_t playerMaxs = {DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2};
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void SP_misc_teleporter_dest (gentity_t *ent);
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/*QUAK-ED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) KEEP_PREV DROPTOFLOOR x x x STUN_BATON NOWEAPON x
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potential spawning position for deathmatch games.
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Targets will be fired when someone spawns in on them.
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*/
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void SP_info_player_deathmatch(gentity_t *ent) {
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SP_misc_teleporter_dest (ent);
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if ( ent->spawnflags & 32 ) // STUN_BATON
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{
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RegisterItem( FindItemForWeapon( WP_STUN_BATON ));
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}
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else
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{
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RegisterItem( FindItemForWeapon( WP_SABER ) ); //these are given in ClientSpawn(), but we register them now before cgame starts
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saberInfo_t saber;
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WP_SaberParseParms( g_saber->string, &saber );//get saber sounds and models cached before client begins
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if (saber.model) G_ModelIndex( saber.model );
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if (saber.brokenSaber1) G_ModelIndex( saber.brokenSaber1 );
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if (saber.brokenSaber2) G_ModelIndex( saber.brokenSaber2 );
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if (saber.skin) G_SkinIndex( saber.skin );
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WP_SaberFreeStrings(saber);
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}
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}
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) KEEP_PREV DROPTOFLOOR x x x STUN_BATON NOWEAPON x
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KEEP_PREV - keep previous health + armor
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DROPTOFLOOR - Player will start on the first solid structure under it
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STUN_BATON - Gives player the stun baton and bryar pistol, but not the saber, plus any weapons they may have carried over from previous levels.
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Targets will be fired when someone spawns in on them.
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equivalant to info_player_deathmatch
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*/
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void SP_info_player_start(gentity_t *ent) {
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ent->classname = "info_player_deathmatch";
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SP_info_player_deathmatch( ent );
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}
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/*
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=======================================================================
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SelectSpawnPoint
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=======================================================================
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*/
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/*
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================
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SpotWouldTelefrag
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================
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*/
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qboolean SpotWouldTelefrag( gentity_t *spot, team_t checkteam )
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{
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int i, num;
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gentity_t *touch[MAX_GENTITIES], *hit;
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vec3_t mins, maxs;
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// If we have a mins, use that instead of the hardcoded bounding box
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if ( !VectorCompare(spot->mins, vec3_origin) && VectorLength( spot->mins ) )
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VectorAdd( spot->s.origin, spot->mins, mins );
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else
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VectorAdd( spot->s.origin, playerMins, mins );
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// If we have a maxs, use that instead of the hardcoded bounding box
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if ( !VectorCompare(spot->maxs, vec3_origin) && VectorLength( spot->maxs ) )
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VectorAdd( spot->s.origin, spot->maxs, maxs );
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else
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VectorAdd( spot->s.origin, playerMaxs, maxs );
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num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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for (i=0 ; i<num ; i++)
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{
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hit = touch[i];
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if ( hit != spot && hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 )
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{
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if ( hit->contents & CONTENTS_BODY )
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{
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if( checkteam == TEAM_FREE || hit->client->playerTeam == checkteam )
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{//checking against teammates only...?
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return qtrue;
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}
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}
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}
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}
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return qfalse;
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}
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qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest )
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{
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int i, num;
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gentity_t *touch[MAX_GENTITIES], *hit;
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vec3_t mins, maxs;
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VectorAdd( dest, mover->mins, mins );
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VectorAdd( dest, mover->maxs, maxs );
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num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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for (i=0 ; i<num ; i++)
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{
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hit = touch[i];
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if ( hit == mover )
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{
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continue;
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}
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if ( hit->contents & mover->contents )
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{
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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================
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SelectNearestDeathmatchSpawnPoint
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Find the spot that we DON'T want to use
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================
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*/
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#define MAX_SPAWN_POINTS 128
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gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from, team_t team ) {
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gentity_t *spot;
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float dist, nearestDist;
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gentity_t *nearestSpot;
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nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE;
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nearestSpot = NULL;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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/*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) {
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continue;
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}
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if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) {
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continue;
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}*/
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if ( spot->targetname != NULL ) {
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//this search routine should never find a spot that is targetted
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continue;
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}
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dist = DistanceSquared( spot->s.origin, from );
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if ( dist < nearestDist ) {
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nearestDist = dist;
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nearestSpot = spot;
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}
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}
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return nearestSpot;
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}
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/*
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================
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SelectRandomDeathmatchSpawnPoint
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go to a random point that doesn't telefrag
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================
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*/
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#define MAX_SPAWN_POINTS 128
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gentity_t *SelectRandomDeathmatchSpawnPoint( team_t team ) {
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gentity_t *spot;
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int count;
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int selection;
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gentity_t *spots[MAX_SPAWN_POINTS];
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count = 0;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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/*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) {
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continue;
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}
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if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) {
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continue;
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}*/
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if ( spot->targetname != NULL ) {
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//this search routine should never find a spot that is targetted
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continue;
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}
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if ( SpotWouldTelefrag( spot, TEAM_FREE ) ) {
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continue;
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}
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spots[ count ] = spot;
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count++;
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}
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if ( !count ) { // no spots that won't telefrag
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spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch");
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if ( !spot )
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{
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return NULL;
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}
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if ( spot->targetname != NULL )
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{
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//this search routine should never find a spot that is targetted
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return NULL;
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}
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else
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{
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return spot;
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}
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}
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selection = rand() % count;
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return spots[ selection ];
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}
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/*
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===========
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SelectSpawnPoint
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Chooses a player start, deathmatch start, etc
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============
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*/
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gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, team_t team, vec3_t origin, vec3_t angles ) {
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gentity_t *spot;
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gentity_t *nearestSpot;
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if ( level.spawntarget[0] )
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{//we have a spawnpoint specified, try to find it
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if ( (nearestSpot = spot = G_Find( NULL, FOFS(targetname), level.spawntarget )) == NULL )
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{//you HAVE to be able to find the desired spot
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G_Error( "Couldn't find spawntarget %s\n", level.spawntarget );
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return NULL;
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}
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}
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else
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{//not looking for a special startspot
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nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint, team );
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spot = SelectRandomDeathmatchSpawnPoint ( team );
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if ( spot == nearestSpot ) {
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// roll again if it would be real close to point of death
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spot = SelectRandomDeathmatchSpawnPoint ( team );
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}
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}
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// find a single player start spot
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if (!spot) {
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G_Error( "Couldn't find a spawn point\n" );
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}
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VectorCopy( spot->s.origin, origin );
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if ( spot->spawnflags & 2 )
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{
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trace_t tr;
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origin[2] = MIN_WORLD_COORD;
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gi.trace(&tr, spot->s.origin, playerMins, playerMaxs, origin, ENTITYNUM_NONE, MASK_PLAYERSOLID, (EG2_Collision)0, 0 );
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if ( tr.fraction < 1.0 && !tr.allsolid && !tr.startsolid )
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{//found a floor
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VectorCopy(tr.endpos, origin );
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}
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else
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{//In solid or too far
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VectorCopy( spot->s.origin, origin );
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}
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}
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origin[2] += 9;
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VectorCopy (spot->s.angles, angles);
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return spot;
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}
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//======================================================================
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/*
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==================
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SetClientViewAngle
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==================
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*/
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void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
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int i;
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// set the delta angle
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for (i=0 ; i<3 ; i++)
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{
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ent->client->ps.delta_angles[i] = (ANGLE2SHORT(angle[i]) - ent->client->pers.cmd_angles[i])&0xffff;
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}
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VectorCopy( angle, ent->s.angles );
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VectorCopy (ent->s.angles, ent->client->ps.viewangles);
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}
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/*
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================
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respawn
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================
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*/
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void respawn( gentity_t *ent ) {
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gi.SendConsoleCommand("load *respawn\n"); // special case
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}
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/*
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===========
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ClientCheckName
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============
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*/
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static void ClientCleanName( const char *in, char *out, int outSize )
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{
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int outpos = 0, colorlessLen = 0, spaces = 0, ats = 0;
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// discard leading spaces
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for ( ; *in == ' '; in++);
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// discard leading asterisk's (fail raven for using * as a skipnotify)
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// apparently .* causes the issue too so... derp
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//for(; *in == '*'; in++);
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for(; *in && outpos < outSize - 1; in++)
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{
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out[outpos] = *in;
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if ( *in == ' ' )
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{// don't allow too many consecutive spaces
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if ( spaces > 2 )
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continue;
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spaces++;
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}
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else if ( *in == '@' )
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{// don't allow too many consecutive at signs
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if ( ats > 2 )
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continue;
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ats++;
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}
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else if ( outpos > 0 && out[outpos-1] == Q_COLOR_ESCAPE )
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{
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if ( Q_IsColorStringExt( &out[outpos-1] ) )
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{
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colorlessLen--;
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#if 0
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if ( ColorIndex( *in ) == 0 )
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{// Disallow color black in names to prevent players from getting advantage playing in front of black backgrounds
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outpos--;
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continue;
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}
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#endif
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}
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else
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{
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spaces = ats = 0;
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colorlessLen++;
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}
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}
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else
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{
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spaces = ats = 0;
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colorlessLen++;
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}
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outpos++;
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}
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out[outpos] = '\0';
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// don't allow empty names
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if ( *out == '\0' || colorlessLen == 0 )
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Q_strncpyz( out, "Padawan", outSize );
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}
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/*
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===========
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ClientUserInfoChanged
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Called from ClientConnect when the player first connects and
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directly by the server system when the player updates a userinfo variable.
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The game can override any of the settings and call gi.SetUserinfo
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if desired.
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============
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*/
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void ClientUserinfoChanged( int clientNum ) {
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gentity_t *ent = g_entities + clientNum;
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gclient_t *client = ent->client;
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int health=100, maxHealth=100;
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const char *s=NULL;
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char userinfo[MAX_INFO_STRING]={0}, buf[MAX_INFO_STRING]={0},
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sound[MAX_STRING_CHARS]={0}, oldname[34]={0};
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gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
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// check for malformed or illegal info strings
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/*if ( !Info_Validate(userinfo) ) {
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strcpy (userinfo, "\\name\\badinfo");
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}*/
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// set name
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Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) );
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s = Info_ValueForKey (userinfo, "name");
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ClientCleanName( s, client->pers.netname, sizeof( client->pers.netname ) );
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// set max health
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maxHealth = 100;
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health = Com_Clampi( 1, 100, atoi( Info_ValueForKey( userinfo, "handicap" ) ) );
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client->pers.maxHealth = health;
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if ( client->pers.maxHealth < 1 || client->pers.maxHealth > maxHealth )
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client->pers.maxHealth = 100;
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client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
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// sounds
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Q_strncpyz( sound, Info_ValueForKey (userinfo, "snd"), sizeof( sound ) );
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// send over a subset of the userinfo keys so other clients can
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// print scoreboards, display models, and play custom sounds
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buf[0] = '\0';
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Q_strcat( buf, sizeof( buf ), va( "n\\%s\\", client->pers.netname ) );
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Q_strcat( buf, sizeof( buf ), va( "t\\%i\\", client->sess.sessionTeam ) );
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Q_strcat( buf, sizeof( buf ), "headModel\\\\" );
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Q_strcat( buf, sizeof( buf ), "torsoModel\\\\" );
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Q_strcat( buf, sizeof( buf ), "legsModel\\\\" );
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Q_strcat( buf, sizeof( buf ), va( "hc\\%i\\", client->pers.maxHealth ) );
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Q_strcat( buf, sizeof( buf ), va( "snd\\%s\\", sound ) );
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gi.SetConfigstring( CS_PLAYERS+clientNum, buf );
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}
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|
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|
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/*
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===========
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ClientConnect
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|
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Called when a player begins connecting to the server.
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Called again for every map change or tournement restart.
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The session information will be valid after exit.
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Return NULL if the client should be allowed, otherwise return
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a string with the reason for denial.
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Otherwise, the client will be sent the current gamestate
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and will eventually get to ClientBegin.
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firstTime will be qtrue the very first time a client connects
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to the server machine, but qfalse on map changes and tournement
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restarts.
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|
============
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*/
|
|
char *ClientConnect( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eSavedGameJustLoaded )
|
|
{
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gentity_t *ent = &g_entities[ clientNum ];
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|
char userinfo[MAX_INFO_STRING] = {0};
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|
|
gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
|
|
|
|
// they can connect
|
|
ent->client = level.clients + clientNum;
|
|
gclient_t *client = ent->client;
|
|
|
|
// if (!qbFromSavedGame)
|
|
if (eSavedGameJustLoaded != eFULL)
|
|
{
|
|
clientSession_t savedSess = client->sess; //
|
|
memset( client, 0, sizeof(*client) );
|
|
client->sess = savedSess;
|
|
if ( firstTime ) { //not loading full, and directconnect
|
|
client->playerTeam = TEAM_PLAYER; //set these now because after an auto_load kyle can see your team for a bit before you really join.
|
|
client->enemyTeam = TEAM_ENEMY;
|
|
}
|
|
}
|
|
|
|
client->pers.connected = CON_CONNECTING;
|
|
|
|
if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame)
|
|
{
|
|
// G_WriteClientSessionData( client ); // forget it, this is DM stuff anyway
|
|
// get and distribute relevent paramters
|
|
ClientUserinfoChanged( clientNum );
|
|
}
|
|
else
|
|
{
|
|
// read or initialize the session data
|
|
if ( firstTime ) {
|
|
G_InitSessionData( client, userinfo );
|
|
}
|
|
G_ReadSessionData( client );
|
|
|
|
// get and distribute relevent paramters
|
|
ClientUserinfoChanged( clientNum );
|
|
|
|
// don't do the "xxx connected" messages if they were caried over from previous level
|
|
if ( firstTime ) {
|
|
gi.SendServerCommand( -1, "print \"%s connected\n\"", client->pers.netname);
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ClientBegin
|
|
|
|
called when a client has finished connecting, and is ready
|
|
to be placed into the level. This will happen every level load,
|
|
and on transition between teams, but doesn't happen on respawns
|
|
============
|
|
*/
|
|
void ClientBegin( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded)
|
|
// qboolean qbFromSavedGame
|
|
{
|
|
gentity_t *ent;
|
|
gclient_t *client;
|
|
|
|
ent = g_entities + clientNum;
|
|
client = level.clients + clientNum;
|
|
|
|
if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame)
|
|
{
|
|
client->pers.connected = CON_CONNECTED;
|
|
ent->client = client;
|
|
ClientSpawn( ent, eSavedGameJustLoaded );
|
|
}
|
|
else
|
|
{
|
|
if ( ent->linked ) {
|
|
gi.unlinkentity( ent );
|
|
}
|
|
G_InitGentity( ent, qfalse );
|
|
ent->e_TouchFunc = touchF_NULL;
|
|
ent->e_PainFunc = painF_PlayerPain;//painF_NULL;
|
|
ent->client = client;
|
|
|
|
client->pers.connected = CON_CONNECTED;
|
|
client->pers.teamState.state = TEAM_BEGIN;
|
|
VectorCopyM( cmd->angles, client->pers.cmd_angles );
|
|
|
|
memset( &client->ps, 0, sizeof( client->ps ) );
|
|
if( gi.Cvar_VariableIntegerValue( "g_clearstats" ) )
|
|
{
|
|
memset( &client->sess.missionStats, 0, sizeof( client->sess.missionStats ) );
|
|
client->sess.missionStats.totalSecrets = gi.Cvar_VariableIntegerValue("newTotalSecrets");
|
|
}
|
|
|
|
// locate ent at a spawn point
|
|
if ( ClientSpawn( ent, eSavedGameJustLoaded) ) // SavedGameJustLoaded_e
|
|
{
|
|
// send teleport event
|
|
}
|
|
client->ps.inventory[INV_GOODIE_KEY] = 0;
|
|
client->ps.inventory[INV_SECURITY_KEY] = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
============
|
|
Player_CacheFromPrevLevel
|
|
Description : just need to grab the weapon items we're going to have when we spawn so they'll be cached
|
|
Return type : void
|
|
Argument : void
|
|
============
|
|
*/
|
|
void Player_CacheFromPrevLevel(void)
|
|
{
|
|
char s[MAX_STRING_CHARS];
|
|
int i;
|
|
|
|
gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
|
|
|
|
if (s[0]) // actually this would be safe anyway because of the way sscanf() works, but this is clearer
|
|
{
|
|
int iDummy, bits, ibits;
|
|
|
|
sscanf( s, "%i %i %i %i",
|
|
&iDummy,//client->ps.stats[STAT_HEALTH],
|
|
&iDummy,//client->ps.stats[STAT_ARMOR],
|
|
&bits, //client->ps.stats[STAT_WEAPONS]
|
|
&ibits //client->ps.stats[STAT_ITEMS]
|
|
);
|
|
|
|
for ( i = 1 ; i < 16 ; i++ )
|
|
{
|
|
if ( bits & ( 1 << i ) )
|
|
{
|
|
RegisterItem( FindItemForWeapon( (weapon_t)i ) );
|
|
}
|
|
}
|
|
|
|
extern gitem_t *FindItemForInventory( int inv );
|
|
|
|
for ( i = 0 ; i < 16 ; i++ )
|
|
{
|
|
if ( ibits & ( 1 << i ) )
|
|
{
|
|
RegisterItem( FindItemForInventory( i ));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
Player_RestoreFromPrevLevel
|
|
Description : retrieve maptransition data recorded by server when exiting previous level (to carry over weapons/ammo/health/etc)
|
|
Return type : void
|
|
Argument : gentity_t *ent
|
|
============
|
|
*/
|
|
static void Player_RestoreFromPrevLevel(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded)
|
|
{
|
|
gclient_t *client = ent->client;
|
|
int i;
|
|
|
|
assert(client);
|
|
if (client) // though I can't see it not being true...
|
|
{
|
|
char s[MAX_STRING_CHARS];
|
|
char saber0Name[MAX_QPATH];
|
|
char saber1Name[MAX_QPATH];
|
|
const char *var;
|
|
|
|
gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
|
|
|
|
if (strlen(s)) // actually this would be safe anyway because of the way sscanf() works, but this is clearer
|
|
{// |general info |-force powers |-saber 1 |-saber 2 |-general saber
|
|
int saber1BladeActive[8];
|
|
int saber2BladeActive[8];
|
|
unsigned int saber1BladeColor[8];
|
|
unsigned int saber2BladeColor[8];
|
|
|
|
sscanf( s, "%i %i %i %i %i %i %i %f %f %f %i %i %i %i %i %s %i %i %i %i %i %i %i %i %u %u %u %u %u %u %u %u %s %i %i %i %i %i %i %i %i %u %u %u %u %u %u %u %u %i %i %i %i",
|
|
&client->ps.stats[STAT_HEALTH],
|
|
&client->ps.stats[STAT_ARMOR],
|
|
&client->ps.stats[STAT_WEAPONS],
|
|
&client->ps.stats[STAT_ITEMS],
|
|
&client->ps.weapon,
|
|
&client->ps.weaponstate,
|
|
&client->ps.batteryCharge,
|
|
&client->ps.viewangles[0],
|
|
&client->ps.viewangles[1],
|
|
&client->ps.viewangles[2],
|
|
//force power data
|
|
&client->ps.forcePowersKnown,
|
|
&client->ps.forcePower,
|
|
&client->ps.forcePowerMax,
|
|
&client->ps.forcePowerRegenRate,
|
|
&client->ps.forcePowerRegenAmount,
|
|
//saber 1 data
|
|
saber0Name,
|
|
&saber1BladeActive[0],
|
|
&saber1BladeActive[1],
|
|
&saber1BladeActive[2],
|
|
&saber1BladeActive[3],
|
|
&saber1BladeActive[4],
|
|
&saber1BladeActive[5],
|
|
&saber1BladeActive[6],
|
|
&saber1BladeActive[7],
|
|
&saber1BladeColor[0],
|
|
&saber1BladeColor[1],
|
|
&saber1BladeColor[2],
|
|
&saber1BladeColor[3],
|
|
&saber1BladeColor[4],
|
|
&saber1BladeColor[5],
|
|
&saber1BladeColor[6],
|
|
&saber1BladeColor[7],
|
|
//saber 2 data
|
|
saber1Name,
|
|
&saber2BladeActive[0],
|
|
&saber2BladeActive[1],
|
|
&saber2BladeActive[2],
|
|
&saber2BladeActive[3],
|
|
&saber2BladeActive[4],
|
|
&saber2BladeActive[5],
|
|
&saber2BladeActive[6],
|
|
&saber2BladeActive[7],
|
|
&saber2BladeColor[0],
|
|
&saber2BladeColor[1],
|
|
&saber2BladeColor[2],
|
|
&saber2BladeColor[3],
|
|
&saber2BladeColor[4],
|
|
&saber2BladeColor[5],
|
|
&saber2BladeColor[6],
|
|
&saber2BladeColor[7],
|
|
//general saber data
|
|
&client->ps.saberStylesKnown,
|
|
&client->ps.saberAnimLevel,
|
|
&client->ps.saberLockEnemy,
|
|
&client->ps.saberLockTime
|
|
);
|
|
for (int j = 0; j < 8; j++)
|
|
{
|
|
client->ps.saber[0].blade[j].active = saber1BladeActive[j] ? qtrue : qfalse;
|
|
client->ps.saber[0].blade[j].color = (saber_colors_t)saber1BladeColor[j];
|
|
client->ps.saber[1].blade[j].active = saber2BladeActive[j] ? qtrue : qfalse;
|
|
client->ps.saber[1].blade[j].color = (saber_colors_t)saber2BladeColor[j];
|
|
}
|
|
|
|
ent->health = client->ps.stats[STAT_HEALTH];
|
|
|
|
if(ent->client->ps.saber[0].name && gi.bIsFromZone(ent->client->ps.saber[0].name, TAG_G_ALLOC)) {
|
|
gi.Free(ent->client->ps.saber[0].name);
|
|
}
|
|
ent->client->ps.saber[0].name=0;
|
|
|
|
if(ent->client->ps.saber[1].name && gi.bIsFromZone(ent->client->ps.saber[1].name, TAG_G_ALLOC) ) {
|
|
gi.Free(ent->client->ps.saber[1].name);
|
|
}
|
|
ent->client->ps.saber[1].name=0;
|
|
//NOTE: if sscanf can get a "(null)" out of strings that had NULL string pointers plugged into the original string
|
|
if ( saber0Name[0] && Q_stricmp( "(null)", saber0Name ) != 0 )
|
|
{
|
|
ent->client->ps.saber[0].name = G_NewString( saber0Name );
|
|
}
|
|
if ( saber1Name[0] && Q_stricmp( "(null)", saber1Name ) != 0 )
|
|
{//have a second saber
|
|
ent->client->ps.saber[1].name = G_NewString( saber1Name );
|
|
ent->client->ps.dualSabers = qtrue;
|
|
}
|
|
else
|
|
{//have only 1 saber
|
|
ent->client->ps.dualSabers = qfalse;
|
|
}
|
|
|
|
// slight issue with ths for the moment in that although it'll correctly restore angles it doesn't take into account
|
|
// the overall map orientation, so (eg) exiting east to enter south will be out by 90 degrees, best keep spawn angles for now
|
|
//
|
|
// VectorClear (ent->client->pers.cmd_angles);
|
|
//
|
|
// SetClientViewAngle( ent, ent->client->ps.viewangles);
|
|
|
|
//ammo
|
|
gi.Cvar_VariableStringBuffer( "playerammo", s, sizeof(s) );
|
|
i=0;
|
|
var = strtok( s, " " );
|
|
while( var != NULL )
|
|
{
|
|
/* While there are tokens in "s" */
|
|
client->ps.ammo[i++] = atoi(var);
|
|
/* Get next token: */
|
|
var = strtok( NULL, " " );
|
|
}
|
|
assert (i==AMMO_MAX);
|
|
|
|
//inventory
|
|
gi.Cvar_VariableStringBuffer( "playerinv", s, sizeof(s) );
|
|
i=0;
|
|
var = strtok( s, " " );
|
|
while( var != NULL )
|
|
{
|
|
/* While there are tokens in "s" */
|
|
client->ps.inventory[i++] = atoi(var);
|
|
/* Get next token: */
|
|
var = strtok( NULL, " " );
|
|
}
|
|
assert (i==INV_MAX);
|
|
|
|
|
|
// the new JK2 stuff - force powers, etc...
|
|
//
|
|
gi.Cvar_VariableStringBuffer( "playerfplvl", s, sizeof(s) );
|
|
i=0;
|
|
var = strtok( s, " " );
|
|
while( var != NULL )
|
|
{
|
|
/* While there are tokens in "s" */
|
|
client->ps.forcePowerLevel[i++] = atoi(var);
|
|
/* Get next token: */
|
|
var = strtok( NULL, " " );
|
|
}
|
|
assert (i==NUM_FORCE_POWERS);
|
|
|
|
client->ps.forceGripEntityInitialDist = client->ps.forceGripEntityNum = client->ps.forceDrainEntityNum = ENTITYNUM_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
static void G_SetSkin( gentity_t *ent )
|
|
{
|
|
char skinName[MAX_QPATH];
|
|
//ok, lets register the skin name, and then pass that name to the config strings so the client can get it too.
|
|
if (Q_stricmp( "hoth2", level.mapname ) == 0 //hack, is this the only map?
|
|
||
|
|
Q_stricmp( "hoth3", level.mapname ) == 0 // no! ;-)
|
|
)
|
|
{
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, "torso_g1", "lower_e1" );
|
|
}
|
|
else if(Q_stricmp(g_char_skin_head->string, "model_default") == 0 && Q_stricmp(g_char_skin_torso->string, "model_default") == 0 && Q_stricmp(g_char_skin_legs->string, "model_default") == 0)
|
|
{
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", g_char_model->string );
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s|%s|%s", g_char_model->string, g_char_skin_head->string, g_char_skin_torso->string, g_char_skin_legs->string );
|
|
}
|
|
|
|
// lets see if it's out there
|
|
int skin = gi.RE_RegisterSkin( skinName );
|
|
if ( skin )
|
|
{//what if this returns 0 because *one* part of a multi-skin didn't load?
|
|
// put it in the config strings
|
|
// and set the ghoul2 model to use it
|
|
gi.G2API_SetSkin( &ent->ghoul2[ent->playerModel], G_SkinIndex( skinName ), skin );
|
|
}
|
|
|
|
//color tinting
|
|
if ( g_char_color_red->integer
|
|
|| g_char_color_green->integer
|
|
|| g_char_color_blue->integer )
|
|
{
|
|
ent->client->renderInfo.customRGBA[0] = g_char_color_red->integer;
|
|
ent->client->renderInfo.customRGBA[1] = g_char_color_green->integer;
|
|
ent->client->renderInfo.customRGBA[2] = g_char_color_blue->integer;
|
|
ent->client->renderInfo.customRGBA[3] = 255;
|
|
}
|
|
}
|
|
|
|
qboolean G_StandardHumanoid( gentity_t *self )
|
|
{
|
|
if ( !self || !self->ghoul2.size() )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( self->playerModel < 0 || self->playerModel >= self->ghoul2.size() )
|
|
{
|
|
return qfalse;
|
|
}
|
|
const char *GLAName = gi.G2API_GetGLAName( &self->ghoul2[self->playerModel] );
|
|
assert(GLAName);
|
|
if (GLAName)
|
|
{
|
|
if ( !Q_stricmpn( "models/players/_humanoid", GLAName, 24 ) )///_humanoid", GLAName, 36) )
|
|
{//only _humanoid skeleton is expected to have these
|
|
return qtrue;
|
|
}
|
|
if ( !Q_stricmp( "models/players/protocol/protocol", GLAName ) )
|
|
{//protocol droid duplicates many of these
|
|
return qtrue;
|
|
}
|
|
if ( !Q_stricmp( "models/players/assassin_droid/model", GLAName ) )
|
|
{//assassin_droid duplicates many of these
|
|
return qtrue;
|
|
}
|
|
if ( !Q_stricmp( "models/players/saber_droid/model", GLAName ) )
|
|
{//saber_droid duplicates many of these
|
|
return qtrue;
|
|
}
|
|
if ( !Q_stricmp( "models/players/hazardtrooper/hazardtrooper", GLAName ) )
|
|
{//hazardtrooper duplicates many of these
|
|
return qtrue;
|
|
}
|
|
if ( !Q_stricmp( "models/players/rockettrooper/rockettrooper", GLAName ) )
|
|
{//rockettrooper duplicates many of these
|
|
return qtrue;
|
|
}
|
|
if ( !Q_stricmp( "models/players/wampa/wampa", GLAName ) )
|
|
{//rockettrooper duplicates many of these
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_ClassHasBadBones( int NPC_class )
|
|
{
|
|
switch ( NPC_class )
|
|
{
|
|
case CLASS_WAMPA:
|
|
case CLASS_ROCKETTROOPER:
|
|
case CLASS_SABER_DROID:
|
|
case CLASS_HAZARD_TROOPER:
|
|
case CLASS_ASSASSIN_DROID:
|
|
case CLASS_RANCOR:
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
const char *AxesNames[] =
|
|
{
|
|
"ORIGIN",//ORIGIN,
|
|
"POSITIVE_X",//POSITIVE_X,
|
|
"POSITIVE_Z",//POSITIVE_Z,
|
|
"POSITIVE_Y",//POSITIVE_Y,
|
|
"NEGATIVE_X",//NEGATIVE_X,
|
|
"NEGATIVE_Z",//NEGATIVE_Z,
|
|
"NEGATIVE_Y"//NEGATIVE_Y
|
|
};
|
|
|
|
Eorientations testAxes[3]={POSITIVE_X,POSITIVE_Z,POSITIVE_Y};
|
|
int axes_0 = POSITIVE_X;
|
|
int axes_1 = POSITIVE_Z;
|
|
int axes_2 = POSITIVE_Y;
|
|
void G_NextTestAxes( void )
|
|
{
|
|
static int whichAxes = 0;
|
|
int axesCount = 0;
|
|
do
|
|
{
|
|
whichAxes++;
|
|
if ( whichAxes > 216 )
|
|
{
|
|
whichAxes = 0;
|
|
Com_Printf( S_COLOR_RED"WRAPPED\n" );
|
|
break;
|
|
}
|
|
axesCount = 0;
|
|
axes_0 = 0;
|
|
axes_1 = 0;
|
|
axes_2 = 0;
|
|
for ( axes_0 = 0; axes_0 < 6 && (axesCount<whichAxes); axes_0++ )
|
|
{
|
|
axesCount++;
|
|
for ( axes_1 = 0; axes_1 < 6 && (axesCount<whichAxes); axes_1++ )
|
|
{
|
|
axesCount++;
|
|
for ( axes_2 = 0; axes_2 < 6 && (axesCount<whichAxes); axes_2++ )
|
|
{
|
|
axesCount++;
|
|
}
|
|
}
|
|
}
|
|
testAxes[0] = (Eorientations)((axes_0%6)+1);
|
|
testAxes[1] = (Eorientations)((axes_1%6)+1);
|
|
testAxes[2] = (Eorientations)((axes_2%6)+1);
|
|
} while ( testAxes[1] == testAxes[0] || (testAxes[1]-testAxes[0]) == 3 || (testAxes[0]-testAxes[1]) == 3
|
|
|| testAxes[2] == testAxes[0] || (testAxes[2]-testAxes[0]) == 3 || (testAxes[0]-testAxes[2]) == 3
|
|
|| testAxes[2] == testAxes[1] || (testAxes[2]-testAxes[1]) == 3 || (testAxes[1]-testAxes[2]) == 3 );
|
|
|
|
Com_Printf( "Up: %s\nRight: %s\nForward: %s\n", AxesNames[testAxes[0]], AxesNames[testAxes[1]], AxesNames[testAxes[2]] );
|
|
if ( testAxes[0] == POSITIVE_X
|
|
&& testAxes[1] == POSITIVE_Z
|
|
&& testAxes[2] == POSITIVE_Y )
|
|
{
|
|
Com_Printf( S_COLOR_RED"WRAPPED\n" );
|
|
}
|
|
}
|
|
|
|
void G_BoneOrientationsForClass( int NPC_class, const char *boneName, Eorientations *oUp, Eorientations *oRt, Eorientations *oFwd )
|
|
{
|
|
//defaults
|
|
*oUp = POSITIVE_X;
|
|
*oRt = NEGATIVE_Y;
|
|
*oFwd = NEGATIVE_Z;
|
|
//switch off class
|
|
switch ( NPC_class )
|
|
{
|
|
case CLASS_RANCOR:
|
|
*oUp = NEGATIVE_X;
|
|
*oRt = POSITIVE_Y;
|
|
*oFwd = POSITIVE_Z;
|
|
//*oUp = testAxes[0];
|
|
//*oRt = testAxes[1];
|
|
//*oFwd = testAxes[2];
|
|
break;
|
|
case CLASS_ROCKETTROOPER:
|
|
case CLASS_HAZARD_TROOPER:
|
|
//Root is:
|
|
//*oUp = POSITIVE_Z;
|
|
//*oRt = NEGATIVE_X;
|
|
//*oFwd = NEGATIVE_Y;
|
|
if ( Q_stricmp( "pelvis", boneName ) == 0 )
|
|
{//child of root
|
|
//in ModView:
|
|
//*oUp = NEGATIVE_X;
|
|
//*oRt = NEGATIVE_Z;
|
|
//*oFwd = NEGATIVE_Y;
|
|
//actual, when differences with root are accounted for:
|
|
*oUp = POSITIVE_Z;
|
|
*oRt = NEGATIVE_X;
|
|
*oFwd = NEGATIVE_Y;
|
|
}
|
|
else
|
|
{//all the rest are the same, children of root (not pelvis)
|
|
//in ModView:
|
|
//*oUp = POSITIVE_X;
|
|
//*oRt = POSITIVE_Y;
|
|
//*oFwd = POSITIVE_Z;
|
|
//actual, when differences with root are accounted for:
|
|
//*oUp = POSITIVE_Z;
|
|
//*oRt = NEGATIVE_Y;
|
|
//*oFwd = NEGATIVE_X;
|
|
*oUp = NEGATIVE_X;
|
|
*oRt = POSITIVE_Y;
|
|
*oFwd = POSITIVE_Z;
|
|
}
|
|
break;
|
|
case CLASS_SABER_DROID:
|
|
if ( Q_stricmp( "pelvis", boneName ) == 0
|
|
|| Q_stricmp( "thoracic", boneName ) == 0 )
|
|
{
|
|
*oUp = NEGATIVE_X;
|
|
*oRt = NEGATIVE_Z;
|
|
*oFwd = NEGATIVE_Y;
|
|
}
|
|
else
|
|
{
|
|
*oUp = NEGATIVE_X;//POSITIVE_X;
|
|
*oRt = POSITIVE_Y;
|
|
*oFwd = POSITIVE_Z;
|
|
}
|
|
break;
|
|
case CLASS_WAMPA:
|
|
if ( Q_stricmp( "pelvis", boneName ) == 0 )
|
|
{
|
|
*oUp = NEGATIVE_X;
|
|
*oRt = POSITIVE_Y;
|
|
*oFwd = NEGATIVE_Z;
|
|
}
|
|
else
|
|
{
|
|
//*oUp = POSITIVE_X;
|
|
//*oRt = POSITIVE_Y;
|
|
//*oFwd = POSITIVE_Z;
|
|
//kinda worked
|
|
*oUp = NEGATIVE_X;
|
|
*oRt = POSITIVE_Y;
|
|
*oFwd = POSITIVE_Z;
|
|
}
|
|
break;
|
|
case CLASS_ASSASSIN_DROID:
|
|
if ( Q_stricmp( "pelvis", boneName ) == 0
|
|
|| Q_stricmp( "lower_lumbar", boneName ) == 0
|
|
|| Q_stricmp( "upper_lumbar", boneName ) == 0 )
|
|
{//only these 3 bones on them are wrong
|
|
//*oUp = POSITIVE_X;
|
|
//*oRt = POSITIVE_Y;
|
|
//*oFwd = POSITIVE_Z;
|
|
*oUp = NEGATIVE_X;
|
|
*oRt = POSITIVE_Y;
|
|
*oFwd = POSITIVE_Z;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
extern void G_LoadAnimFileSet( gentity_t *ent, const char *modelName );
|
|
qboolean G_SetG2PlayerModelInfo( gentity_t *ent, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn )
|
|
{
|
|
if ( ent->playerModel != -1 )
|
|
{// we found the model ok
|
|
vec3_t angles = {0,0,0};
|
|
const char *token;
|
|
const char *p;
|
|
|
|
//Now turn on/off any surfaces
|
|
if ( surfOff && surfOff[0] )
|
|
{
|
|
p = surfOff;
|
|
COM_BeginParseSession();
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( !token[0] )
|
|
{//reached end of list
|
|
break;
|
|
}
|
|
//turn off this surf
|
|
gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], token, 0x00000002/*G2SURFACEFLAG_OFF*/ );
|
|
|
|
}
|
|
COM_EndParseSession();
|
|
}
|
|
if ( surfOn && surfOn[0] )
|
|
{
|
|
p = surfOn;
|
|
COM_BeginParseSession();
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( !token[0] )
|
|
{//reached end of list
|
|
break;
|
|
}
|
|
//turn on this surf
|
|
gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], token, 0 );
|
|
}
|
|
COM_EndParseSession();
|
|
}
|
|
if ( ent->client->NPC_class == CLASS_IMPERIAL && ent->message )
|
|
{//carrying a key, turn on the key sleeve surface (assuming we have one)
|
|
gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "l_arm_key", 0 );
|
|
}
|
|
|
|
G_LoadAnimFileSet( ent, modelName );
|
|
|
|
ent->headBolt = ent->cervicalBolt = ent->torsoBolt = ent->gutBolt = ent->chestBolt =
|
|
ent->crotchBolt = ent->elbowLBolt = ent->elbowRBolt = ent->handLBolt =
|
|
ent->handRBolt = ent->kneeLBolt = ent->kneeRBolt = ent->footLBolt =
|
|
ent->footRBolt = -1;
|
|
// now turn on the bolt in the hand - this one would be best always turned on.
|
|
if ( G_StandardHumanoid( ent ) )
|
|
{//only _humanoid skeleton is expected to have these
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes");
|
|
ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cervical" );
|
|
if ( !Q_stricmp("protocol", modelName ) )
|
|
{//*sigh*, no thoracic bone
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar");
|
|
ent->chestBolt = ent->gutBolt;
|
|
}
|
|
else
|
|
{
|
|
ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "thoracic");
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar");
|
|
}
|
|
ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_lumbar");
|
|
ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "pelvis");
|
|
ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_arm_elbow");
|
|
ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_arm_elbow");
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_hand");
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_hand");
|
|
ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_l_knee");
|
|
ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_r_knee");
|
|
ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_leg_foot");
|
|
ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_leg_foot");
|
|
if ( ent->client->NPC_class == CLASS_BOBAFETT
|
|
|| ent->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
{//get jet bolts
|
|
ent->genericBolt1 = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*jet1" );
|
|
ent->genericBolt2 = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*jet2" );
|
|
}
|
|
if ( ent->client->NPC_class == CLASS_BOBAFETT )
|
|
{//get the flamethrower bolt
|
|
ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flamethrower");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ent->client->NPC_class == CLASS_VEHICLE )
|
|
{//do vehicles tags
|
|
|
|
// Setup the driver tag (where the driver is mounted to).
|
|
ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*driver");
|
|
|
|
// Setup the droid unit (or other misc tag we're using this for).
|
|
ent->m_pVehicle->m_iDroidUnitTag = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*droidunit");
|
|
|
|
char strTemp[128];
|
|
|
|
// Setup the Exhausts.
|
|
for ( int i = 0; i < MAX_VEHICLE_EXHAUSTS; i++ )
|
|
{
|
|
Com_sprintf( strTemp, 128, "*exhaust%d", i + 1 );
|
|
ent->m_pVehicle->m_iExhaustTag[i] = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], strTemp );
|
|
}
|
|
|
|
// Setup the Muzzles.
|
|
for ( int i = 0; i < MAX_VEHICLE_MUZZLES; i++ )
|
|
{
|
|
Com_sprintf( strTemp, 128, "*muzzle%d", i + 1 );
|
|
ent->m_pVehicle->m_iMuzzleTag[i] = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], strTemp );
|
|
if ( ent->m_pVehicle->m_iMuzzleTag[i] == -1 )
|
|
{//ergh, try *flash?
|
|
Com_sprintf( strTemp, 128, "*flash%d", i + 1 );
|
|
ent->m_pVehicle->m_iMuzzleTag[i] = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], strTemp );
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_HOWLER )
|
|
{
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "Tongue01" );// tongue base
|
|
ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "Tongue08" );// tongue tip
|
|
}
|
|
else if ( !Q_stricmp( "gonk", modelName ) || !Q_stricmp( "seeker", modelName ) || !Q_stricmp( "remote", modelName )
|
|
|| !Q_stricmpn( "r2d2", modelName, 4 ) || !Q_stricmpn( "r5d2", modelName, 4 ) )
|
|
{//TEMP HACK: not a non-humanoid droid
|
|
ent->headBolt = -1;
|
|
}
|
|
else if (!Q_stricmp( "interrogator",modelName))
|
|
{
|
|
ent->headBolt = -1;
|
|
}
|
|
else if (!Q_stricmpn( "probe",modelName, 5))
|
|
{
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cranium"); // head pivot point
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash"); // Gun 1
|
|
}
|
|
else if (!Q_stricmp( "sentry",modelName))
|
|
{
|
|
ent->headBolt = -1;
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Gun 1
|
|
ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); // Gun 2
|
|
ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash03"); // Gun 3
|
|
}
|
|
else if (!Q_stricmp( "mark1",modelName))
|
|
{
|
|
ent->headBolt = -1;
|
|
ent->handRBolt = ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Blaster Gun 1
|
|
ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2"); // Blaster Gun 2
|
|
ent->genericBolt3 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash3"); // Blaster Gun 3
|
|
ent->genericBolt4 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash4"); // Blaster Gun 4
|
|
ent->genericBolt5 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash5"); // Missile Gun 1
|
|
}
|
|
else if (!Q_stricmp( "mark2",modelName))
|
|
{
|
|
ent->headBolt = -1;
|
|
ent->handRBolt = ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash"); // Blaster Gun 1
|
|
}
|
|
else if (!Q_stricmp( "atst",modelName) )//&& (ent->client->playerTeam != TEAM_PLAYER))
|
|
{
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head");
|
|
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash1"); // Front guns
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash2");
|
|
|
|
ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash3"); // Left side gun
|
|
ent->genericBolt2 = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*flash4"); // Right side missle launcher
|
|
|
|
ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_foot");
|
|
ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_foot");
|
|
}
|
|
else if ( !Q_stricmp( "minemonster", modelName ))
|
|
{
|
|
ent->handRBolt = ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_f1");
|
|
}
|
|
else if ( !Q_stricmp( "rancor", modelName )
|
|
|| !Q_stricmp( "mutant_rancor", modelName ))
|
|
{
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_hand");
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_hand");
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes");
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_mouth");
|
|
}
|
|
else if ( !Q_stricmp( "sand_creature", modelName ))
|
|
{
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*mouth");
|
|
ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*ground");
|
|
}
|
|
else if ( !Q_stricmp( "wampa", modelName ))
|
|
{
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*head_eyes");
|
|
ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "neck_bone" );
|
|
ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_spine");
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "mid_spine");
|
|
ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_spine");
|
|
ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "rear_bone");
|
|
ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_arm_elbow");
|
|
ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_arm_elbow");
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_hand");
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_hand");
|
|
ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_l_knee");
|
|
ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hips_r_knee");
|
|
ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*l_leg_foot");
|
|
ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*r_leg_foot");
|
|
}
|
|
else
|
|
{//TEMP HACK: not a non-humanoid droid
|
|
ent->handRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*weapon");//should be r_hand
|
|
if ( Q_stricmp( "atst", modelName ) )
|
|
{//not an ATST
|
|
ent->headBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*headg");
|
|
ent->cervicalBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cervical" );
|
|
ent->torsoBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lower_lumbar");
|
|
ent->gutBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "upper_lumbar");
|
|
ent->chestBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "thoracic");
|
|
ent->crotchBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "pelvis");
|
|
ent->elbowLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*bicep_lg");
|
|
ent->elbowRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*bicep_rg");
|
|
ent->handLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*hand_l");
|
|
ent->kneeLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*thigh_lg");
|
|
ent->kneeRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*thigh_rg");
|
|
ent->footLBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*foot_lg");
|
|
ent->footRBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "*foot_rg");
|
|
}
|
|
}
|
|
}
|
|
|
|
ent->faceBone = BONE_INDEX_INVALID;
|
|
ent->craniumBone = BONE_INDEX_INVALID;
|
|
ent->cervicalBone = BONE_INDEX_INVALID;
|
|
ent->thoracicBone = BONE_INDEX_INVALID;
|
|
ent->upperLumbarBone = BONE_INDEX_INVALID;
|
|
ent->lowerLumbarBone = BONE_INDEX_INVALID;
|
|
ent->motionBone = BONE_INDEX_INVALID;
|
|
ent->hipsBone = BONE_INDEX_INVALID;
|
|
ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue );
|
|
#ifndef FINAL_BUILD
|
|
if ( g_developer->integer && ent->rootBone == -1 )
|
|
{
|
|
Com_Error(ERR_DROP,"ERROR: model %s has no model_root bone (and hence cannot animate)!!!\n", modelName );
|
|
}
|
|
#endif
|
|
ent->footLBone = BONE_INDEX_INVALID;
|
|
ent->footRBone = BONE_INDEX_INVALID;
|
|
ent->humerusRBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "rhumerus", qtrue );
|
|
|
|
// now add overrides on specific joints so the client can set angle overrides on the legs, torso and head
|
|
if ( ent->client->NPC_class == CLASS_VEHICLE )
|
|
{//do vehicles tags
|
|
//vehicleInfo_t *vehicle = ent->m_pVehicle->m_pVehicleInfo;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_HOWLER )
|
|
{
|
|
}
|
|
else if ( !Q_stricmp( "gonk", modelName ) || !Q_stricmp( "seeker", modelName ) || !Q_stricmp( "remote", modelName ) )
|
|
{//
|
|
}
|
|
else if (!Q_stricmp( "sentry",modelName))
|
|
{
|
|
}
|
|
else if (!Q_stricmpn( "probe", modelName, 5 ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if (!Q_stricmp( "interrogator", modelName ))
|
|
{
|
|
ent->genericBone1 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "left_arm", qtrue );
|
|
if (ent->genericBone1>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone1, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->genericBone2 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "right_arm", qtrue );
|
|
if (ent->genericBone2>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone2, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->genericBone3 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "claw", qtrue );
|
|
if (ent->genericBone3>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone3, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if (!Q_stricmpn( "r2d2", modelName, 4 ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "body", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->genericBone1 = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "f_eye", qtrue );
|
|
if (ent->genericBone1>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->genericBone1, angles, BONE_ANGLES_POSTMULT, NEGATIVE_Y, NEGATIVE_X, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if (!Q_stricmpn( "r5d2", modelName, 4 ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "body", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "atst", modelName ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->footLBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "l_tarsal", qtrue );
|
|
if (ent->footLBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->footLBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL, 0, 0 );
|
|
}
|
|
ent->footRBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "r_tarsal", qtrue );
|
|
if (ent->footRBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->footRBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "mark1", modelName ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->upperLumbarBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "mark2", modelName ))
|
|
{
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "minemonster", modelName ))
|
|
{
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic1", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_RANCOR )
|
|
/*!Q_stricmp( "rancor", modelName ) || !Q_stricmp( "mutant_rancor", modelName ) )*/
|
|
{
|
|
Eorientations oUp, oRt, oFwd;
|
|
//regular bones we need
|
|
ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_spine", qtrue );
|
|
if (ent->lowerLumbarBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "lower_lumbar", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL, 0, 0 );
|
|
}
|
|
ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "mid_spine", qtrue );
|
|
if (ent->upperLumbarBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "upper_lumbar", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL, 0, 0 );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_spine", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "thoracic", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL, 0, 0 );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "sand_creature", modelName ))
|
|
{
|
|
}
|
|
else if ( !Q_stricmp( "wampa", modelName ) )
|
|
{
|
|
//Eorientations oUp, oRt, oFwd;
|
|
//bone needed for turning anims
|
|
/*
|
|
//SIGH... fucks him up BAD
|
|
ent->hipsBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue );
|
|
if (ent->hipsBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "pelvis", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->hipsBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL );
|
|
}
|
|
*/
|
|
/*
|
|
//SIGH... no anim split
|
|
ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_lumbar", qtrue );
|
|
if (ent->lowerLumbarBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "lower_lumbar", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL );
|
|
}
|
|
*/
|
|
/*
|
|
//SIGH... spine wiggles fuck all this shit
|
|
ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_lumbar", qtrue );
|
|
if (ent->upperLumbarBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "upper_lumbar", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "thoracic", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL );
|
|
}
|
|
ent->cervicalBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cervical", qtrue );
|
|
if (ent->cervicalBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "cervical", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->cervicalBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL );
|
|
}
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "cranium", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL );
|
|
}
|
|
*/
|
|
}
|
|
else if ( !Q_stricmp( "rockettrooper", modelName )
|
|
|| !Q_stricmp( "hazardtrooper", modelName )
|
|
|| !Q_stricmp( "saber_droid", modelName )
|
|
|| !Q_stricmp( "assassin_droid", modelName ) )
|
|
{
|
|
Eorientations oUp, oRt, oFwd;
|
|
if ( Q_stricmp( "saber_droid", modelName ) )
|
|
{//saber droid doesn't use these lower bones
|
|
//regular bones we need
|
|
ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_lumbar", qtrue );
|
|
if (ent->upperLumbarBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "upper_lumbar", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL, 0, 0 );
|
|
}
|
|
ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_lumbar", qtrue );
|
|
if (ent->lowerLumbarBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "lower_lumbar", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL, 0, 0 );
|
|
}
|
|
}
|
|
if ( Q_stricmp( "hazardtrooper", modelName ) )
|
|
{//hazard trooper doesn't have these upper bones
|
|
if ( Q_stricmp( "saber_droid", modelName ) )
|
|
{//saber droid doesn't use thoracic bone
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "thoracic", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL, 0, 0 );
|
|
}
|
|
}
|
|
ent->cervicalBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cervical", qtrue );
|
|
if (ent->cervicalBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "cervical", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->cervicalBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL, 0, 0 );
|
|
}
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
G_BoneOrientationsForClass( ent->client->NPC_class, "cranium", &oUp, &oRt, &oFwd );
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, oUp, oRt, oFwd, NULL, 0, 0 );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//special case motion bone - to match up split anims
|
|
ent->motionBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "Motion", qtrue );
|
|
if (ent->motionBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->motionBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, 0 );
|
|
}
|
|
ent->motionBolt = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "Motion");
|
|
//bone needed for turning anims
|
|
ent->hipsBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "pelvis", qtrue );
|
|
if (ent->hipsBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->hipsBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
//regular bones we need
|
|
ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "upper_lumbar", qtrue );
|
|
if (ent->upperLumbarBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "lower_lumbar", qtrue );
|
|
if (ent->lowerLumbarBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
|
|
ent->faceBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "face", qtrue );
|
|
if (ent->faceBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->faceBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue );
|
|
if (ent->craniumBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->craniumBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->cervicalBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cervical", qtrue );
|
|
if (ent->cervicalBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->cervicalBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
ent->thoracicBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "thoracic", qtrue );
|
|
if (ent->thoracicBone>=0)
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->thoracicBone, angles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
|
|
}
|
|
}
|
|
ent->client->clientInfo.infoValid = qtrue;
|
|
|
|
}
|
|
|
|
if ( ent->client->NPC_class == CLASS_SAND_CREATURE )
|
|
{
|
|
ent->s.radius = 256;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_RANCOR )
|
|
{
|
|
if ( (ent->spawnflags&1) )
|
|
{//mutant
|
|
ent->s.radius = 300;
|
|
}
|
|
else
|
|
{
|
|
ent->s.radius = 150;
|
|
}
|
|
}
|
|
else if ( ent->s.radius <= 0 )//radius cannot be negative or zero
|
|
{//set the radius to be the largest axial distance on the entity
|
|
float max;
|
|
max = ent->mins[0];//NOTE: mins is always negative
|
|
if ( max > ent->mins[1] )
|
|
{
|
|
max = ent->mins[1];
|
|
}
|
|
|
|
if ( max > ent->mins[2] )
|
|
{
|
|
max = ent->mins[2];
|
|
}
|
|
|
|
max = fabs(max);//convert to positive to compare with maxs
|
|
if ( max < ent->maxs[0] )
|
|
{
|
|
max = ent->maxs[0];
|
|
}
|
|
|
|
if ( max < ent->maxs[1] )
|
|
{
|
|
max = ent->maxs[1];
|
|
}
|
|
|
|
if ( max < ent->maxs[2] )
|
|
{
|
|
max = ent->maxs[2];
|
|
}
|
|
|
|
ent->s.radius = (int)max;
|
|
|
|
if (!ent->s.radius) // Still no radius?
|
|
{
|
|
ent->s.radius = 60;
|
|
}
|
|
}
|
|
|
|
// set the weaponmodel to -1 so we don't try to remove it in Pmove before we have it built
|
|
ent->weaponModel[0] = -1;
|
|
|
|
if ( ent->playerModel == -1 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void G_SetG2PlayerModel( gentity_t * const ent, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn )
|
|
{
|
|
char skinName[MAX_QPATH];
|
|
|
|
//ok, lets register the skin name, and then pass that name to the config strings so the client can get it too.
|
|
if ( !customSkin )
|
|
{//use the default
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", modelName );
|
|
}
|
|
else
|
|
{
|
|
if (strchr(customSkin, '|'))
|
|
{//three part skin
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/|%s", modelName, customSkin );
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_%s.skin", modelName, customSkin );
|
|
}
|
|
}
|
|
int skin = gi.RE_RegisterSkin( skinName );
|
|
//now generate the ghoul2 model this client should be.
|
|
if ( ent->client->NPC_class == CLASS_VEHICLE )
|
|
{//vehicles actually grab their model from the appropriate vehicle data entry
|
|
|
|
// This will register the model and other assets.
|
|
Vehicle_t *pVeh = ent->m_pVehicle;
|
|
pVeh->m_pVehicleInfo->RegisterAssets( pVeh );
|
|
ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), pVeh->m_pVehicleInfo->modelIndex, G_SkinIndex( skinName ), NULL_HANDLE, 0, 0 );
|
|
}
|
|
else
|
|
{
|
|
//NOTE: it still loads the default skin's tga's because they're referenced in the .glm.
|
|
ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), G_ModelIndex( va("models/players/%s/model.glm", modelName) ), G_SkinIndex( skinName ), NULL_HANDLE, 0, 0 );
|
|
}
|
|
if (ent->playerModel == -1)
|
|
{//try the stormtrooper as a default
|
|
gi.Printf( S_COLOR_RED"G_SetG2PlayerModel: cannot load model %s\n", modelName );
|
|
modelName = "stormtrooper";
|
|
Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_default.skin", modelName );
|
|
skin = gi.RE_RegisterSkin( skinName );
|
|
ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, va("models/players/%s/model.glm", modelName), G_ModelIndex( va("models/players/%s/model.glm", modelName) ), NULL_HANDLE, NULL_HANDLE, 0, 0 );
|
|
}
|
|
if (ent->playerModel == -1)
|
|
{//very bad thing here!
|
|
Com_Error(ERR_DROP, "Cannot fall back to default model %s!", modelName);
|
|
}
|
|
|
|
gi.G2API_SetSkin( &ent->ghoul2[ent->playerModel], G_SkinIndex( skinName ), skin );//this is going to set the surfs on/off matching the skin file
|
|
|
|
// did we find a ghoul2 model? if so, load the animation.cfg file
|
|
if ( !G_SetG2PlayerModelInfo( ent, modelName, customSkin, surfOff, surfOn ) )
|
|
{//couldn't set g2 info, fall back to a mouse md3
|
|
NPC_ParseParms( "mouse", ent );
|
|
Com_Printf( S_COLOR_RED"couldn't load playerModel %s!\n", va("models/players/%s/model.glm", modelName) );
|
|
}
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
void G_RemovePlayerModel( gentity_t *ent )
|
|
{
|
|
if ( ent->playerModel >= 0 && ent->ghoul2.size() )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->playerModel );
|
|
ent->playerModel = -1;
|
|
}
|
|
}
|
|
|
|
void G_RemoveWeaponModels( gentity_t *ent )
|
|
{
|
|
if ( ent->ghoul2.size() )
|
|
{
|
|
if ( ent->weaponModel[0] > 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel[0] );
|
|
ent->weaponModel[0] = -1;
|
|
}
|
|
if ( ent->weaponModel[1] > 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel[1] );
|
|
ent->weaponModel[1] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_AddWeaponModels( gentity_t *ent )
|
|
{
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
if ( ent->weaponModel[0] == -1 )
|
|
{
|
|
if ( ent->client->ps.weapon == WP_SABER )
|
|
{
|
|
WP_SaberAddG2SaberModels( ent );
|
|
}
|
|
else if ( ent->client->ps.weapon != WP_NONE )
|
|
{
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
extern saber_colors_t TranslateSaberColor( const char *name );
|
|
extern void WP_RemoveSaber( gentity_t *ent, int saberNum );
|
|
void G_ChangePlayerModel( gentity_t *ent, const char *newModel );
|
|
void G_SetSabersFromCVars( gentity_t *ent )
|
|
{
|
|
if ( g_saber->string
|
|
&& g_saber->string[0]
|
|
&& Q_stricmp( "none", g_saber->string )
|
|
&& Q_stricmp( "NULL", g_saber->string ) )
|
|
{//FIXME: how to specify second saber?
|
|
WP_SaberParseParms( g_saber->string, &ent->client->ps.saber[0] );
|
|
if ( ent->client->ps.saber[0].stylesLearned )
|
|
{
|
|
ent->client->ps.saberStylesKnown |= ent->client->ps.saber[0].stylesLearned;
|
|
}
|
|
if ( ent->client->ps.saber[0].singleBladeStyle )
|
|
{
|
|
ent->client->ps.saberStylesKnown |= ent->client->ps.saber[0].singleBladeStyle;
|
|
}
|
|
}
|
|
|
|
if ( player
|
|
&& player->client
|
|
&& player->client->sess.mission_objectives[LIGHTSIDE_OBJ].status == 2
|
|
&& g_saberDarkSideSaberColor->integer )
|
|
{//dark side!
|
|
//always use red
|
|
for ( int n = 0; n < MAX_BLADES; n++ )
|
|
{
|
|
ent->client->ps.saber[0].blade[n].color = SABER_RED;
|
|
}
|
|
}
|
|
else if ( g_saber_color->string )
|
|
{//FIXME: how to specify color for each blade and/or color for second saber?
|
|
saber_colors_t color = TranslateSaberColor( g_saber_color->string );
|
|
for ( int n = 0; n < MAX_BLADES; n++ )
|
|
{
|
|
ent->client->ps.saber[0].blade[n].color = color;
|
|
}
|
|
}
|
|
if ( g_saber2->string
|
|
&& g_saber2->string[0]
|
|
&& Q_stricmp( "none", g_saber2->string )
|
|
&& Q_stricmp( "NULL", g_saber2->string ) )
|
|
{
|
|
if ( !(ent->client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )
|
|
{//can't use a second saber if first one is a two-handed saber...?
|
|
WP_SaberParseParms( g_saber2->string, &ent->client->ps.saber[1] );
|
|
if ( ent->client->ps.saber[1].stylesLearned )
|
|
{
|
|
ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].stylesLearned;
|
|
}
|
|
if ( ent->client->ps.saber[1].singleBladeStyle )
|
|
{
|
|
ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].singleBladeStyle;
|
|
}
|
|
if ( (ent->client->ps.saber[1].saberFlags&SFL_TWO_HANDED) )
|
|
{//tsk tsk, can't use a twoHanded saber as second saber
|
|
WP_RemoveSaber( ent, 1 );
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.dualSabers = qtrue;
|
|
if ( player
|
|
&& player->client
|
|
&& player->client->sess.mission_objectives[LIGHTSIDE_OBJ].status == 2
|
|
&& g_saberDarkSideSaberColor->integer )
|
|
{//dark side!
|
|
//always use red
|
|
for ( int n = 0; n < MAX_BLADES; n++ )
|
|
{
|
|
ent->client->ps.saber[1].blade[n].color = SABER_RED;
|
|
}
|
|
}
|
|
else if ( g_saber2_color->string )
|
|
{//FIXME: how to specify color for each blade and/or color for second saber?
|
|
saber_colors_t color = TranslateSaberColor( g_saber2_color->string );
|
|
for ( int n = 0; n < MAX_BLADES; n++ )
|
|
{
|
|
ent->client->ps.saber[1].blade[n].color = color;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_InitPlayerFromCvars( gentity_t *ent )
|
|
{
|
|
//set model based on cvars
|
|
if(Q_stricmp(g_char_skin_head->string, "model_default") == 0 && Q_stricmp(g_char_skin_torso->string, "model_default") == 0 && Q_stricmp(g_char_skin_legs->string, "model_default") == 0)
|
|
G_ChangePlayerModel( ent, va("%s|model_default", g_char_model->string) );
|
|
else
|
|
G_ChangePlayerModel( ent, va("%s|%s|%s|%s", g_char_model->string, g_char_skin_head->string, g_char_skin_torso->string, g_char_skin_legs->string) );
|
|
|
|
//FIXME: parse these 2 from some cvar or require playermodel to be in a *.npc?
|
|
if( ent->NPC_type && gi.bIsFromZone(ent->NPC_type, TAG_G_ALLOC) ) {
|
|
gi.Free(ent->NPC_type);
|
|
}
|
|
|
|
// Bad casting I know, but NPC_type can also come the memory manager,
|
|
// and you can't free a const-pointer later on. This seemed like the
|
|
// better options.
|
|
ent->NPC_type = (char *)"player";//default for now
|
|
if( ent->client->clientInfo.customBasicSoundDir && gi.bIsFromZone(ent->client->clientInfo.customBasicSoundDir, TAG_G_ALLOC) ) {
|
|
gi.Free(ent->client->clientInfo.customBasicSoundDir);
|
|
}
|
|
|
|
char snd[512];
|
|
gi.Cvar_VariableStringBuffer( "snd", snd, sizeof(snd) );
|
|
|
|
ent->client->clientInfo.customBasicSoundDir = G_NewString(snd); //copy current cvar
|
|
|
|
//set the lightsaber
|
|
G_RemoveWeaponModels( ent );
|
|
G_SetSabersFromCVars( ent );
|
|
//set up weapon models, etc.
|
|
G_AddWeaponModels( ent );
|
|
NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART );
|
|
NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART );
|
|
if ( !ent->s.number )
|
|
{//the actual player, not an NPC pretending to be a player
|
|
ClientUserinfoChanged( ent->s.number );
|
|
}
|
|
//color tinting
|
|
//FIXME: the customRGBA shouldn't be set if the shader this guys .skin is using doesn't have the tinting on it
|
|
if ( g_char_color_red->integer
|
|
|| g_char_color_green->integer
|
|
|| g_char_color_blue->integer )
|
|
{
|
|
ent->client->renderInfo.customRGBA[0] = g_char_color_red->integer;
|
|
ent->client->renderInfo.customRGBA[1] = g_char_color_green->integer;
|
|
ent->client->renderInfo.customRGBA[2] = g_char_color_blue->integer;
|
|
ent->client->renderInfo.customRGBA[3] = 255;
|
|
}
|
|
}
|
|
|
|
void G_ChangePlayerModel( gentity_t *ent, const char *newModel )
|
|
{
|
|
if ( !ent || !ent->client || !newModel )
|
|
{
|
|
return;
|
|
}
|
|
|
|
G_RemovePlayerModel( ent );
|
|
if ( Q_stricmp( "player", newModel ) == 0 )
|
|
{
|
|
G_InitPlayerFromCvars( ent );
|
|
return;
|
|
}
|
|
|
|
//attempt to free the string (currently can't since it's always "player" )
|
|
if( ent->NPC_type && gi.bIsFromZone(ent->NPC_type, TAG_G_ALLOC) ) {
|
|
gi.Free(ent->NPC_type);
|
|
}
|
|
ent->NPC_type = G_NewString( newModel );
|
|
G_RemoveWeaponModels( ent );
|
|
|
|
if ( strchr(newModel,'|') )
|
|
{
|
|
char name[MAX_QPATH];
|
|
strcpy(name, newModel);
|
|
char *p = strchr(name, '|');
|
|
*p=0;
|
|
p++;
|
|
|
|
if ( strstr(p, "model_default" ) )
|
|
G_SetG2PlayerModel( ent, name, NULL, NULL, NULL );
|
|
else
|
|
G_SetG2PlayerModel( ent, name, p, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
//FIXME: everything but force powers gets reset, those should, too...
|
|
// currently leaves them as is except where otherwise noted in the NPCs.cfg?
|
|
//FIXME: remove all weapons?
|
|
if ( NPC_ParseParms( ent->NPC_type, ent ) )
|
|
{
|
|
G_AddWeaponModels( ent );
|
|
NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART );
|
|
NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART );
|
|
ClientUserinfoChanged( ent->s.number );
|
|
//Ugh, kind of a hack for now:
|
|
if ( ent->client->NPC_class == CLASS_BOBAFETT
|
|
|| ent->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
{
|
|
//FIXME: remove saber, too?
|
|
Boba_Precache(); // player as boba?
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( S_COLOR_RED"G_ChangePlayerModel: cannot find NPC %s\n", newModel );
|
|
G_ChangePlayerModel( ent, "stormtrooper" ); //need a better fallback?
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_ReloadSaberData( gentity_t *ent )
|
|
{
|
|
//dualSabers should already be set
|
|
if ( ent->client->ps.saber[0].name != NULL )
|
|
{
|
|
WP_SaberParseParms( ent->client->ps.saber[0].name, &ent->client->ps.saber[0], qfalse );
|
|
if ( ent->client->ps.saber[0].stylesLearned )
|
|
{
|
|
ent->client->ps.saberStylesKnown |= ent->client->ps.saber[0].stylesLearned;
|
|
}
|
|
if ( ent->client->ps.saber[0].singleBladeStyle )
|
|
{
|
|
ent->client->ps.saberStylesKnown |= ent->client->ps.saber[0].singleBladeStyle;
|
|
}
|
|
}
|
|
if ( ent->client->ps.saber[1].name != NULL )
|
|
{
|
|
WP_SaberParseParms( ent->client->ps.saber[1].name, &ent->client->ps.saber[1], qfalse );
|
|
if ( ent->client->ps.saber[1].stylesLearned )
|
|
{
|
|
ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].stylesLearned;
|
|
}
|
|
if ( ent->client->ps.saber[1].singleBladeStyle )
|
|
{
|
|
ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].singleBladeStyle;
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean G_PlayerSpawned( void )
|
|
{
|
|
if ( !player
|
|
|| !player->client
|
|
|| player->client->pers.teamState.state != TEAM_ACTIVE
|
|
|| level.time - player->client->pers.enterTime < 100 )
|
|
{//player hasn't spawned yet
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ClientSpawn
|
|
|
|
Called every time a client is placed fresh in the world:
|
|
after the first ClientBegin, and after each respawn
|
|
Initializes all non-persistant parts of playerState
|
|
============
|
|
*/
|
|
|
|
qboolean G_CheckPlayerDarkSide( void )
|
|
{
|
|
if ( player && player->client && player->client->sess.mission_objectives[LIGHTSIDE_OBJ].status == 2 )
|
|
{//dark side player!
|
|
player->client->playerTeam = TEAM_FREE;
|
|
player->client->enemyTeam = TEAM_FREE;
|
|
if ( g_saberDarkSideSaberColor->integer )
|
|
{//dark side!
|
|
//always use red
|
|
for ( int n = 0; n < MAX_BLADES; n++ )
|
|
{
|
|
player->client->ps.saber[0].blade[n].color = player->client->ps.saber[1].blade[n].color = SABER_RED;
|
|
}
|
|
}
|
|
G_SoundIndex( "sound/chars/jedi2/28je2008.wav" );
|
|
G_SoundIndex( "sound/chars/jedi2/28je2009.wav" );
|
|
G_SoundIndex( "sound/chars/jedi2/28je2012.wav" );
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void G_ChangePlayerModel( gentity_t *ent, const char *newModel );
|
|
qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded )
|
|
{
|
|
int index;
|
|
vec3_t spawn_origin, spawn_angles;
|
|
gclient_t *client;
|
|
int i;
|
|
clientPersistant_t saved;
|
|
clientSession_t savedSess;
|
|
clientInfo_t savedCi;
|
|
int persistant[MAX_PERSISTANT];
|
|
usercmd_t ucmd;
|
|
gentity_t *spawnPoint;
|
|
qboolean beamInEffect = qfalse;
|
|
extern qboolean g_qbLoadTransition;
|
|
|
|
index = ent - g_entities;
|
|
client = ent->client;
|
|
|
|
if ( eSavedGameJustLoaded == eFULL && g_qbLoadTransition == qfalse )//qbFromSavedGame)
|
|
{//loading up a full save game
|
|
ent->client->pers.teamState.state = TEAM_ACTIVE;
|
|
|
|
// increment the spawncount so the client will detect the respawn
|
|
client->ps.persistant[PERS_SPAWN_COUNT]++;
|
|
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
|
|
|
|
client->airOutTime = level.time + 12000;
|
|
|
|
for (i=0; i<3; i++)
|
|
{
|
|
ent->client->pers.cmd_angles[i] = 0.0f;
|
|
}
|
|
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles);//spawn_angles );
|
|
|
|
gi.linkentity (ent);
|
|
|
|
// run the presend to set anything else
|
|
ClientEndFrame( ent );
|
|
|
|
// clear entity state values
|
|
PlayerStateToEntityState( &client->ps, &ent->s );
|
|
|
|
// ALL OF MY RAGE... they decided it would be a great idea to treat NPC_type like a player model here,
|
|
// which is all kinds of unbelievable. I will be having a stern talk with James later. --eez
|
|
if( ent->NPC_type &&
|
|
Q_stricmp( ent->NPC_type, "player" ) )
|
|
{
|
|
// FIXME: game doesn't like it when you pass ent->NPC_type into this func. Insert all kinds of noises here --eez
|
|
char bleh[MAX_SPAWN_VARS_CHARS];
|
|
Q_strncpyz(bleh, ent->NPC_type, sizeof(bleh));
|
|
|
|
G_ChangePlayerModel( ent, bleh );
|
|
}
|
|
else
|
|
{
|
|
G_LoadAnimFileSet( ent, ent->NPC_type );
|
|
G_SetSkin( ent );
|
|
}
|
|
|
|
//setup sabers
|
|
G_ReloadSaberData( ent );
|
|
//force power levels should already be set
|
|
}
|
|
else
|
|
{
|
|
// find a spawn point
|
|
// do it before setting health back up, so farthest
|
|
// ranging doesn't count this client
|
|
// don't spawn near existing origin if possible
|
|
spawnPoint = SelectSpawnPoint ( ent->client->ps.origin,
|
|
(team_t) ent->client->ps.persistant[PERS_TEAM], spawn_origin, spawn_angles);
|
|
|
|
ent->client->pers.teamState.state = TEAM_ACTIVE;
|
|
|
|
// clear everything but the persistant data
|
|
saved = client->pers;
|
|
savedSess = client->sess;
|
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ )
|
|
{
|
|
persistant[i] = client->ps.persistant[i];
|
|
}
|
|
//Preserve clientInfo
|
|
memcpy (&savedCi, &client->clientInfo, sizeof(clientInfo_t));
|
|
|
|
memset (client, 0, sizeof(*client));
|
|
|
|
memcpy (&client->clientInfo, &savedCi, sizeof(clientInfo_t));
|
|
|
|
client->pers = saved;
|
|
client->sess = savedSess;
|
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ )
|
|
{
|
|
client->ps.persistant[i] = persistant[i];
|
|
}
|
|
|
|
// increment the spawncount so the client will detect the respawn
|
|
client->ps.persistant[PERS_SPAWN_COUNT]++;
|
|
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
|
|
|
|
client->airOutTime = level.time + 12000;
|
|
|
|
// clear entity values
|
|
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
|
|
ent->s.groundEntityNum = ENTITYNUM_NONE;
|
|
ent->client = &level.clients[index];
|
|
ent->mass = 10;
|
|
ent->takedamage = qtrue;
|
|
ent->inuse = qtrue;
|
|
SetInUse(ent);
|
|
ent->m_iIcarusID = IIcarusInterface::ICARUS_INVALID;
|
|
if ( !ent->NPC_type )
|
|
{
|
|
ent->NPC_type = (char *)"player";
|
|
}
|
|
ent->classname = "player";
|
|
ent->targetname = ent->script_targetname = "player";
|
|
if ( ent->client->NPC_class == CLASS_NONE )
|
|
{
|
|
ent->client->NPC_class = CLASS_PLAYER;
|
|
}
|
|
client->playerTeam = TEAM_PLAYER;
|
|
client->enemyTeam = TEAM_ENEMY;
|
|
ent->contents = CONTENTS_BODY;
|
|
ent->clipmask = MASK_PLAYERSOLID;
|
|
ent->e_DieFunc = dieF_player_die;
|
|
ent->waterlevel = 0;
|
|
ent->watertype = 0;
|
|
client->ps.friction = 6;
|
|
client->ps.gravity = g_gravity->value;
|
|
ent->flags &= ~FL_NO_KNOCKBACK;
|
|
client->renderInfo.lookTarget = ENTITYNUM_NONE;
|
|
client->renderInfo.lookTargetClearTime = 0;
|
|
client->renderInfo.lookMode = LM_ENT;
|
|
|
|
VectorCopy (playerMins, ent->mins);
|
|
VectorCopy (playerMaxs, ent->maxs);
|
|
client->crouchheight = CROUCH_MAXS_2;
|
|
client->standheight = DEFAULT_MAXS_2;
|
|
|
|
client->ps.clientNum = index;
|
|
|
|
// give default weapons
|
|
//these are precached in g_items, ClearRegisteredItems()
|
|
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MELEE );
|
|
//client->ps.inventory[INV_ELECTROBINOCULARS] = 1;
|
|
//ent->client->ps.inventory[INV_BACTA_CANISTER] = 1;
|
|
|
|
// give EITHER the saber or the stun baton..never both
|
|
if ( spawnPoint->spawnflags & 32 ) // STUN_BATON
|
|
{
|
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_STUN_BATON );
|
|
client->ps.weapon = WP_STUN_BATON;
|
|
}
|
|
else
|
|
{ // give the saber because most test maps will not have the STUN BATON flag set
|
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //this is precached in SP_info_player_deathmatch
|
|
client->ps.weapon = WP_SABER;
|
|
}
|
|
// force the base weapon up
|
|
client->ps.weaponstate = WEAPON_READY;
|
|
|
|
for ( i = FIRST_WEAPON; i < MAX_PLAYER_WEAPONS; i++ ) // don't give ammo for explosives
|
|
{
|
|
if ( (client->ps.stats[STAT_WEAPONS]&(1<<i)) )
|
|
{//if starting with this weapon, gimme max ammo for it
|
|
client->ps.ammo[weaponData[i].ammoIndex] = ammoData[weaponData[i].ammoIndex].max;
|
|
}
|
|
}
|
|
|
|
if ( eSavedGameJustLoaded == eNO )
|
|
{
|
|
//FIXME: get player's info from NPCs.cfg
|
|
client->ps.dualSabers = qfalse;
|
|
WP_SaberParseParms( g_saber->string, &client->ps.saber[0] );//get saber info
|
|
|
|
client->ps.saberStylesKnown |= (1<<gi.Cvar_VariableIntegerValue("g_fighting_style"));
|
|
|
|
// if ( client->ps.saber[0].stylesLearned )
|
|
// {
|
|
// client->ps.saberStylesKnown |= client->ps.saber[0].stylesLearned;
|
|
// }
|
|
// if ( ent->client->ps.saber[1].singleSaberStyle )
|
|
// {
|
|
// ent->client->ps.saberStylesKnown |= ent->client->ps.saber[1].singleSaberStyle;
|
|
// }
|
|
WP_InitForcePowers( ent );//Initialize force powers
|
|
}
|
|
else
|
|
{//autoload, will be taken care of below
|
|
}
|
|
//
|
|
|
|
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH];
|
|
ent->client->dismemberProbHead = 0;
|
|
ent->client->dismemberProbArms = 5;
|
|
ent->client->dismemberProbHands = 20;
|
|
ent->client->dismemberProbWaist = 0;
|
|
ent->client->dismemberProbLegs = 0;
|
|
|
|
ent->client->ps.batteryCharge = 2500;
|
|
|
|
VectorCopy( spawn_origin, client->ps.origin );
|
|
VectorCopy( spawn_origin, ent->currentOrigin );
|
|
|
|
// the respawned flag will be cleared after the attack and jump keys come up
|
|
client->ps.pm_flags |= PMF_RESPAWNED;
|
|
|
|
SetClientViewAngle( ent, spawn_angles );
|
|
|
|
G_KillBox( ent );
|
|
gi.linkentity (ent);
|
|
|
|
// don't allow full run speed for a bit
|
|
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
client->ps.pm_time = 100;
|
|
|
|
client->respawnTime = level.time;
|
|
client->latched_buttons = 0;
|
|
|
|
// set default animations
|
|
client->ps.torsoAnim = BOTH_STAND2;
|
|
client->ps.legsAnim = BOTH_STAND2;
|
|
|
|
//clear IK grabbing stuff
|
|
client->ps.heldClient = client->ps.heldByClient = ENTITYNUM_NONE;
|
|
client->ps.saberLockEnemy = ENTITYNUM_NONE; //duh, don't think i'm locking with myself
|
|
|
|
// restore some player data
|
|
//
|
|
Player_RestoreFromPrevLevel(ent, eSavedGameJustLoaded);
|
|
|
|
//FIXME: put this BEFORE the Player_RestoreFromPrevLevel check above?
|
|
if (eSavedGameJustLoaded == eNO)
|
|
{//fresh start
|
|
if (!(spawnPoint->spawnflags&1)) // not KEEP_PREV
|
|
{//then restore health and armor
|
|
ent->health = client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH];
|
|
ent->client->ps.forcePower = ent->client->ps.forcePowerMax;
|
|
}
|
|
G_InitPlayerFromCvars( ent );
|
|
}
|
|
else
|
|
{//autoload
|
|
if( ent->NPC_type &&
|
|
Q_stricmp( ent->NPC_type, "player" ) )
|
|
{
|
|
// FIXME: game doesn't like it when you pass ent->NPC_type into this func. Insert all kinds of noises here --eez
|
|
char bleh[MAX_SPAWN_VARS_CHARS];
|
|
Q_strncpyz(bleh, ent->NPC_type, sizeof(bleh));
|
|
|
|
G_ChangePlayerModel( ent, bleh );
|
|
}
|
|
else
|
|
{
|
|
G_LoadAnimFileSet( ent, ent->NPC_type );
|
|
G_SetSkin( ent );
|
|
}
|
|
G_ReloadSaberData( ent );
|
|
//force power levels should already be set
|
|
}
|
|
|
|
//NEVER start a map with either of your sabers or blades on...
|
|
ent->client->ps.SaberDeactivate();
|
|
// run a client frame to drop exactly to the floor,
|
|
// initialize animations and other things
|
|
client->ps.commandTime = level.time - 100;
|
|
ucmd = client->pers.lastCommand;
|
|
ucmd.serverTime = level.time;
|
|
VectorCopyM( client->pers.cmd_angles, ucmd.angles );
|
|
ucmd.weapon = client->ps.weapon; // client think calls Pmove which sets the client->ps.weapon to ucmd.weapon, so ...
|
|
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
|
|
ClientThink( ent-g_entities, &ucmd );
|
|
|
|
// run the presend to set anything else
|
|
ClientEndFrame( ent );
|
|
|
|
// clear entity state values
|
|
PlayerStateToEntityState( &client->ps, &ent->s );
|
|
|
|
//ICARUS include
|
|
Quake3Game()->FreeEntity( ent );
|
|
Quake3Game()->InitEntity( ent );
|
|
|
|
// Make sure no Sequencer exists then Get a new one.
|
|
IIcarusInterface::GetIcarus()->DeleteIcarusID( ent->m_iIcarusID );
|
|
ent->m_iIcarusID = IIcarusInterface::GetIcarus()->GetIcarusID( ent->s.number );
|
|
|
|
if ( spawnPoint->spawnflags & 64 ) //NOWEAPON
|
|
{//player starts with absolutely no weapons
|
|
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MELEE );
|
|
ent->client->ps.ammo[weaponData[WP_NONE].ammoIndex] = 32000;
|
|
ent->client->ps.weapon = WP_NONE;
|
|
ent->client->ps.weaponstate = WEAPON_READY;
|
|
ent->client->ps.dualSabers = qfalse;
|
|
}
|
|
|
|
if ( ent->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_SABER ) )
|
|
{//set up so has lightsaber
|
|
WP_SaberInitBladeData( ent );
|
|
if ( (ent->weaponModel[0] <= 0 || (ent->weaponModel[1]<=0&&ent->client->ps.dualSabers)) //one or both of the saber models is not initialized
|
|
&& ent->client->ps.weapon == WP_SABER )//current weapon is saber
|
|
{//add the proper models
|
|
WP_SaberAddG2SaberModels( ent );
|
|
}
|
|
}
|
|
if ( ent->weaponModel[0] == -1 && ent->client->ps.weapon != WP_NONE )
|
|
{
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
|
|
}
|
|
|
|
{
|
|
// fire the targets of the spawn point
|
|
G_UseTargets( spawnPoint, ent );
|
|
//Designers needed them to fire off target2's as well... this is kind of messy
|
|
G_UseTargets2( spawnPoint, ent, spawnPoint->target2 );
|
|
|
|
/*
|
|
// select the highest weapon number available, after any
|
|
// spawn given items have fired
|
|
client->ps.weapon = 1;
|
|
for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
|
|
if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
|
|
client->ps.weapon = i;
|
|
break;
|
|
}
|
|
}*/
|
|
}
|
|
}
|
|
|
|
client->pers.enterTime = level.time;//needed mainly to stop the weapon switch to WP_NONE that happens on loads
|
|
ent->max_health = client->ps.stats[STAT_MAX_HEALTH];
|
|
|
|
if ( eSavedGameJustLoaded == eNO )
|
|
{//on map transitions, Ghoul2 frame gets reset to zero, restart our anim
|
|
NPC_SetAnim( ent, SETANIM_LEGS, ent->client->ps.legsAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART );
|
|
NPC_SetAnim( ent, SETANIM_TORSO, ent->client->ps.torsoAnim, SETANIM_FLAG_NORMAL|SETANIM_FLAG_RESTART );
|
|
}
|
|
|
|
if ( ent->s.number == 0 )
|
|
{//player
|
|
G_CheckPlayerDarkSide();
|
|
}
|
|
|
|
if ( (ent->client->ps.stats[STAT_WEAPONS]&(1<<WP_SABER))
|
|
&& !ent->client->ps.saberStylesKnown )
|
|
{//um, if you have a saber, you need at least 1 style to use it with...
|
|
ent->client->ps.saberStylesKnown |= (1<<SS_MEDIUM);
|
|
}
|
|
|
|
return beamInEffect;
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientDisconnect
|
|
|
|
Called when a player drops from the server.
|
|
Will not be called between levels.
|
|
============
|
|
*/
|
|
void ClientDisconnect( int clientNum ) {
|
|
gentity_t *ent;
|
|
|
|
ent = g_entities + clientNum;
|
|
if ( !ent->client ) {
|
|
return;
|
|
}
|
|
|
|
// send effect if they were completely connected
|
|
/* if ( ent->client->pers.connected == CON_CONNECTED ) {
|
|
// They don't get to take powerups with them!
|
|
// Especially important for stuff like CTF flags
|
|
TossClientItems ( ent );
|
|
}
|
|
*/
|
|
gi.unlinkentity (ent);
|
|
ent->s.modelindex = 0;
|
|
ent->inuse = qfalse;
|
|
ClearInUse(ent);
|
|
ent->classname = "disconnected";
|
|
ent->client->pers.connected = CON_DISCONNECTED;
|
|
ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
|
|
|
|
gi.SetConfigstring( CS_PLAYERS + clientNum, "");
|
|
|
|
IIcarusInterface::GetIcarus()->DeleteIcarusID(ent->m_iIcarusID);
|
|
|
|
}
|
|
|
|
|
|
|