2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_main.c -- initialization and primary entry point for cgame
//TiM : 22/12/2005 - Commented out any assets that we no longer use.
//TiM : 24/12/2005 - Added a ranks parsing function.
# include "cg_local.h"
# include "cg_text.h"
void CG_Init ( int serverMessageNum , int serverCommandSequence ) ;
void CG_Shutdown ( void ) ;
void CG_LoadIngameText ( void ) ;
void CG_LoadObjectivesForMap ( void ) ;
void BG_LoadItemNames ( void ) ;
qboolean CG_LoadUsablesStrings ( void ) ;
//TiM - Placed the func @ the bottom of the page for easier access
//extern static qboolean CG_LoadRanks( void );
extern void FX_InitSinTable ( void ) ;
//extern lensReflec_s lensReflec[10];
int cg_liftEnts [ MAX_CLIENTS ] ;
int cg_numAnims ;
int cg_numSndAnims ;
animsSndList_t cg_animsSndList [ MAX_CLIENTS ] ;
animsList_t cg_animsList [ MAX_CLIENTS ] ;
/*
= = = = = = = = = = = = = = = =
vmMain
This is the only way control passes into the module .
This must be the very first function compiled into the . q3vm file
= = = = = = = = = = = = = = = =
*/
int vmMain ( int command , int arg0 , int arg1 , int arg2 , int arg3 , int arg4 , int arg5 , int arg6 ) {
switch ( command ) {
case CG_INIT :
CG_Init ( arg0 , arg1 ) ;
return 0 ;
case CG_SHUTDOWN :
CG_Shutdown ( ) ;
return 0 ;
case CG_CONSOLE_COMMAND :
return CG_ConsoleCommand ( ) ;
case CG_DRAW_ACTIVE_FRAME :
CG_DrawActiveFrame ( arg0 , arg1 , arg2 ) ;
return 0 ;
case CG_CROSSHAIR_PLAYER :
return CG_CrosshairPlayer ( ) ;
case CG_LAST_ATTACKER :
return CG_LastAttacker ( ) ;
default :
CG_Error ( " vmMain: unknown command %i " , command ) ;
break ;
}
return - 1 ;
}
cg_t cg ;
cgs_t cgs ;
centity_t cg_entities [ MAX_GENTITIES ] ;
weaponInfo_t cg_weapons [ MAX_WEAPONS ] ;
itemInfo_t cg_items [ MAX_ITEMS ] ;
vmCvar_t cg_centertime ;
vmCvar_t cg_runpitch ;
vmCvar_t cg_runroll ;
vmCvar_t cg_bobup ;
vmCvar_t cg_bobpitch ;
vmCvar_t cg_bobroll ;
vmCvar_t cg_swingSpeed ;
vmCvar_t cg_shadows ;
vmCvar_t cg_gibs ;
vmCvar_t cg_drawTimer ;
vmCvar_t cg_drawFPS ;
vmCvar_t cg_drawSnapshot ;
vmCvar_t cg_draw3dIcons ;
vmCvar_t cg_drawIcons ;
vmCvar_t cg_drawAmmoWarning ;
vmCvar_t cg_drawCrosshair ;
vmCvar_t cg_drawCrosshairNames ;
vmCvar_t cg_dynamicCrosshairNames ;
vmCvar_t cg_drawRewards ;
vmCvar_t cg_crosshairSize ;
vmCvar_t cg_crosshairX ;
vmCvar_t cg_crosshairY ;
vmCvar_t cg_crosshairHealth ;
vmCvar_t cg_draw2D ;
vmCvar_t cg_drawStatus ;
vmCvar_t cg_animSpeed ;
vmCvar_t cg_debugAnim ;
vmCvar_t cg_debugPosition ;
vmCvar_t cg_debugEvents ;
vmCvar_t cg_errorDecay ;
vmCvar_t cg_nopredict ;
vmCvar_t cg_noPlayerAnims ;
vmCvar_t cg_showmiss ;
vmCvar_t cg_footsteps ;
vmCvar_t cg_addMarks ;
vmCvar_t cg_viewsize ;
vmCvar_t cg_drawGun ;
vmCvar_t cg_gun_frame ;
vmCvar_t cg_gun_x ;
vmCvar_t cg_gun_y ;
vmCvar_t cg_gun_z ;
vmCvar_t cg_autoswitch ;
vmCvar_t cg_ignore ;
vmCvar_t cg_simpleItems ;
vmCvar_t cg_fov ;
vmCvar_t cg_zoomFov ;
vmCvar_t cg_thirdPerson ;
vmCvar_t cg_thirdPersonRange ;
vmCvar_t cg_thirdPersonAngle ;
//RPG-X: TiM - Cool JKA CVARs
vmCvar_t cg_thirdPersonVertOffset ;
vmCvar_t cg_thirdPersonHorzOffset ;
vmCvar_t cg_thirdPersonAlpha ;
vmCvar_t cg_thirdPersonCameraDamp ;
vmCvar_t cg_thirdPersonTargetDamp ;
vmCvar_t cg_thirdPersonPitchOffset ;
vmCvar_t cg_stereoSeparation ;
vmCvar_t cg_lagometer ;
vmCvar_t cg_drawAttacker ;
vmCvar_t cg_synchronousClients ;
vmCvar_t cg_teamChatTime ;
vmCvar_t cg_teamChatHeight ;
vmCvar_t cg_stats ;
vmCvar_t cg_reportDamage ;
vmCvar_t cg_buildScript ;
vmCvar_t cg_forceModel ;
vmCvar_t cg_paused ;
vmCvar_t cg_blood ;
vmCvar_t cg_predictItems ;
vmCvar_t cg_deferPlayers ;
vmCvar_t cg_drawTeamOverlay ;
vmCvar_t cg_teamOverlayUserinfo ;
vmCvar_t ui_playerClass ;
vmCvar_t ui_playerRank ;
vmCvar_t cg_disablekillmsgs ;
vmCvar_t cg_drawradar ;
vmCvar_t rpg_ctribgrenade ; //RPG-X: - RedTechie i think J2J added this to control invisible tripmines on clients end - TOFIX:THIS ALSO COULD BE HACKED!
vmCvar_t cg_dynamicCrosshair ; //RPG-X | Phenix | 09/06/2005
vmCvar_t doomHead ; //RPG-X | Phenix | 09/06/2005
vmCvar_t cg_dynamiclensflares ;
vmCvar_t cg_noTalkingHeads ;
vmCvar_t cg_noDynamicRanks ;
vmCvar_t noAdminChat ; //TiM
//RPG-X: TiM - Player Model Parameters
vmCvar_t pms_age ;
vmCvar_t pms_height ;
vmCvar_t pms_weight ;
vmCvar_t pms_race ;
vmCvar_t cg_defaultChar ;
//RPG-X: TiM - Emote system model offset
vmCvar_t emote_Offset ;
vmCvar_t cg_thirdPersonZoomRate ;
vmCvar_t cg_noFrowningHeads ;
vmCvar_t cg_noBlinkingHeads ;
//RPG-X: TiM - First Person Body
vmCvar_t cg_firstPersonBody ;
vmCvar_t cg_defaultModel ;
vmCvar_t cg_showEntityNums ;
//TiM - SecurityCode
vmCvar_t sv_securityHash ;
vmCvar_t sv_securityCode ;
//TiM - widescreen
vmCvar_t cg_handleWidescreen ;
vmCvar_t ui_handleWidescreen ;
//vmCvar_t cg_chatBGColor;
vmCvar_t cg_chatColor ;
//RPG-X | GSIO01 | 11/05/2009
vmCvar_t rpg_forceFieldSet ;
// grp cvars
vmCvar_t grp_berp ;
//RPG-X | Phenix | 05/02/2006
//Ban System (and it's backup cvars)
//vmCvar_t cg_playerID;
//vmCvar_t s_mhz; //Part A + 562
//vmCvar_t cg_fow; //Part B + 333
//vmCvar_t cl_avgPacket; //Part C + 99
//vmCvar_t cg_rewardsSize;//Part D + 120
typedef struct {
vmCvar_t * vmCvar ;
char * cvarName ;
char * defaultString ;
int cvarFlags ;
} cvarTable_t ;
static cvarTable_t cvarTable [ ] = {
{ & cg_ignore , " cg_ignore " , " 0 " , 0 } , // used for debugging
//{ &s_mhz, "s_mhz", "0", CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART }, //RPG-X | Phenix | 05/02/2006
{ & cg_autoswitch , " cg_autoswitch " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawGun , " cg_drawGun " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_zoomFov , " cg_zoomfov " , " 22.5 " , CVAR_ARCHIVE } ,
{ & cg_fov , " cg_fov " , " 80 " , CVAR_ARCHIVE } ,
//{ &cg_fow, "cg_fow", "0", CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART }, //RPG-X | Phenix | 05/02/2006
{ & cg_viewsize , " cg_viewsize " , " 100 " , CVAR_ARCHIVE } ,
{ & cg_stereoSeparation , " cg_stereoSeparation " , " 0.4 " , CVAR_ARCHIVE } ,
//{ &s_mhz, "s_mhz", "0", CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART }, //RPG-X | Phenix | 05/02/2006
{ & cg_shadows , " cg_shadows " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_gibs , " cg_gibs " , " 0 " , CVAR_ARCHIVE } , //no gibs in trek
{ & cg_draw2D , " cg_draw2D " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawStatus , " cg_drawStatus " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawTimer , " cg_drawTimer " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_drawFPS , " cg_drawFPS " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_drawSnapshot , " cg_drawSnapshot " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_draw3dIcons , " cg_draw3dIcons " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawIcons , " cg_drawIcons " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawAmmoWarning , " cg_drawAmmoWarning " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawAttacker , " cg_drawAttacker " , " 0 " , CVAR_ARCHIVE } , //RPG-X TiM
{ & cg_drawCrosshair , " cg_drawCrosshair " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawCrosshairNames , " cg_drawCrosshairNames " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawRewards , " cg_drawRewards " , " 1 " , CVAR_ARCHIVE } ,
//{ &cg_rewardsSize, "cg_rewardsSize", "0", CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART }, //RPG-X | Phenix | 05/02/2006
{ & cg_crosshairSize , " cg_crosshairSize " , " 24 " , CVAR_ARCHIVE } ,
{ & cg_crosshairHealth , " cg_crosshairHealth " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_crosshairX , " cg_crosshairX " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_crosshairY , " cg_crosshairY " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_simpleItems , " cg_simpleItems " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_addMarks , " cg_marks " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_lagometer , " cg_lagometer " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_gun_x , " cg_gunX " , " 0 " , CVAR_CHEAT } ,
{ & cg_gun_y , " cg_gunY " , " 0 " , CVAR_CHEAT } ,
{ & cg_gun_z , " cg_gunZ " , " 0 " , CVAR_CHEAT } ,
{ & cg_centertime , " cg_centertime " , " 3 " , CVAR_CHEAT } ,
{ & cg_runpitch , " cg_runpitch " , " 0.002 " , CVAR_ARCHIVE } ,
{ & cg_runroll , " cg_runroll " , " 0.005 " , CVAR_ARCHIVE } ,
{ & cg_bobup , " cg_bobup " , " 0.005 " , CVAR_ARCHIVE } ,
{ & cg_bobpitch , " cg_bobpitch " , " 0.002 " , CVAR_ARCHIVE } ,
{ & cg_bobroll , " cg_bobroll " , " 0.002 " , CVAR_ARCHIVE } ,
{ & cg_swingSpeed , " cg_swingSpeed " , " 0.2 " , CVAR_CHEAT } , //0.3 //TiM - slowed for better realism
{ & cg_animSpeed , " cg_animspeed " , " 1 " , CVAR_CHEAT } ,
{ & cg_debugAnim , " cg_debuganim " , " 0 " , CVAR_CHEAT } ,
{ & cg_debugPosition , " cg_debugposition " , " 0 " , CVAR_CHEAT } ,
{ & cg_debugEvents , " cg_debugevents " , " 0 " , CVAR_CHEAT } ,
{ & cg_errorDecay , " cg_errordecay " , " 100 " , 0 } ,
{ & cg_nopredict , " cg_nopredict " , " 0 " , 0 } ,
{ & cg_noPlayerAnims , " cg_noplayeranims " , " 0 " , CVAR_CHEAT } ,
{ & cg_showmiss , " cg_showmiss " , " 0 " , 0 } ,
{ & cg_footsteps , " cg_footsteps " , " 1 " , CVAR_CHEAT } ,
{ & cg_thirdPersonRange , " cg_thirdPersonRange " , " 80 " , CVAR_ARCHIVE } ,
{ & cg_thirdPersonAngle , " cg_thirdPersonAngle " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_thirdPerson , " cg_thirdPerson " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_thirdPersonVertOffset , " cg_thirdPersonVertOffset " , " 16 " , CVAR_ARCHIVE } , //RPG-X: TiM
{ & cg_thirdPersonHorzOffset , " cg_thirdPersonHorzOffset " , " 0 " , CVAR_ARCHIVE } , //RPG-X: TiM
{ & cg_thirdPersonAlpha , " cg_thirdPersonAlpha " , " 1.0 " , CVAR_ARCHIVE } , //RPG-X: TiM
{ & cg_thirdPersonCameraDamp , " cg_thirdPersonCameraDamp " , " 0.3 " , CVAR_ARCHIVE } , //RPG-X: TiM
{ & cg_thirdPersonTargetDamp , " cg_thirdPersonTargetDamp " , " 0.5 " , CVAR_ARCHIVE } , //RPG-X: TiM
{ & cg_thirdPersonPitchOffset , " cg_thirdPersonPitchOffset " , " 0.0 " , CVAR_ARCHIVE } , //RPG-X: TiM
{ & cg_firstPersonBody , " cg_firstPersonBody " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_teamChatTime , " cg_teamChatTime " , " 3000 " , CVAR_ARCHIVE } ,
{ & cg_teamChatHeight , " cg_teamChatHeight " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_forceModel , " cg_forceModel " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_predictItems , " cg_predictItems " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_deferPlayers , " cg_deferPlayers " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_drawTeamOverlay , " cg_drawTeamOverlay " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_teamOverlayUserinfo , " teamoverlay " , " 0 " , CVAR_ROM | CVAR_USERINFO } ,
{ & cg_stats , " cg_stats " , " 0 " , 0 } ,
{ & cg_reportDamage , " cg_reportDamage " , " 0 " , 0 } ,
{ & rpg_ctribgrenade , " rpg_ctribgrenade " , " 0 " , CVAR_ARCHIVE } , //RPG-X: - RedTechie i think J2J added this to control invisible tripmines on clients end - TOFIX:THIS ALSO COULD BE HACKED!
{ & pms_age , " age " , " Unknown " , CVAR_ARCHIVE | CVAR_USERINFO } ,
{ & pms_height , " height " , " 1.0 " , CVAR_ARCHIVE | CVAR_USERINFO } ,
{ & pms_weight , " weight " , " 1.0 " , CVAR_ARCHIVE | CVAR_USERINFO } ,
{ & pms_race , " race " , " Unknown " , CVAR_ARCHIVE | CVAR_USERINFO } ,
{ & emote_Offset , " modelOffset " , " 0 " , CVAR_ARCHIVE | CVAR_USERINFO } ,
{ & cg_defaultChar , " cg_defaultChar " , DEFAULT_CHAR , CVAR_ARCHIVE } ,
// the following variables are created in other parts of the system,
// but we also reference them here
{ & cg_buildScript , " com_buildScript " , " 0 " , 0 } , // force loading of all possible data amd error on failures
{ & cg_paused , " cl_paused " , " 0 " , CVAR_ROM } ,
{ & cg_blood , " com_blood " , " 0 " , CVAR_ARCHIVE } , //no blood in trek
//{ &cl_avgPacket, "cl_avgPacket", "0", CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART }, //RPG-X | Phenix | 05/02/2006
{ & cg_synchronousClients , " g_synchronousClients " , " 0 " , 0 } , // communicated by systeminfo
{ & ui_playerClass , " ui_playerClass " , " noclass " , CVAR_ARCHIVE /*| CVAR_ROM | CVAR_USERINFO*/ } ,
//{ &ui_playerclass, "ui_playerclass", "0", 0 }, // player class
{ & ui_playerRank , " ui_playerRank " , " crewman " , CVAR_ARCHIVE /*| CVAR_ROM | CVAR_USERINFO*/ } ,
{ & cg_disablekillmsgs , " cg_disablekillmsgs " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_drawradar , " cg_drawradar " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_dynamicCrosshair , " cg_dynamicCrosshair " , " 1 " , CVAR_ARCHIVE } , //RPG-X | Phenix | 09/06/2005
{ & doomHead , " doomHead " , " 0 " , CVAR_ARCHIVE } , //RPG-X | Phenix | 09/06/2005
{ & cg_dynamiclensflares , " cg_dynamicLensFlares " , " 1 " , CVAR_ARCHIVE } , //RPG-X | TiM | 29/6/2005
{ & cg_dynamicCrosshairNames , " cg_dynamicCrosshairNames " , " 1 " , CVAR_ARCHIVE } ,
{ & noAdminChat , " noAdminChat " , " 0 " , CVAR_ARCHIVE | CVAR_USERINFO } ,
//RPG-X Memory optimization CVARs
{ & cg_noTalkingHeads , " cg_noTalkingHeads " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_noDynamicRanks , " cg_noDynamicRanks " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_noFrowningHeads , " cg_noFrowningHeads " , " 1 " , CVAR_ARCHIVE } , //On by default since this isn't REALLY needed... :P
{ & cg_noBlinkingHeads , " cg_noBlinkingHeads " , " 0 " , CVAR_ARCHIVE } ,
{ & cg_thirdPersonZoomRate , " cg_thirdPersonZoomRate " , " 25 " , CVAR_ARCHIVE } ,
{ & cg_showEntityNums , " cg_showEntityNums " , " 1 " , CVAR_ARCHIVE } ,
//TiM - security cvars
{ & sv_securityHash , " sv_securityHash " , " 4294967295 " , CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART } ,
{ & sv_securityCode , " sv_securityCode " , " 4294967295 " , CVAR_ARCHIVE | CVAR_USERINFO | CVAR_ROM | CVAR_NORESTART } ,
{ & cg_handleWidescreen , " cg_handleWidescreen " , " 1 " , CVAR_ARCHIVE } ,
{ & ui_handleWidescreen , " ui_handleWidescreen " , " 1 " , CVAR_ARCHIVE } ,
{ & cg_chatColor , " cg_chatColor " , " " , CVAR_ARCHIVE } ,
//RPG-X | GSIO01 | 11/05/2009
{ & rpg_forceFieldSet , " rpg_forceFieldSet " , " 1 " , CVAR_ARCHIVE | CVAR_LATCH } ,
//{ &cg_chatBGColor, "cg_chatBGColor", "", CVAR_ARCHIVE }
//{ &cg_defaultModel, "cg_defaultModel", DEFAULT_PLAYER, CVAR_ARCHIVE },
//{ &cg_playerID, "cg_playerID", "0", CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART }
// grp cvars
{ & grp_berp , " grp_berp " , " 0 " , CVAR_ARCHIVE | CVAR_LATCH }
} ;
static int cvarTableSize = sizeof ( cvarTable ) / sizeof ( cvarTable [ 0 ] ) ;
/*
= = = = = = = = = = = = = = = = =
CG_RegisterCvars
= = = = = = = = = = = = = = = = =
*/
void CG_RegisterCvars ( void ) {
int i ;
cvarTable_t * cv ;
char var [ MAX_TOKEN_CHARS ] ;
for ( i = 0 , cv = cvarTable ; i < cvarTableSize ; i + + , cv + + ) {
trap_Cvar_Register ( cv - > vmCvar , cv - > cvarName ,
cv - > defaultString , cv - > cvarFlags ) ;
}
// see if we are also running the server on this machine
trap_Cvar_VariableStringBuffer ( " sv_running " , var , sizeof ( var ) ) ;
cgs . localServer = atoi ( var ) ;
}
/*
= = = = = = = = = = = = = = = = =
CG_UpdateCvars
= = = = = = = = = = = = = = = = =
*/
void CG_UpdateCvars ( void ) {
int i ;
cvarTable_t * cv ;
for ( i = 0 , cv = cvarTable ; i < cvarTableSize ; i + + , cv + + )
{
trap_Cvar_Update ( cv - > vmCvar ) ;
}
// check for modications here
// If team overlay is on, ask for updates from the server. If its off,
// let the server know so we don't receive it
if ( drawTeamOverlayModificationCount ! = cg_drawTeamOverlay . modificationCount ) {
drawTeamOverlayModificationCount = cg_drawTeamOverlay . modificationCount ;
if ( cg_drawTeamOverlay . integer > 0 ) {
trap_Cvar_Set ( " teamoverlay " , " 1 " ) ;
} else {
trap_Cvar_Set ( " teamoverlay " , " 0 " ) ;
}
}
}
int CG_CrosshairPlayer ( void ) {
if ( cg . time > ( cg . crosshairClientTime + 1000 ) ) {
return - 1 ;
}
return cg . crosshairClientNum ;
}
int CG_LastAttacker ( void ) {
if ( ! cg . attackerTime ) {
return - 1 ;
}
return cg . snap - > ps . persistant [ PERS_ATTACKER ] ;
}
void QDECL CG_Printf ( const char * msg , . . . ) {
va_list argptr ;
char text [ 1024 ] ;
char * msgPtr ;
va_start ( argptr , msg ) ;
vsprintf ( text , msg , argptr ) ;
va_end ( argptr ) ;
if ( cg_chatColor . integer > 0 & & cg_chatColor . integer < 8 )
{
msgPtr = text ;
while ( msgPtr & & * msgPtr ! = ' \0 ' )
{
if ( * msgPtr = = ' ^ ' )
{
msgPtr + + ;
* msgPtr = 48 + cg_chatColor . integer ;
}
msgPtr + + ;
}
}
//CVAR background
/*if ( cg_chatBGColor.string[0] )
{
char * bgColor ;
char * rimColor ;
int rgb [ 3 ] ;
int i ;
Q_strlwr ( cg_chatBGColor . string ) ;
bgColor = cg_chatBGColor . string ;
if ( * bgColor = = ' # ' )
{
bgColor [ 7 ] = ' \0 ' ;
bgColor + + ;
for ( i = 0 ; i < 3 ; i + + )
{
if ( * bgColor > = ' a ' & & * bgColor < = ' f ' )
rgb [ i ] = 16 * ( 10 + ( int ) ( * bgColor - ' a ' ) ) ;
else
rgb [ i ] = 16 * atoi ( bgColor [ 0 ] ) ;
bgColor + + ;
if ( * bgColor > = ' a ' & & * bgColor < = ' f ' )
rgb [ i ] + = ( 10 + ( int ) ( * bgColor - ' a ' ) ) ;
else
rgb [ i ] + = atoi ( bgColor [ 0 ] ) ;
}
}
} */
trap_Print ( text ) ;
}
void QDECL CG_Error ( const char * msg , . . . ) {
va_list argptr ;
char text [ 1024 ] ;
va_start ( argptr , msg ) ;
vsprintf ( text , msg , argptr ) ;
va_end ( argptr ) ;
trap_Error ( text ) ;
}
# ifndef CGAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link (FIXME)
void QDECL Com_Error ( int level , const char * error , . . . ) {
va_list argptr ;
char text [ 1024 ] ;
va_start ( argptr , error ) ;
vsprintf ( text , error , argptr ) ;
va_end ( argptr ) ;
CG_Error ( " %s " , text ) ;
}
void QDECL Com_Printf ( const char * msg , . . . ) {
va_list argptr ;
char text [ 1024 ] ;
va_start ( argptr , msg ) ;
vsprintf ( text , msg , argptr ) ;
va_end ( argptr ) ;
CG_Printf ( " %s " , text ) ;
}
# endif
/*
= = = = = = = = = = = = = = = =
CG_Argv
= = = = = = = = = = = = = = = =
*/
const char * CG_Argv ( int arg ) {
static char buffer [ MAX_STRING_CHARS ] ;
trap_Argv ( arg , buffer , sizeof ( buffer ) ) ;
return buffer ;
}
//========================================================================
/*
= = = = = = = = = = = = = = = = =
CG_RegisterItemSounds
The server says this item is used on this level
= = = = = = = = = = = = = = = = =
*/
static void CG_RegisterItemSounds ( int itemNum ) {
gitem_t * item ;
char data [ MAX_QPATH ] ;
char * s , * start ;
int len ;
item = & bg_itemlist [ itemNum ] ;
if ( item - > pickup_sound )
{
trap_S_RegisterSound ( item - > pickup_sound ) ;
}
// parse the space seperated precache string for other media
s = item - > sounds ;
if ( ! s | | ! s [ 0 ] )
return ;
while ( * s ) {
start = s ;
while ( * s & & * s ! = ' ' ) {
s + + ;
}
len = s - start ;
if ( len > = MAX_QPATH | | len < 5 ) {
CG_Error ( " PrecacheItem: %s has bad precache string " ,
item - > classname ) ;
return ;
}
memcpy ( data , start , len ) ;
data [ len ] = 0 ;
if ( * s ) {
s + + ;
}
if ( ! strcmp ( data + len - 3 , " wav " ) ) {
trap_S_RegisterSound ( data ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
CG_RegisterSounds
called during a precache command
= = = = = = = = = = = = = = = = =
*/
static void CG_RegisterSounds ( void )
{
int i ;
char items [ MAX_ITEMS + 1 ] ;
char name [ MAX_QPATH ] ;
const char * soundName ;
cg . loadLCARSStage = 1 ; // Loading bar stage 1
CG_LoadingString ( " sounds " ) ;
//TiM
/*if ( cgs.timelimit || cg_buildScript.integer ) { // should we always load this?
cgs . media . oneMinuteSound = trap_S_RegisterSound ( " sound/voice/computer/misc/1_minute.wav " ) ;
cgs . media . fiveMinuteSound = trap_S_RegisterSound ( " sound/voice/computer/misc/5_minute.wav " ) ;
cgs . media . suddenDeathSound = trap_S_RegisterSound ( " sound/voice/computer/misc/sudden_death.wav " ) ;
} */
//TiM
/*if ( cgs.fraglimit || cg_buildScript.integer ) {
cgs . media . oneFragSound = trap_S_RegisterSound ( " sound/voice/computer/misc/1_frag.wav " ) ;
cgs . media . twoFragSound = trap_S_RegisterSound ( " sound/voice/computer/misc/2_frags.wav " ) ;
cgs . media . threeFragSound = trap_S_RegisterSound ( " sound/voice/computer/misc/3_frags.wav " ) ;
} */
// if ( cgs.gametype == GT_TOURNAMENT || cg_buildScript.integer ) {
// We always need this since a warmup can be enabled in any game mode
//TiM /*cgs.media.count3Sound = trap_S_RegisterSound( "sound/voice/computer/misc/three.wav" );
cgs . media . count2Sound = trap_S_RegisterSound ( " sound/voice/computer/misc/two.wav " ) ;
cgs . media . count1Sound = trap_S_RegisterSound ( " sound/voice/computer/misc/one.wav " ) ;
cgs . media . countFightSound = trap_S_RegisterSound ( " sound/voice/computer/misc/fight.wav " ) ;
cgs . media . countPrepareSound = trap_S_RegisterSound ( " sound/voice/computer/misc/prepare.wav " ) ;
// }
//TiM
/* if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
cgs . media . redLeadsSound = trap_S_RegisterSound ( " sound/voice/computer/misc/redleads.wav " ) ;
cgs . media . blueLeadsSound = trap_S_RegisterSound ( " sound/voice/computer/misc/blueleads.wav " ) ;
cgs . media . teamsTiedSound = trap_S_RegisterSound ( " sound/voice/computer/misc/teamstied.wav " ) ;
cgs . media . hitTeamSound = trap_S_RegisterSound ( " sound/feedback/hit_teammate.wav " ) ;
} */
//TiM
/*if (cgs.gametype == GT_CTF || cg_buildScript.integer)
{
cgs . media . ctfStealSound = trap_S_RegisterSound ( " sound/voice/computer/misc/flagtk_blu.wav " ) ;
cgs . media . ctfReturnSound = trap_S_RegisterSound ( " sound/voice/computer/misc/flagret_blu.wav " ) ;
cgs . media . ctfScoreSound = trap_S_RegisterSound ( " sound/voice/computer/misc/flagcap_blu.wav " ) ;
cgs . media . ctfYouStealVoiceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/stolen.wav " ) ;
cgs . media . ctfYouDroppedVoiceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/dropped_e.wav " ) ;
cgs . media . ctfYouReturnVoiceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/returned.wav " ) ;
cgs . media . ctfYouScoreVoiceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/scored.wav " ) ;
cgs . media . ctfTheyStealVoiceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/stolen_e.wav " ) ;
cgs . media . ctfTheyDroppedVoiceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/dropped.wav " ) ; // Note the flip, because YOU dropped THEIR flag
cgs . media . ctfTheyReturnVoiceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/returned_e.wav " ) ;
cgs . media . ctfTheyScoreVoiceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/scored_e.wav " ) ;
} */
cgs . media . interfaceSnd1 = trap_S_RegisterSound ( " sound/interface/button4.wav " ) ;
//cgs.media.selectSound = trap_S_RegisterSound( "sound/silence.wav" );//trap_S_RegisterSound( "sound/weapons/change.wav" );
//cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav" );
cgs . media . useNothingSound = trap_S_RegisterSound ( " sound/items/use_nothing.wav " ) ;
//TiM//cgs.media.holoOpenSound = trap_S_RegisterSound( "sound/movers/doors/holoopen.wav" );
cgs . media . teleInSound = trap_S_RegisterSound ( " sound/world/transin.wav " ) ;
//cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/transout.wav" );
cgs . media . transportSound = trap_S_RegisterSound ( " sound/world/transporter.wav " ) ;
cgs . media . respawnSound = trap_S_RegisterSound ( " sound/items/respawn1.wav " ) ;
//cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav" );
cgs . media . talkSound = trap_S_RegisterSound ( " sound/interface/communicator.wav " ) ;
//cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav");
//RPG-X | GSIO01 | 20/05/2009:
cgs . media . landSound [ LANDSOUND_NORMAL ] = trap_S_RegisterSound ( " sound/player/land1.wav " ) ;
cgs . media . landSound [ LANDSOUND_GRASS ] = trap_S_RegisterSound ( " sound/player/footsteps/grass_jump.wav " ) ;
cgs . media . landSound [ LANDSOUND_GRAVEL ] = trap_S_RegisterSound ( " sound/player/footsteps/gravel_jump.wav " ) ;
cgs . media . landSound [ LANDSOUND_SNOW ] = trap_S_RegisterSound ( " sound/player/footsteps/snow_jump.wav " ) ;
cgs . media . landSound [ LANDSOUND_WOOD ] = trap_S_RegisterSound ( " sound/player/footsteps/wood_jump.wav " ) ;
cgs . media . splatSound = trap_S_RegisterSound ( " sound/weapons/bodyfall.wav " ) ;
//cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav" );
//cgs.media.shieldHitSound = trap_S_RegisterSound( "sound/feedback/shieldHit.wav" );
//cgs.media.shieldPierceSound = trap_S_RegisterSound( "sound/feedback/shieldPierce.wav" );
//TiM
/*cgs.media.rewardImpressiveSound = trap_S_RegisterSound( "sound/voice/computer/misc/impressive.wav" );
cgs . media . rewardExcellentSound = trap_S_RegisterSound ( " sound/voice/computer/misc/excellent.wav " ) ;
cgs . media . rewardDeniedSound = trap_S_RegisterSound ( " sound/voice/computer/misc/denied.wav " ) ;
cgs . media . rewardFirstStrikeSound = trap_S_RegisterSound ( " sound/voice/computer/misc/1ststrike.wav " ) ;
cgs . media . rewardAceSound = trap_S_RegisterSound ( " sound/voice/computer/misc/ace.wav " ) ;
cgs . media . rewardExpertSound = trap_S_RegisterSound ( " sound/voice/computer/misc/expert.wav " ) ;
cgs . media . rewardMasterSound = trap_S_RegisterSound ( " sound/voice/computer/misc/master.wav " ) ;
cgs . media . rewardChampionSound = trap_S_RegisterSound ( " sound/voice/computer/misc/champion.wav " ) ; */
//TiM
/*cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/voice/computer/misc/takenlead.wav");
cgs . media . tiedLeadSound = trap_S_RegisterSound ( " sound/voice/computer/misc/tiedlead.wav " ) ;
cgs . media . lostLeadSound = trap_S_RegisterSound ( " sound/voice/computer/misc/lostlead.wav " ) ; */
cgs . media . watrInSound = trap_S_RegisterSound ( " sound/player/watr_in.wav " ) ;
cgs . media . watrOutSound = trap_S_RegisterSound ( " sound/player/watr_out.wav " ) ;
cgs . media . watrUnSound = trap_S_RegisterSound ( " sound/player/watr_un.wav " ) ;
cgs . media . jumpPadSound = trap_S_RegisterSound ( " sound/items/damage3.wav " ) ;
//cgs.media.poweruprespawnSound = trap_S_RegisterSound ("sound/items/poweruprespawn.wav");
cgs . media . disintegrateSound = trap_S_RegisterSound ( " sound/weapons/prifle/disint.wav " ) ;
cgs . media . disintegrate2Sound = trap_S_RegisterSound ( " sound/weapons/prifle/disint2.wav " ) ;
cgs . media . playerExplodeSound = trap_S_RegisterSound ( " sound/weapons/explosions/fireball.wav " ) ;
//TiM
/*cgs.media.holoInitSound = trap_S_RegisterSound("sound/voice/computer/misc/proginit.wav");
cgs . media . holoDoorSound = trap_S_RegisterSound ( " sound/movers/doors/holoopen.wav " ) ;
cgs . media . holoFadeSound = trap_S_RegisterSound ( " sound/movers/holodeckdecloak.wav " ) ; */
cgs . media . phaserEmptySound = trap_S_RegisterSound ( " sound/weapons/phaser/phaserempty.wav " ) ;
//RPG-X: RedTechie - Load sound for shake cmd
cgs . media . ShakeSound = trap_S_RegisterSound ( " sound/shake.wav " ) ;
cgs . media . tedTextSound = trap_S_RegisterSound ( " sound/interface/tedtext.wav " ) ;
//RPG-X | Phenix | 13/02/2005
for ( i = 0 ; i < N00bSoundCount ; i + + ) {
Com_sprintf ( name , sizeof ( name ) , " sound/n00bs/insult%i.wav " , i + 1 ) ;
cgs . media . N00bSound [ i ] = trap_S_RegisterSound ( name ) ;
}
//RPG-X | Phenix | 08/06/2005
cgs . media . AdminMsgSound = trap_S_RegisterSound ( " sound/interface/button2.wav " ) ;
for ( i = 0 ; i < 4 ; i + + ) {
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/step%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_NORMAL ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/borg%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_BORG ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/reaver%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_REAVER ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/species%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_SPECIES ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/warbot%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_WARBOT ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/boot%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_BOOT ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/splash%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_SPLASH ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/clank%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_METAL ] [ i ] = trap_S_RegisterSound ( name ) ;
//RPG-X | GSIO01 | 20.05.2009 | START MOD
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/wood%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_WOOD ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/grass%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_GRASS ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/gravel%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_GRAVEL ] [ i ] = trap_S_RegisterSound ( name ) ;
Com_sprintf ( name , sizeof ( name ) , " sound/player/footsteps/snow%i.wav " , i + 1 ) ;
cgs . media . footsteps [ FOOTSTEP_SNOW ] [ i ] = trap_S_RegisterSound ( name ) ;
//RPG-X | GSIO01 | 20.05.2009 | END MOD
}
cg . loadLCARSStage = 2 ; // Loading bar stage 2
CG_LoadingString ( " item sounds " ) ;
// only register the items that the server says we need
strcpy ( items , CG_ConfigString ( CS_ITEMS ) ) ;
for ( i = 1 ; i < bg_numItems ; i + + ) {
if ( items [ i ] = = ' 1 ' | | cg_buildScript . integer ) {
CG_RegisterItemSounds ( i ) ;
}
}
for ( i = 1 ; i < MAX_SOUNDS ; i + + ) {
soundName = CG_ConfigString ( CS_SOUNDS + i ) ;
if ( ! soundName [ 0 ] ) {
break ;
}
if ( soundName [ 0 ] = = ' * ' ) {
continue ; // custom sound
}
cgs . gameSounds [ i ] = trap_S_RegisterSound ( soundName ) ;
}
// FIXME: only needed with item
//cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav" );
cgs . media . medkitSound = trap_S_RegisterSound ( " sound/items/use_medkit.wav " ) ;
//cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav");
cgs . media . grenadeExplodeSound = trap_S_RegisterSound ( SOUND_DIR " glauncher/explode.wav " ) ; //detpack
cgs . media . metalChunkSound = trap_S_RegisterSound ( " sound/weapons/explosions/metalexplode.wav " ) ;
cgs . media . glassChunkSound = trap_S_RegisterSound ( " sound/weapons/explosions/glassbreak1.wav " ) ;
cgs . media . woodChunkSound = trap_S_RegisterSound ( " sound/weapons/explosions/metalexplode.wav " ) ;
cgs . media . stoneChunkSound = trap_S_RegisterSound ( " sound/weapons/explosions/metalexplode.wav " ) ;
// cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav");
// trek sounds
//TiM : Q flash
cgs . media . qFlash = trap_S_RegisterSound ( " sound/world/q_flash.wav " ) ;
cgs . media . envSparkSound1 = trap_S_RegisterSound ( " sound/ambience/spark1.wav " ) ;
cgs . media . envSparkSound2 = trap_S_RegisterSound ( " sound/ambience/spark2.wav " ) ;
cgs . media . envSparkSound3 = trap_S_RegisterSound ( " sound/ambience/spark3.wav " ) ;
cgs . media . defaultPickupSound = trap_S_RegisterSound ( " sound/items/n_health.wav " ) ;
cgs . media . invulnoProtectSound = trap_S_RegisterSound ( " sound/items/protect3.wav " ) ;
//cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav");
cgs . media . waterDropSound1 = trap_S_RegisterSound ( " sound/ambience/waterdrop1.wav " ) ;
cgs . media . waterDropSound2 = trap_S_RegisterSound ( " sound/ambience/waterdrop2.wav " ) ;
cgs . media . waterDropSound3 = trap_S_RegisterSound ( " sound/ambience/waterdrop3.wav " ) ;
// Zoom
cgs . media . zoomStart = trap_S_RegisterSound ( " sound/interface/zoomstart.wav " ) ;
cgs . media . zoomLoop = trap_S_RegisterSound ( " sound/interface/zoomloop.wav " ) ;
cgs . media . zoomEnd = trap_S_RegisterSound ( " sound/interface/zoomend.wav " ) ;
cgs . media . zoomStart116 = trap_S_RegisterSound ( " sound/weapons/tr116/powerup.wav " ) ;
cgs . media . zoomEnd116 = trap_S_RegisterSound ( " sound/weapons/tr116/powerdown.wav " ) ;
cgs . media . tr116Chirp = trap_S_RegisterSound ( " sound/weapons/tr116/chirp.wav " ) ;
cgs . media . tr116Whir = trap_S_RegisterSound ( " sound/weapons/tr116/whir.wav " ) ;
cgs . media . surfaceExpSound [ 0 ] = trap_S_RegisterSound ( " sound/weapons/explosions/explode8.wav " ) ;
cgs . media . surfaceExpSound [ 1 ] = trap_S_RegisterSound ( " sound/weapons/explosions/explode9.wav " ) ;
cgs . media . surfaceExpSound [ 2 ] = trap_S_RegisterSound ( " sound/weapons/explosions/explode14.wav " ) ;
cgs . media . electricExpSound [ 0 ] = trap_S_RegisterSound ( " sound/weapons/explosions/explode10.wav " ) ;
cgs . media . electricExpSound [ 1 ] = trap_S_RegisterSound ( " sound/weapons/explosions/explode11.wav " ) ;
cgs . media . electricExpSound [ 2 ] = trap_S_RegisterSound ( " sound/weapons/explosions/explode15.wav " ) ;
cgs . media . bigSurfExpSound = trap_S_RegisterSound ( " sound/weapons/explosions/explode12.wav " ) ;
}
//===================================================================================
/*static void PrecacheAwardsAssets()
{
// kef -- precaching bot victory sounds (e.g. Desperado_wins.wav) in PlayerModel_BuildList()
// TiM -- commenting out every asset RPG-X won't use. Honestly, this'll speed up load time A LOT
trap_R_RegisterShaderNoMip ( " menu/medals/medal_efficiency " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_sharpshooter " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_untouchable " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_logistics " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_tactician " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_demolitionist " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_ace " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_teammvp " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_section31 " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/effic.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/sharp.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/untouch.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/log.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/tact.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/demo.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/ace.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/sec31.wav " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_teammvp " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_teamdefender " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_teamwarrior " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_teamcarrier " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_teaminterceptor " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_teambravery " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/mvp.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/defender.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/warrior.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/carrier.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/intercept.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/bravery.wav " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_ace " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_expert " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_master " ) ;
trap_R_RegisterShaderNoMip ( " menu/medals/medal_champion " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/ace.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/expert.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/master.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/champion.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/commendations.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/progcomp.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/2nd.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/3rd.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/notPlace.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/youwin.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/blueteam_wins.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/redteam_wins.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/teamstied.wav " ) ;
trap_S_RegisterSound ( " sound/voice/computer/misc/yourteam_wins.wav " ) ;
trap_R_RegisterShader ( " icons/icon_ready_on " ) ;
trap_R_RegisterShader ( " icons/icon_ready_off " ) ;
} */
/*
= = = = = = = = = = = = = = = = =
CG_RegisterGraphics
This function may execute for a couple of minutes with a slow disk .
= = = = = = = = = = = = = = = = =
*/
static void CG_RegisterGraphics ( void ) {
int i ;
char items [ MAX_ITEMS + 1 ] ;
//char temp_skin[100];
static char * sb_nums [ 11 ] = {
" gfx/2d/numbers/zero " ,
" gfx/2d/numbers/one " ,
" gfx/2d/numbers/two " ,
" gfx/2d/numbers/three " ,
" gfx/2d/numbers/four " ,
" gfx/2d/numbers/five " ,
" gfx/2d/numbers/six " ,
" gfx/2d/numbers/seven " ,
" gfx/2d/numbers/eight " ,
" gfx/2d/numbers/nine " ,
" gfx/2d/numbers/minus " ,
} ;
static char * sb_t_nums [ 11 ] = {
" gfx/2d/numbers/t_zero " ,
" gfx/2d/numbers/t_one " ,
" gfx/2d/numbers/t_two " ,
" gfx/2d/numbers/t_three " ,
" gfx/2d/numbers/t_four " ,
" gfx/2d/numbers/t_five " ,
" gfx/2d/numbers/t_six " ,
" gfx/2d/numbers/t_seven " ,
" gfx/2d/numbers/t_eight " ,
" gfx/2d/numbers/t_nine " ,
" gfx/2d/numbers/t_minus " ,
} ;
// clear any references to old media
memset ( & cg . refdef , 0 , sizeof ( cg . refdef ) ) ;
trap_R_ClearScene ( ) ;
cg . loadLCARSStage = 3 ; // Loading bar stage 3
CG_LoadingString ( cgs . mapname ) ;
trap_R_LoadWorldMap ( cgs . mapname ) ;
// precache status bar pics
cg . loadLCARSStage = 4 ; // Loading bar stage 4
CG_LoadingString ( " game media " ) ;
for ( i = 0 ; i < 11 ; i + + ) {
cgs . media . numberShaders [ i ] = trap_R_RegisterShaderNoMip ( sb_nums [ i ] ) ;
cgs . media . smallnumberShaders [ i ] = trap_R_RegisterShaderNoMip ( sb_t_nums [ i ] ) ;
}
/*cgs.media.botSkillShaders[0] = trap_R_RegisterShaderNoMip( "menu/art/skill1.tga" );
cgs . media . botSkillShaders [ 1 ] = trap_R_RegisterShaderNoMip ( " menu/art/skill2.tga " ) ;
cgs . media . botSkillShaders [ 2 ] = trap_R_RegisterShaderNoMip ( " menu/art/skill3.tga " ) ;
cgs . media . botSkillShaders [ 3 ] = trap_R_RegisterShaderNoMip ( " menu/art/skill4.tga " ) ;
cgs . media . botSkillShaders [ 4 ] = trap_R_RegisterShaderNoMip ( " menu/art/skill5.tga " ) ; */
//cgs.media.pClassShaders[PC_NOCLASS] = trap_R_RegisterShaderNoMip( "menu/art/pc_noclass.tga" );//PC_NOCLASS,//default
//cgs.media.pClassShaders[PC_SECURITY] = trap_R_RegisterShaderNoMip( "menu/art/pc_security.tga" );//PC_NOCLASS,//default
//cgs.media.pClassShaders[PC_COMMAND] = trap_R_RegisterShaderNoMip( "menu/art/pc_command.tga" );//PC_NOCLASS,//default
//cgs.media.pClassShaders[PC_ENGINEER] = trap_R_RegisterShaderNoMip( "menu/art/pc_engineer.tga" );//PC_NOCLASS,//default
//cgs.media.pClassShaders[PC_ALIEN] = trap_R_RegisterShaderNoMip( "menu/art/pc_alien.tga" );//PC_NOCLASS,//default
//cgs.media.pClassShaders[PC_SCIENCE] = trap_R_RegisterShaderNoMip( "menu/art/pc_science.tga" );//PC_NOCLASS,//default
//cgs.media.pClassShaders[PC_MEDICAL] = trap_R_RegisterShaderNoMip( "menu/art/pc_medical.tga" );//PC_NOCLASS,//default
//cgs.media.pClassShaders[PC_ALPHAOMEGA22] = trap_R_RegisterShaderNoMip( "menu/art/pc_security.tga" );//PC_NOCLASS,//default
//cgs.media.pClassShaders[PC_ADMIN] = trap_R_RegisterShaderNoMip( "menu/art/pc_security.tga" );//PC_NOCLASS,//default
//TiM
/*if ( cgs.pModSpecialties || cg_buildScript.integer )
{
cgs . media . pClassShaders [ PC_INFILTRATOR ] = trap_R_RegisterShaderNoMip ( " menu/art/pc_infiltrator.tga " ) ; //PC_INFILTRATOR,//fast, low attack
cgs . media . pClassShaders [ PC_SNIPER ] = trap_R_RegisterShaderNoMip ( " menu/art/pc_sniper.tga " ) ; //PC_SNIPER,//sneaky, snipe only
cgs . media . pClassShaders [ PC_HEAVY ] = trap_R_RegisterShaderNoMip ( " menu/art/pc_heavy.tga " ) ; //PC_HEAVY,//slow, heavy attack
cgs . media . pClassShaders [ PC_DEMO ] = trap_R_RegisterShaderNoMip ( " menu/art/pc_demo.tga " ) ; //PC_DEMO,//go boom
cgs . media . pClassShaders [ PC_MEDIC ] = trap_R_RegisterShaderNoMip ( " menu/art/pc_medic.tga " ) ; //PC_MEDIC,//heal
cgs . media . pClassShaders [ PC_TECH ] = trap_R_RegisterShaderNoMip ( " menu/art/pc_tech.tga " ) ; //PC_TECH,//operate
} */
//TiM
/*if ( cgs.pModActionHero || cg_buildScript.integer )
{
cgs . media . pClassShaders [ PC_ACTIONHERO ] = trap_R_RegisterShaderNoMip ( " menu/art/pc_hero.tga " ) ; //PC_ACTIONHERO,//has everything
cgs . media . heroSpriteShader = trap_R_RegisterShader ( " sprites/class_hero " ) ;
} */
//TiM
/*if ( cgs.pModAssimilation || cg_buildScript.integer )
{ //borg beam
cgs . media . whiteLaserShader = trap_R_RegisterShader ( " gfx/effects/whitelaser " ) ;
cgs . media . borgEyeFlareShader = trap_R_RegisterShader ( " gfx/misc/borgeyeflare " ) ;
cgs . media . pClassShaders [ PC_BORG ] = trap_R_RegisterShaderNoMip ( " menu/art/pc_borg.tga " ) ; //PC_BORG,//special weapons, slower, adapting shields
cgs . media . borgIconShader = trap_R_RegisterShaderNoMip ( " icons/icon_borg.tga " ) ;
cgs . media . borgQueenIconShader = trap_R_RegisterShaderNoMip ( " icons/icon_borgqueen.tga " ) ;
} */
//TiM : For the ST style long beam effectszor
cgs . media . transportShader = trap_R_RegisterShader ( " powerups/beamEffect " ) ;
//GSIO01: shaders for additional transport fx
cgs . media . transportKlingon = trap_R_RegisterShader ( " gfx/effects/tKlingon " ) ;
cgs . media . transportRomulan = trap_R_RegisterShader ( " gfx/effects/tRom " ) ;
cgs . media . transportCardassian = trap_R_RegisterShader ( " gfx/effects/tCardi " ) ;
cgs . media . deferShader = trap_R_RegisterShaderNoMip ( " gfx/2d/defer.tga " ) ;
//No more elimination - TiM
//cgs.media.eliminatedShader = trap_R_RegisterShaderNoMip( "gfx/2d/eliminated.tga" );
cgs . media . smokePuffRageProShader = trap_R_RegisterShader ( " smokePuffRagePro " ) ;
cgs . media . lagometerShader = trap_R_RegisterShader ( " lagometer " ) ;
cgs . media . connectionShader = trap_R_RegisterShader ( " disconnected " ) ;
cgs . media . waterBubbleShader = trap_R_RegisterShader ( " waterBubble " ) ;
//cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
/*for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
cgs . media . crosshairShader [ i ] = trap_R_RegisterShaderNoMip ( va ( " gfx/2d/crosshair%c " , ' a ' + i ) ) ;
} */
//LASER
cgs . media . laserShader = trap_R_RegisterShader ( " sprites/laser " ) ;
cgs . media . backTileShader = trap_R_RegisterShader ( " gfx/2d/backtile " ) ;
//cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" );
// powerup shaders
/*cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" );
cgs . media . quadWeaponShader = trap_R_RegisterShader ( " powerups/quadWeapon " ) ;
cgs . media . battleSuitShader = trap_R_RegisterShader ( " powerups/battleSuit " ) ;
cgs . media . battleWeaponShader = trap_R_RegisterShader ( " powerups/battleWeapon " ) ;
cgs . media . invisShader = trap_R_RegisterShader ( " powerups/invisibility " ) ;
cgs . media . regenShader = trap_R_RegisterShader ( " powerups/regen " ) ;
cgs . media . hastePuffShader = trap_R_RegisterShader ( " hasteSmokePuff " ) ;
cgs . media . flightPuffShader = trap_R_RegisterShader ( " flightSmokePuff " ) ;
cgs . media . borgFullBodyShieldShader = trap_R_RegisterShader ( " gfx/effects/borgfullbodyshield " ) ;
cgs . media . borgFlareShader = trap_R_RegisterShader ( " gfx/misc/borgflare " ) ; */
cgs . media . disruptorShader = trap_R_RegisterShader ( " powerups/disrupt " ) ;
cgs . media . explodeShellShader = trap_R_RegisterShader ( " powerups/explode " ) ;
cgs . media . quantumDisruptorShader = trap_R_RegisterShader ( " powerups/quantum_disruptor_hm " ) ;
cgs . media . borgFullBodyShieldShader = trap_R_RegisterShader ( " gfx/effects/borgfullbodyshield2 " ) ;
//cgs.media.seekerModel = trap_R_RegisterModel("models/powerups/trek/flyer.md3" );
//cgs.media.holoDoorModel = trap_R_RegisterModel("models/mapobjects/podium/hm_room.md3" );
// Used in any explosion-oriented death.
for ( i = 0 ; i < NUM_CHUNKS ; i + + )
{
cgs . media . chunkModels [ MT_METAL ] [ i ] = trap_R_RegisterModel ( va ( " models/chunks/generic/chunks_%i.md3 " , i + 1 ) ) ;
cgs . media . chunkModels [ MT_GLASS ] [ i ] = trap_R_RegisterModel ( va ( " models/chunks/glass/glchunks_%i.md3 " , i + 1 ) ) ;
cgs . media . chunkModels [ MT_WOOD ] [ i ] = trap_R_RegisterModel ( va ( " models/chunks/generic/chunks_%i.md3 " , i + 1 ) ) ;
cgs . media . chunkModels [ MT_STONE ] [ i ] = trap_R_RegisterModel ( va ( " models/chunks/generic/chunks_%i.md3 " , i + 1 ) ) ;
}
//TiM
/*if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
cgs . media . redFlagModel = trap_R_RegisterModel ( " models/flags/flag_red.md3 " ) ; //must match bg_misc item and botfiles/items.c
cgs . media . blueFlagModel = trap_R_RegisterModel ( " models/flags/flag_blue.md3 " ) ; //must match bg_misc item and botfiles/items.c
cgs . media . redFlagShader [ 0 ] = trap_R_RegisterShaderNoMip ( " icons/iconf_red1 " ) ;
cgs . media . redFlagShader [ 1 ] = trap_R_RegisterShaderNoMip ( " icons/iconf_red2 " ) ;
cgs . media . redFlagShader [ 2 ] = trap_R_RegisterShaderNoMip ( " icons/iconf_red3 " ) ;
cgs . media . blueFlagShader [ 0 ] = trap_R_RegisterShaderNoMip ( " icons/iconf_blu1 " ) ;
cgs . media . blueFlagShader [ 1 ] = trap_R_RegisterShaderNoMip ( " icons/iconf_blu2 " ) ;
cgs . media . blueFlagShader [ 2 ] = trap_R_RegisterShaderNoMip ( " icons/iconf_blu3 " ) ;
// this determines the normal shaders / skins used by the ctf flags
if ( Q_stricmp ( " " , CG_ConfigString ( CS_RED_GROUP ) ) )
{
// try loading the group based flag skin
Com_sprintf ( temp_skin , sizeof ( temp_skin ) , " models/flags/%s_red " , CG_ConfigString ( CS_RED_GROUP ) ) ;
cgs . media . redFlagShader [ 3 ] = trap_R_RegisterShader3D ( temp_skin ) ;
// did it load?
if ( ! cgs . media . redFlagShader [ 3 ] )
{
//no, go with default skin
cgs . media . redFlagShader [ 3 ] = trap_R_RegisterShader3D ( " models/flags/default_red " ) ;
}
}
else
{
cgs . media . redFlagShader [ 3 ] = trap_R_RegisterShader3D ( " models/flags/default_red " ) ;
}
if ( Q_stricmp ( " " , CG_ConfigString ( CS_BLUE_GROUP ) ) )
{
// try loading the group based flag skin
Com_sprintf ( temp_skin , sizeof ( temp_skin ) , " models/flags/%s_blue " , CG_ConfigString ( CS_BLUE_GROUP ) ) ;
cgs . media . blueFlagShader [ 3 ] = trap_R_RegisterShader3D ( temp_skin ) ;
// did it load?
if ( ! cgs . media . blueFlagShader [ 3 ] )
{
//no, go with default skin
cgs . media . blueFlagShader [ 3 ] = trap_R_RegisterShader3D ( " models/flags/default_blue " ) ;
}
}
else
{
cgs . media . blueFlagShader [ 3 ] = trap_R_RegisterShader3D ( " models/flags/default_blue " ) ;
}
} */
//TiM
/*if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
cgs . media . teamRedShader = trap_R_RegisterShader ( " sprites/team_red " ) ;
cgs . media . teamBlueShader = trap_R_RegisterShader ( " sprites/team_blue " ) ;
cgs . media . redQuadShader = trap_R_RegisterShader ( " powerups/blueflag " ) ;
cgs . media . teamStatusBar = trap_R_RegisterShader ( " gfx/2d/colorbar.tga " ) ;
} */
//cgs.media.chatShader = trap_R_RegisterShader( "sprites/chat" );
//cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );
//cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
cgs . media . teleportEffectModel = trap_R_RegisterModel ( " models/misc/telep.md3 " ) ;
cgs . media . teleportEffectShader = trap_R_RegisterShader ( " playerTeleport " ) ;
//cgs.media.doorbox = trap_R_RegisterModel( "models/mapobjects/podium/hm_room.md3");
//RPG-X TiM : the bolton assets
cgs . media . phaserHolster = trap_R_RegisterModel ( " models/boltOns/phaser_holster.md3 " ) ;
cgs . media . phaserHolsterInner = trap_R_RegisterModel ( " models/boltOns/phaser_holster_inner.md3 " ) ;
cgs . media . tricorderHolster = trap_R_RegisterModel ( " models/boltOns/tricorder_holster.md3 " ) ;
cgs . media . tricorderHolsterInner = trap_R_RegisterModel ( " models/boltOns/tricorder_holster_inner.md3 " ) ;
//TiM : TR116 Eyescope
cgs . media . tr116EyeScope = trap_R_RegisterModel ( " models/boltOns/tr116_scope.md3 " ) ;
//TiM : Flashlight
cgs . media . simsModule = trap_R_RegisterModel ( " models/boltOns/sims_beacon.md3 " ) ;
//EVA FPS Helmet
cgs . media . evaInterior = trap_R_RegisterModel ( " models/boltOns/eva_interior.md3 " ) ;
//Medical Scanner
cgs . media . medicalScanner = trap_R_RegisterModel ( " models/weapons2/tricorder/tricorder_scanner.md3 " ) ;
cgs . media . hazardHelmet = trap_R_RegisterModel ( " models/boltOns/helmet.md3 " ) ;
//RPG-X START | GSIO01 | 09/05/2009 | START
switch ( rpg_forceFieldSet . integer ) {
case 2 :
cgs . media . shieldActivateShaderBorg = trap_R_RegisterShader ( " gfx/forcefielddarkgreen " ) ;
cgs . media . shieldActivateShaderYellow = trap_R_RegisterShader ( " gfx/forcefielddarkyellow " ) ;
cgs . media . shieldActivateShaderRed = trap_R_RegisterShader ( " gfx/forcefielddarkred " ) ;
cgs . media . shieldActivateShaderBlue = trap_R_RegisterShader ( " gfx/forcefielddarkblue " ) ;
break ;
case 1 :
default :
cgs . media . shieldActivateShaderBorg = trap_R_RegisterShader ( " gfx/ff_green " ) ;
cgs . media . shieldActivateShaderYellow = trap_R_RegisterShader ( " gfx/ff_yellow " ) ;
cgs . media . shieldActivateShaderRed = trap_R_RegisterShader ( " gfx/ff_red " ) ;
cgs . media . shieldActivateShaderBlue = trap_R_RegisterShader ( " gfx/ff_blue " ) ;
break ;
}
//RPG-X END
//cgs.media.shieldDamageShaderBlue = trap_R_RegisterShader( "gfx/misc/blue_dmgshield" );
//cgs.media.shieldActivateShaderRed = trap_R_RegisterShader( "gfx/misc/red_portashield" );
//cgs.media.shieldDamageShaderRed = trap_R_RegisterShader( "gfx/misc/red_dmgshield" );
cgs . media . weaponPlaceholderShader = trap_R_RegisterShader ( " powerups/placeholder " ) ;
cgs . media . rezOutShader = trap_R_RegisterShader ( " powerups/rezout " ) ;
cgs . media . electricBodyShader = trap_R_RegisterShader ( " gfx/misc/electric " ) ;
/*cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" );
cgs . media . medalExcellent = trap_R_RegisterShaderNoMip ( " medal_excellent " ) ;
cgs . media . medalFirstStrike = trap_R_RegisterShaderNoMip ( " medal_firststrike " ) ;
cgs . media . medalAce = trap_R_RegisterShaderNoMip ( " medal_ace " ) ;
cgs . media . medalExpert = trap_R_RegisterShaderNoMip ( " medal_expert " ) ;
cgs . media . medalMaster = trap_R_RegisterShaderNoMip ( " medal_master " ) ;
cgs . media . medalChampion = trap_R_RegisterShaderNoMip ( " medal_champion " ) ; */
//RPG-X: RedTechie - Scoreboard Endcaps
cgs . media . scoreboardtopleft = trap_R_RegisterShaderNoMip ( " menu/common/rpgx_sb_topleft " ) ;
cgs . media . scoreboardtopright = trap_R_RegisterShaderNoMip ( " menu/common/rpgx_sb_topright " ) ;
cgs . media . scoreboardbotleft = trap_R_RegisterShaderNoMip ( " menu/common/rpgx_sb_bottomleft " ) ;
cgs . media . scoreboardbotright = trap_R_RegisterShaderNoMip ( " menu/common/rpgx_sb_bottomright " ) ;
//RPG-X: RedTechie - Healthbar Curves
cgs . media . healthendcap = trap_R_RegisterShaderNoMip ( " gfx/interface/rpgx_healthbar_endcap " ) ;
cgs . media . healthbigcurve = trap_R_RegisterShaderNoMip ( " gfx/interface/rpgx_healthbar_leftcorner " ) ;
//TiM: New Healthbar Graphics
//cgs.media.healthSineWave = trap_R_RegisterShaderNoMip( "menu/healthbar/sinewave" );
//RPG-X: RedTechie - Cloak Sprite
//cgs.media.cloakspriteShader = trap_R_RegisterShader("sprites/cloak");
cgs . media . scoreboardEndcap = trap_R_RegisterShaderNoMip ( " menu/common/halfround_r_24 " ) ;
cgs . media . corner_12_24 = trap_R_RegisterShaderNoMip ( " menu/common/corner_ll_24_12 " ) ;
cgs . media . corner_8_16_b = trap_R_RegisterShaderNoMip ( " menu/common/corner_lr_8_16_b " ) ;
cgs . media . weaponcap1 = trap_R_RegisterShaderNoMip ( " gfx/interface/cap4 " ) ;
cgs . media . weaponcap2 = trap_R_RegisterShaderNoMip ( " gfx/interface/cap5 " ) ;
cgs . media . weaponbox = trap_R_RegisterShaderNoMip ( " gfx/interface/weapon_box " ) ;
cgs . media . weaponbox2 = trap_R_RegisterShaderNoMip ( " gfx/interface/weapon_box2 " ) ;
memset ( cg_items , 0 , sizeof ( cg_items ) ) ;
memset ( cg_weapons , 0 , sizeof ( cg_weapons ) ) ;
cg . loadLCARSStage = 5 ; // Loading bar stage 5
//don't need a CG_LoadingString because there will be one in the LoadingItem()
// only register the items that the server says we need
strcpy ( items , CG_ConfigString ( CS_ITEMS ) ) ;
for ( i = 1 ; i < bg_numItems ; i + + ) {
if ( items [ i ] = = ' 1 ' | | cg_buildScript . integer ) {
CG_LoadingItem ( i ) ;
CG_RegisterItemVisuals ( i ) ;
}
}
// wall marks
cgs . media . holeMarkShader = trap_R_RegisterShader ( " gfx/damage/hole_lg_mrk " ) ;
cgs . media . energyMarkShader = trap_R_RegisterShader ( " gfx/damage/plasma_mrk " ) ;
cgs . media . shadowMarkShader = trap_R_RegisterShader ( " markShadow " ) ;
cgs . media . wakeMarkShader = trap_R_RegisterShader ( " wake " ) ;
// Radar
//TiM: OPTIMIZATION:
//It's possible to use one set of textures, and use Alpha channels to vary
//the color thru the code... wouldn't that be better?
cgs . media . radarShader = trap_R_RegisterShader ( " gfx/radar/radar " ) ;
/*cgs.media.rd_up = trap_R_RegisterShader( "gfx/radar/rd_up" );
cgs . media . rd_down = trap_R_RegisterShader ( " gfx/radar/rd_down " ) ;
cgs . media . rd_level = trap_R_RegisterShader ( " gfx/radar/rd_level " ) ;
cgs . media . rd_red_up = trap_R_RegisterShader ( " gfx/radar/rd_red_up " ) ;
cgs . media . rd_red_down = trap_R_RegisterShader ( " gfx/radar/rd_red_down " ) ;
cgs . media . rd_red_level = trap_R_RegisterShader ( " gfx/radar/rd_red_level " ) ;
cgs . media . rd_blue_up = trap_R_RegisterShader ( " gfx/radar/rd_blue_up " ) ;
cgs . media . rd_blue_down = trap_R_RegisterShader ( " gfx/radar/rd_blue_down " ) ;
cgs . media . rd_blue_level = trap_R_RegisterShader ( " gfx/radar/rd_blue_level " ) ;
cgs . media . rd_white_up = trap_R_RegisterShader ( " gfx/radar/rd_white_up " ) ;
cgs . media . rd_white_down = trap_R_RegisterShader ( " gfx/radar/rd_white_down " ) ;
cgs . media . rd_white_level = trap_R_RegisterShader ( " gfx/radar/rd_white_level " ) ;
cgs . media . rd_teal_up = trap_R_RegisterShader ( " gfx/radar/rd_teal_up " ) ;
cgs . media . rd_teal_down = trap_R_RegisterShader ( " gfx/radar/rd_teal_down " ) ;
cgs . media . rd_teal_level = trap_R_RegisterShader ( " gfx/radar/rd_teal_level " ) ;
cgs . media . rd_black_up = trap_R_RegisterShader ( " gfx/radar/rd_black_up " ) ;
cgs . media . rd_black_down = trap_R_RegisterShader ( " gfx/radar/rd_black_down " ) ;
cgs . media . rd_black_level = trap_R_RegisterShader ( " gfx/radar/rd_black_level " ) ;
cgs . media . rd_injured_up = trap_R_RegisterShader ( " gfx/radar/injured_up " ) ;
cgs . media . rd_injured_down = trap_R_RegisterShader ( " gfx/radar/injured_down " ) ; */
cgs . media . rd_injured_level = trap_R_RegisterShader ( " gfx/radar/injured_level " ) ;
cgs . media . radarMain = trap_R_RegisterShaderNoMip ( " gfx/radar/radar_icon " ) ;
// register the inline models
cgs . numInlineModels = trap_CM_NumInlineModels ( ) ;
for ( i = 1 ; i < cgs . numInlineModels ; i + + ) {
char name [ 10 ] ;
vec3_t mins , maxs ;
int j ;
Com_sprintf ( name , sizeof ( name ) , " *%i " , i ) ;
cgs . inlineDrawModel [ i ] = trap_R_RegisterModel ( name ) ;
trap_R_ModelBounds ( cgs . inlineDrawModel [ i ] , mins , maxs ) ;
for ( j = 0 ; j < 3 ; j + + ) {
cgs . inlineModelMidpoints [ i ] [ j ] = mins [ j ] + 0.5 * ( maxs [ j ] - mins [ j ] ) ;
}
}
cg . loadLCARSStage = 6 ; // Loading bar stage 6
CG_LoadingString ( " Game Models " ) ;
// register all the server specified models
for ( i = 1 ; i < MAX_MODELS ; i + + ) {
const char * modelName ;
modelName = CG_ConfigString ( CS_MODELS + i ) ;
if ( ! modelName [ 0 ] ) {
break ;
}
cgs . gameModels [ i ] = trap_R_RegisterModel ( modelName ) ;
}
//TiM: Check to see if we have any valid locations stored locally.
//If we do, we'll modify the scoreboard to display them
for ( i = 1 ; i < MAX_LOCATIONS ; i + + ) {
const char * strName ;
strName = CG_ConfigString ( CS_LOCATIONS + i ) ;
if ( strlen ( strName ) > 0 ) {
cgs . locations = qtrue ;
break ;
}
}
//TiM: Do the same for all tricorder string names
/*or ( i = 1; i < MAX_TRIC_STRINGS; i++ ) {
const char * strName ;
strName = CG_ConfigString ( CS_TRIC_STRINGS + i ) ;
if ( ! strName [ 0 ] ) {
break ;
}
//Com_Printf( S_COLOR_RED "USABLE MESSAGE IN CG: %s\n", strName );
//Com_sprintf( cgs.tricStrings[i], MAX_TOKEN_CHARS, "%s", strName );
//cgs.tricStrings[i] = (char *)strName;
//Com_Printf( S_COLOR_RED "%s\n", cgs.tricStrings[i] );
Q_strncpyz ( cgs . tricStrings [ i ] , strName , MAX_TOKEN_CHARS ) ;
} */
cg . loadLCARSStage = 7 ; // Loading bar stage 7
CG_LoadingString ( " Interface " ) ;
// Registering interface graphics
for ( i = 0 ; i < IG_MAX ; + + i )
{
if ( interface_graphics [ i ] . file )
{
interface_graphics [ i ] . graphic = trap_R_RegisterShaderNoMip ( interface_graphics [ i ] . file ) ;
}
// Turn everything off at first
if ( ( interface_graphics [ i ] . type = = SG_GRAPHIC ) | | ( interface_graphics [ i ] . type = = SG_NUMBER ) )
{
interface_graphics [ i ] . type = SG_OFF ;
}
}
interface_graphics [ IG_GROW ] . type = SG_OFF ;
// Trek stuff
cgs . media . sparkShader = trap_R_RegisterShader ( " gfx/misc/spark " ) ;
cgs . media . spark2Shader = trap_R_RegisterShader ( " gfx/misc/spark2 " ) ;
cgs . media . sunnyFlareShader = trap_R_RegisterShader ( " gfx/misc/sunny_flare " ) ;
cgs . media . scavMarkShader = trap_R_RegisterShader ( " gfx/damage/burnmark4 " ) ;
cgs . media . steamShader = trap_R_RegisterShader ( " gfx/misc/steam " ) ;
cgs . media . fireShader = trap_R_RegisterShader ( " gfx/misc/rpgflames " ) ;
cgs . media . smokeShader = trap_R_RegisterShader ( " gfx/misc/smoke " ) ;
cgs . media . explosionModel = trap_R_RegisterModel ( " models/weaphits/explosion.md3 " ) ;
//cgs.media.electricalExplosionFastShader = trap_R_RegisterShader( "electricalExplosionFast" );
cgs . media . electricalExplosionSlowShader = trap_R_RegisterShader ( " electricalExplosionSlow " ) ;
cgs . media . surfaceExplosionShader = trap_R_RegisterShader ( " surfaceExplosion " ) ;
//cgs.media.purpleParticleShader = trap_R_RegisterShader( "gfx/misc/purpleparticle" );
cgs . media . blueParticleShader = trap_R_RegisterShader ( " gfx/misc/blueparticle " ) ;
cgs . media . ltblueParticleShader = trap_R_RegisterShader ( " gfx/misc/ltblueparticle " ) ;
cgs . media . yellowParticleShader = trap_R_RegisterShader ( " gfx/misc/yellowparticle " ) ;
cgs . media . orangeParticleShader = trap_R_RegisterShader ( " gfx/misc/orangeparticle " ) ;
cgs . media . dkorangeParticleShader = trap_R_RegisterShader ( " gfx/misc/dkorangeparticle " ) ;
cgs . media . redFlareShader = trap_R_RegisterShader ( " gfx/misc/red_flare " ) ;
cgs . media . redRingShader = trap_R_RegisterShader ( " gfx/misc/red_ring " ) ;
cgs . media . redRing2Shader = trap_R_RegisterShader ( " gfx/misc/red_ring2 " ) ;
cgs . media . nukeModel = trap_R_RegisterModel ( " models/weaphits/nuke.md3 " ) ;
cgs . media . bigShockShader = trap_R_RegisterShader ( " gfx/misc/bigshock " ) ;
//cgs.media.IMODMarkShader = trap_R_RegisterShader( "gfx/damage/burnmark2" );
cgs . media . bolt2Shader = trap_R_RegisterShader ( " gfx/effects/electrica " ) ;
//cgs.media.holoOuchShader = trap_R_RegisterShader( "powerups/holoOuch" );
cgs . media . painBlobShader = trap_R_RegisterShader ( " gfx/misc/painblob " ) ;
cgs . media . painShieldBlobShader = trap_R_RegisterShader ( " gfx/misc/painshieldblob " ) ;
//cgs.media.shieldBlobShader = trap_R_RegisterShader( "gfx/misc/shieldblob" );
//cgs.media.halfShieldShader = trap_R_RegisterShader( "halfShieldShell" );
//cgs.media.holoDecoyShader = trap_R_RegisterShader( "powerups/holodecoy" );
cgs . media . trans1Shader = trap_R_RegisterShader ( " gfx/misc/trans1 " ) ;
cgs . media . trans2Shader = trap_R_RegisterShader ( " gfx/misc/trans2 " ) ;
//TiM
cgs . media . transport1Shader = trap_R_RegisterShader ( " gfx/effects/transport1 " ) ;
cgs . media . transport2Shader = trap_R_RegisterShader ( " gfx/effects/transport2 " ) ;
cgs . media . fountainShader = trap_R_RegisterShader ( " garden/fountain " ) ;
cgs . media . rippleShader = trap_R_RegisterShader ( " garden/ripple " ) ;
cgs . media . probeBeam = trap_R_RegisterShader ( " gfx/effects/probe_beam " ) ;
cgs . media . probeDecal = trap_R_RegisterShader ( " gfx/effects/beam_decal " ) ;
cgs . media . regenDecal = trap_R_RegisterShader ( " gfx/effects/regen_decal " ) ;
//cgs.media.blueParticleStreakShader = trap_R_RegisterShader( "gfx/misc/blueparticle_anamorphic" );
//RPG-X | GSIO01 | 11/05/2009:
cgs . media . quantumGlow = trap_R_RegisterShader ( " gfx/fx/quantum_glow " ) ;
cgs . media . quantumRays = trap_R_RegisterShader ( " gfx/fx/quantum_rays " ) ;
cgs . media . photonGlow = trap_R_RegisterShader ( " gfx/fx/photon_glow " ) ;
cgs . media . photonRay = trap_R_RegisterShader ( " gfx/fx/photon_rays " ) ;
cgs . media . fireParticle = trap_R_RegisterShader ( " gfx/fx/fire_new_1 " ) ;
for ( i = 0 ; i < 4 ; i + + ) {
cgs . media . borgLightningShaders [ i ] = trap_R_RegisterShader ( va ( " gfx/misc/blightning%i " , i + 1 ) ) ;
}
// detpack
cgs . media . orangeTrailShader = trap_R_RegisterShader ( " gfx/misc/orangetrail " ) ;
cgs . media . compressionMarkShader = trap_R_RegisterShader ( " gfx/damage/burnmark1 " ) ;
cgs . media . waterDropShader = trap_R_RegisterShader ( " gfx/misc/drop " ) ;
cgs . media . oilDropShader = trap_R_RegisterShader ( " gfx/misc/oildrop " ) ;
cgs . media . greenDropShader = trap_R_RegisterShader ( " gfx/misc/greendrop " ) ;
cgs . media . detpackPlacedIcon = trap_R_RegisterShader ( " icons/icon_detpack_use " ) ; // placed icon
// Zoom interface
cgs . media . zoomMaskShader = trap_R_RegisterShader ( " gfx/misc/zoom_mask2 " ) ;
cgs . media . zoomMask116Shader = trap_R_RegisterShader ( " gfx/misc/zoom_mask_tr116 " ) ;
cgs . media . zoomGlow116Shader = trap_R_RegisterShader ( " gfx/misc/zoom_tr116_flash " ) ;
/*cgs.media.zoomBarShader = trap_R_RegisterShader( "gfx/2d/zoom_ctrl" );
cgs . media . zoomArrowShader = trap_R_RegisterShader ( " gfx/2d/arrow " ) ;
cgs . media . ammoslider = trap_R_RegisterShaderNoMip ( " gfx/interface/ammobar " ) ;
cgs . media . zoomInsertShader = trap_R_RegisterShaderNoMip ( " gfx/misc/zoom_insert " ) ; */
cgs . media . testDetpackShader3 = trap_R_RegisterShader ( " gfx/misc/detpack3 " ) ;
cgs . media . testDetpackRingShader1 = trap_R_RegisterShader ( " gfx/misc/detpackring1 " ) ;
cgs . media . testDetpackRingShader2 = trap_R_RegisterShader ( " gfx/misc/detpackring2 " ) ;
cgs . media . testDetpackRingShader3 = trap_R_RegisterShader ( " gfx/misc/detpackring3 " ) ;
cgs . media . testDetpackRingShader4 = trap_R_RegisterShader ( " gfx/misc/detpackring4 " ) ;
cgs . media . testDetpackRingShader5 = trap_R_RegisterShader ( " gfx/misc/detpackring5 " ) ;
cgs . media . testDetpackRingShader6 = trap_R_RegisterShader ( " gfx/misc/detpackring6 " ) ;
//RPG-X (J2J) Rank Images for Score Board
//TiM: WHHHHHHHHHHYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!!!!!!!!!!?!?!?!
//Seriously... too many shader slots... T_T
/*********************************************************/
//Civillian / N/A
/*cgs.media.ri_Civ = trap_R_RegisterShader("icons/rankinsignias/Civ-Blank");
//Red (Command)
cgs . media . ri_Crewman [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-S1-Blank " ) ;
cgs . media . ri_Cadet1 [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-AC1 " ) ;
cgs . media . ri_Cadet2 [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-AC2 " ) ;
cgs . media . ri_Cadet3 [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-AC3 " ) ;
cgs . media . ri_Cadet4 [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-AC4 " ) ;
cgs . media . ri_Ensign [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-0 " ) ;
cgs . media . ri_Ltjg [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-01 " ) ;
cgs . media . ri_Lt [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-00 " ) ;
cgs . media . ri_Ltcmdr [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-001 " ) ;
cgs . media . ri_Cmdr [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-000 " ) ;
cgs . media . ri_Capt [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-0000 " ) ;
cgs . media . ri_Cmmdr [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-A0 " ) ;
cgs . media . ri_Admr2 [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-A00 " ) ;
cgs . media . ri_Admr3 [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-A000 " ) ;
cgs . media . ri_Admr4 [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-A0000 " ) ;
cgs . media . ri_Admr5 [ 0 ] = trap_R_RegisterShader ( " icons/rankinsignias/R-A00000 " ) ;
//Gold (Engineering / Security)
cgs . media . ri_Crewman [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-S1-Blank " ) ;
cgs . media . ri_Cadet1 [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-AC1 " ) ;
cgs . media . ri_Cadet2 [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-AC2 " ) ;
cgs . media . ri_Cadet3 [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-AC3 " ) ;
cgs . media . ri_Cadet4 [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-AC4 " ) ;
cgs . media . ri_Ensign [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-0 " ) ;
cgs . media . ri_Ltjg [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-01 " ) ;
cgs . media . ri_Lt [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-00 " ) ;
cgs . media . ri_Ltcmdr [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-001 " ) ;
cgs . media . ri_Cmdr [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-000 " ) ;
cgs . media . ri_Capt [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-0000 " ) ;
cgs . media . ri_Cmmdr [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-A0 " ) ;
cgs . media . ri_Admr2 [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-A00 " ) ;
cgs . media . ri_Admr3 [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-A000 " ) ;
cgs . media . ri_Admr4 [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-A0000 " ) ;
cgs . media . ri_Admr5 [ 1 ] = trap_R_RegisterShader ( " icons/rankinsignias/Y-A00000 " ) ;
//Teal (Science / Medical)
cgs . media . ri_Crewman [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-S1-Blank " ) ;
cgs . media . ri_Cadet1 [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-AC1 " ) ;
cgs . media . ri_Cadet2 [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-AC2 " ) ;
cgs . media . ri_Cadet3 [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-AC3 " ) ;
cgs . media . ri_Cadet4 [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-AC4 " ) ;
cgs . media . ri_Ensign [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-0 " ) ;
cgs . media . ri_Ltjg [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-01 " ) ;
cgs . media . ri_Lt [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-00 " ) ;
cgs . media . ri_Ltcmdr [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-001 " ) ;
cgs . media . ri_Cmdr [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-000 " ) ;
cgs . media . ri_Capt [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-0000 " ) ;
cgs . media . ri_Cmmdr [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-A0 " ) ;
cgs . media . ri_Admr2 [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-A00 " ) ;
cgs . media . ri_Admr3 [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-A000 " ) ;
cgs . media . ri_Admr4 [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-A0000 " ) ;
cgs . media . ri_Admr5 [ 2 ] = trap_R_RegisterShader ( " icons/rankinsignias/T-A00000 " ) ;
//Marine Class
cgs . media . ri_Crewman [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-S1-Blank " ) ;
cgs . media . ri_Cadet1 [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-AC1 " ) ;
cgs . media . ri_Cadet2 [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-AC2 " ) ;
cgs . media . ri_Cadet3 [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-AC3 " ) ;
cgs . media . ri_Cadet4 [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-AC4 " ) ;
cgs . media . ri_Ensign [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-2Lt " ) ;
cgs . media . ri_Ltjg [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-1Lt " ) ;
cgs . media . ri_Lt [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-MCapt " ) ;
cgs . media . ri_Ltcmdr [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-Maj " ) ;
cgs . media . ri_Cmdr [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-LtCol " ) ;
cgs . media . ri_Capt [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-Col " ) ;
cgs . media . ri_Cmmdr [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-GX " ) ;
cgs . media . ri_Admr2 [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-GXX " ) ;
cgs . media . ri_Admr3 [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-GXXX " ) ;
cgs . media . ri_Admr4 [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-GXXXX " ) ;
cgs . media . ri_Admr5 [ 3 ] = trap_R_RegisterShader ( " icons/rankinsignias/G-GXXXXX " ) ; */
/***************************************************************************/
//RPG-X: J2J - CrossHairs
/* for(i = 0; i < 15; i++)
{
cgs . media . crosshair [ i ] = trap_R_RegisterShader ( va ( " icons/CrossHairs/ch%i " , i + 1 ) ) ;
} */
cgs . media . crosshairSheet = trap_R_RegisterShaderNoMip ( " gfx/2d/rpgx_crosshairs " ) ;
/*
01 Phaser
02 PRifle
03 Scav
04 alien
05 imod
06 tr116
07 granede
08 photon
09 dermal
10 hypo
11 medkit
12 engkit
13 engtool
14 padd
15 tricorder
*/
/***************************************************************************/
//PH34R T3H L3NZFL4R3!!!!
//optimize shader usage if no one wants this :(
if ( cg_dynamiclensflares . integer ) {
cgs . media . flareCore = trap_R_RegisterShaderNoMip ( " gfx/effects/flares/flare_core " ) ;
cgs . media . flareStreak = trap_R_RegisterShaderNoMip ( " gfx/effects/flares/flare_streak " ) ;
cgs . media . flareHaze = trap_R_RegisterShaderNoMip ( " gfx/effects/flares/flare_haze " ) ;
/*cgs.media.flareChroma = trap_R_RegisterShaderNoMip("gfx/effects/flares/flare_chromadisc");
cgs . media . flareRadial = trap_R_RegisterShaderNoMip ( " gfx/effects/flares/flare_radial " ) ;
cgs . media . flareStraight = trap_R_RegisterShaderNoMip ( " gfx/effects/flares/flare_straight " ) ;
cgs . media . flareInverseRad = trap_R_RegisterShaderNoMip ( " gfx/effects/flares/flare_inverseradial " ) ; */
for ( i = 0 ; i < 10 ; i + + ) {
lensReflec [ i ] . graphic = trap_R_RegisterShaderNoMip ( lensReflec [ i ] . file ) ;
}
}
//TiM - for Prifle improved FX
cgs . media . orangeStarShader = trap_R_RegisterShaderNoMip ( " gfx/misc/orangestar " ) ;
cgs . media . qFlashSprite = trap_R_RegisterShaderNoMip ( " gfx/effects/qflash " ) ;
//TiM: Save asset space
/*if (cg_buildScript.integer)
{
PrecacheAwardsAssets ( ) ;
} */
}
/*
= = = = = = = = = = = = = = = = = = =
CG_RegisterClients
= = = = = = = = = = = = = = = = = = =
*/
static void CG_RegisterClients ( void ) {
int i ;
cg . loadLCARSStage = 8 ; // Loading bar stage 8
CG_LoadingString ( " clients " ) ;
for ( i = 0 ; i < MAX_CLIENTS ; i + + ) {
const char * clientInfo ;
//TiM - Re-register decoys if need be
if ( i < MAX_DECOYS ) {
CG_NewDecoyInfo ( i ) ;
}
clientInfo = CG_ConfigString ( CS_PLAYERS + i ) ;
if ( ! clientInfo [ 0 ] ) {
continue ;
}
CG_LoadingClient ( i ) ;
CG_NewClientInfo ( i ) ;
}
cg . loadLCARSStage = 9 ; // Loading bar stage 9
}
//===========================================================================
/*
= = = = = = = = = = = = = = = = =
CG_ConfigString
= = = = = = = = = = = = = = = = =
*/
const char * CG_ConfigString ( int index ) {
if ( index < 0 | | index > = MAX_CONFIGSTRINGS ) {
CG_Error ( " CG_ConfigString: bad index: %i " , index ) ;
}
return cgs . gameState . stringData + cgs . gameState . stringOffsets [ index ] ;
}
//==================================================================
/*
= = = = = = = = = = = = = = = = = = = = = =
CG_StartMusic
= = = = = = = = = = = = = = = = = = = = = =
*/
void CG_StartMusic ( void ) {
char * s ;
char parm1 [ MAX_QPATH ] , parm2 [ MAX_QPATH ] ;
// start the background music
s = ( char * ) CG_ConfigString ( CS_MUSIC ) ;
Q_strncpyz ( parm1 , COM_Parse ( & s ) , sizeof ( parm1 ) ) ;
Q_strncpyz ( parm2 , COM_Parse ( & s ) , sizeof ( parm2 ) ) ;
trap_S_StartBackgroundTrack ( parm1 , parm2 ) ;
}
extern int altAmmoUsage [ ] ;
void CG_InitModRules ( void )
{
if ( cgs . pModDisintegration )
{ //don't use up ammo in disintegration mode
altAmmoUsage [ WP_COMPRESSION_RIFLE ] = 0 ;
}
if ( cgs . pModSpecialties )
{ //tripwires use more ammo
altAmmoUsage [ WP_GRENADE_LAUNCHER ] = 3 ;
}
}
/*
= = = = = = = = = = = = = = = = =
CG_Init
Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update .
= = = = = = = = = = = = = = = = =
*/
void CG_Init ( int serverMessageNum , int serverCommandSequence ) {
const char * s ;
int i ;
// clear everything
memset ( & cgs , 0 , sizeof ( cgs ) ) ;
memset ( & cg , 0 , sizeof ( cg ) ) ;
memset ( cg_entities , 0 , sizeof ( cg_entities ) ) ;
memset ( cg_weapons , 0 , sizeof ( cg_weapons ) ) ;
memset ( cg_items , 0 , sizeof ( cg_items ) ) ;
//Flush Sound Effects
memset ( & cg_animsSndList , 0 , sizeof ( cg_animsSndList ) ) ;
init_tonextint ( qfalse ) ;
cgs . processedSnapshotNum = serverMessageNum ;
cgs . serverCommandSequence = serverCommandSequence ;
CG_LoadIngameText ( ) ;
CG_LoadFonts ( ) ;
// Loading graphics
cgs . media . loading1 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece1.tga " ) ;
cgs . media . loading2 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece2.tga " ) ;
cgs . media . loading3 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece3.tga " ) ;
cgs . media . loading4 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece4.tga " ) ;
cgs . media . loading5 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece5.tga " ) ;
cgs . media . loading6 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece6.tga " ) ;
cgs . media . loading7 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece7.tga " ) ;
cgs . media . loading8 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece8.tga " ) ;
cgs . media . loading9 = trap_R_RegisterShaderNoMip ( " menu/loading/smpiece9.tga " ) ;
cgs . media . loadingcircle = trap_R_RegisterShaderNoMip ( " menu/loading/arrowpiece.tga " ) ;
cgs . media . loadingquarter = trap_R_RegisterShaderNoMip ( " menu/loading/quarter.tga " ) ;
cgs . media . loadingcorner = trap_R_RegisterShaderNoMip ( " menu/common/corner_lr_8_16.tga " ) ;
cgs . media . loadingtrim = trap_R_RegisterShaderNoMip ( " menu/loading/trimupper.tga " ) ;
cgs . media . circle = trap_R_RegisterShaderNoMip ( " menu/common/circle.tga " ) ;
cgs . media . circle2 = trap_R_RegisterShaderNoMip ( " menu/objectives/circle_out.tga " ) ;
cgs . media . corner_12_18 = trap_R_RegisterShaderNoMip ( " menu/common/corner_ll_12_18.tga " ) ;
cgs . media . halfroundr_22 = trap_R_RegisterShaderNoMip ( " menu/common/halfroundr_22.tga " ) ;
cgs . media . corner_ul_20_30 = trap_R_RegisterShaderNoMip ( " menu/common/corner_ul_20_30.tga " ) ;
cgs . media . corner_ll_8_30 = trap_R_RegisterShaderNoMip ( " menu/common/corner_ll_8_30.tga " ) ;
cg . loadLCARSStage = 0 ;
cg . loadLCARScnt = 0 ;
// load a few needed things before we do any screen updates
cgs . media . charsetShader = trap_R_RegisterShaderNoMip ( " gfx/2d/charsgrid_med " ) ;
cgs . media . whiteShader = trap_R_RegisterShader ( " white " ) ;
cgs . media . white2Shader = trap_R_RegisterShader ( " white2 " ) ;
cgs . media . charsetPropTiny = trap_R_RegisterShaderNoMip ( " gfx/2d/chars_tiny " ) ;
cgs . media . charsetProp = trap_R_RegisterShaderNoMip ( " gfx/2d/chars_medium " ) ;
cgs . media . charsetPropBig = trap_R_RegisterShaderNoMip ( " gfx/2d/chars_big " ) ;
// cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
cgs . media . charsetPropB = trap_R_RegisterShaderNoMip ( " gfx/2d/chars_medium.tga " ) ;
CG_RegisterCvars ( ) ;
CG_InitConsoleCommands ( ) ;
BG_LoadItemNames ( ) ;
cg . weaponSelect = WP_NULL_HAND ;
cgs . redflag = cgs . blueflag = - 1 ; // For compatibily, default to unset for
// old servers
// get the rendering configuration from the client system
trap_GetGlconfig ( & cgs . glconfig ) ;
cgs . screenXScale = cgs . glconfig . vidWidth / 640.0 ;
cgs . screenYScale = cgs . glconfig . vidHeight / 480.0 ;
//TiM - handle wide screens
if ( cgs . glconfig . vidWidth * 480 > cgs . glconfig . vidHeight * 640 )
{
cgs . widescreen . ratio = 640.0f * cgs . screenYScale * ( 1.0f / cgs . glconfig . vidWidth ) ;
cgs . widescreen . bias = 0.5 * ( cgs . glconfig . vidWidth - ( cgs . glconfig . vidHeight * ( 640.0 / 480.0 ) ) ) ;
}
else
{
cgs . widescreen . ratio = 0 ;
cgs . widescreen . bias = 0 ;
}
// get the gamestate from the client system
trap_GetGameState ( & cgs . gameState ) ;
// check version
s = CG_ConfigString ( CS_GAME_VERSION ) ;
if ( strcmp ( s , GAME_VERSION ) ) {
CG_Error ( " Client/Server game mismatch: %s/%s " , GAME_VERSION , s ) ;
}
s = CG_ConfigString ( CS_LEVEL_START_TIME ) ;
cgs . levelStartTime = atoi ( s ) ;
CG_ParseServerinfo ( ) ;
// load the new map
CG_LoadingString ( " collision map " ) ;
trap_CM_LoadMap ( cgs . mapname ) ;
cg . loading = qtrue ; // force players to load instead of defer
CG_LoadObjectivesForMap ( ) ;
CG_RegisterSounds ( ) ;
CG_RegisterGraphics ( ) ;
CG_RegisterClients ( ) ; // if low on memory, some clients will be deferred
cg . loading = qfalse ; // future players will be deferred
CG_InitLocalEntities ( ) ;
CG_InitMarkPolys ( ) ;
// remove the last loading update
cg . infoScreenText [ 0 ] = 0 ;
// Make sure we have update values (scores)
CG_SetConfigValues ( ) ;
CG_StartMusic ( ) ;
CG_LoadingString ( " " ) ;
//RPG-X | GSIO01 | 08/05/09:
//Make sure all weapons are registered to prevent
//missing models when someone get killed and weapons are dropped
for ( i = 0 ; i < WP_NUM_WEAPONS ; i + + ) {
CG_RegisterWeapon ( i ) ;
}
// To get the interface timing started
cg . interfaceStartupTime = 0 ;
cg . interfaceStartupDone = 0 ;
CG_InitModRules ( ) ;
if ( ! CG_LoadCrosshairs ( ) )
{
CG_Error ( " Couldn't load crosshairs script " ) ;
}
if ( ! CG_LoadRanks ( ) )
{
CG_Error ( " Couldn't load rankset script: %s " , cgs . rankSet ) ;
}
if ( ! CG_LoadClasses ( ) )
{
CG_Error ( " Couldn't load classset script: %s " , cgs . classSet ) ;
}
//where possible, load in the usable strings locally
if ( cgs . scannablePanels )
CG_LoadUsablesStrings ( ) ;
//TiM Finally, init class data received from Server
//TiM2 - Separated this out so class data has to be locally accessed now
//CG_ParseClassData();
# ifdef XTRA
CG_ShaderStateChanged ( ) ;
# endif
if ( grp_berp . integer )
CG_Printf ( S_COLOR_YELLOW " GSIO01 and Ubergames greet Brave Explorers. \n " ) ;
}
/*
= = = = = = = = = = = = = = = = =
CG_Shutdown
Called before every level change or subsystem restart
= = = = = = = = = = = = = = = = =
*/
void CG_Shutdown ( void ) {
// some mods may need to do cleanup work here,
// like closing files or archiving session data
//trap_Cvar_Set ("rpg_playIntro", "0");
}
# define MAXINGAMETEXT 5000
char ingameText [ MAXINGAMETEXT ] ;
/*
= = = = = = = = = = = = = = = = =
CG_ParseIngameText
= = = = = = = = = = = = = = = = =
*/
void CG_ParseIngameText ( void )
{
char * token ;
char * buffer ;
int i ;
int len ;
COM_BeginParseSession ( ) ;
buffer = ingameText ;
i = 1 ; // Zero is null string
while ( buffer )
{
token = COM_ParseExt ( & buffer , qtrue ) ;
len = strlen ( token ) ;
if ( len )
{
ingame_text [ i ] = ( buffer - ( len + 1 ) ) ; // The +1 is to get rid of the " at the beginning of the sting.
* ( buffer - 1 ) = ' \0 ' ; // Place an string end where is belongs.
+ + i ;
}
if ( i > IGT_MAX )
{
Com_Printf ( S_COLOR_RED " CG_ParseIngameText : too many values! \n " ) ;
return ;
}
}
if ( i ! = IGT_MAX )
{
Com_Printf ( S_COLOR_RED " CG_ParseIngameText : not enough lines! Read %d of %d! \n " , i , IGT_MAX ) ;
for ( ; i < IGT_MAX ; i + + ) {
ingame_text [ i ] = " ? " ;
}
}
}
/*
CG_LanguageFilename - create a filename with an extension based on the value in g_language
*/
void CG_LanguageFilename ( char * baseName , char * baseExtension , char * finalName )
{
char language [ 32 ] ;
fileHandle_t file ;
trap_Cvar_VariableStringBuffer ( " g_language " , language , 32 ) ;
// If it's English then no extension
if ( language [ 0 ] = = ' \0 ' | | Q_stricmp ( " ENGLISH " , language ) = = 0 )
{
Com_sprintf ( finalName , MAX_QPATH , " %s.%s " , baseName , baseExtension ) ;
}
else
{
Com_sprintf ( finalName , MAX_QPATH , " %s_%s.%s " , baseName , language , baseExtension ) ;
//Attempt to load the file
trap_FS_FOpenFile ( finalName , & file , FS_READ ) ;
if ( file = = 0 ) // This extension doesn't exist, go English.
{
Com_sprintf ( finalName , MAX_QPATH , " %s.%s " , baseName , baseExtension ) ; //the caller will give the error if this isn't there
}
else
{
trap_FS_FCloseFile ( file ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
CG_LoadIngameText
= = = = = = = = = = = = = = = = =
*/
void CG_LoadIngameText ( void )
{
int len ;
fileHandle_t f ;
char fileName [ MAX_QPATH ] ;
CG_LanguageFilename ( " ext_data/mp_ingametext " , " dat " , fileName ) ;
len = trap_FS_FOpenFile ( fileName , & f , FS_READ ) ;
if ( ! f )
{
Com_Printf ( S_COLOR_RED " CG_LoadIngameText : mp_ingametext.dat file not found! \n " ) ;
return ;
}
if ( len > MAXINGAMETEXT )
{
Com_Printf ( S_COLOR_RED " CG_LoadIngameText : mp_ingametext.dat file bigger than %d! \n " , MAXINGAMETEXT ) ;
return ;
}
// initialise the data area
memset ( ingameText , 0 , sizeof ( ingameText ) ) ;
trap_FS_Read ( ingameText , len , f ) ;
trap_FS_FCloseFile ( f ) ;
CG_ParseIngameText ( ) ;
}
/*
= = = = = = = = = = = = = = = = =
CG_LoadObjectivesForMap
= = = = = = = = = = = = = = = = =
*/
2011-12-05 10:56:52 +00:00
# ifdef QVM
2011-06-01 12:20:56 +00:00
void CG_LoadObjectivesForMap ( void )
{
int len , objnum = 0 ;
char * token ;
char * buf ;
fileHandle_t f ;
char fileName [ MAX_QPATH ] ;
char fullFileName [ MAX_QPATH ] ;
char objtext [ MAX_OBJ_TEXT_LENGTH ] ;
COM_StripExtension ( cgs . mapname , fileName ) ;
CG_LanguageFilename ( fileName , " efo " , fullFileName ) ;
len = trap_FS_FOpenFile ( fullFileName , & f , FS_READ ) ;
if ( len > MAX_OBJ_TEXT_LENGTH )
{
Com_Printf ( S_COLOR_RED " CG_LoadObjectivesForMap : %s file bigger than %d! \n " , fileName , MAX_OBJ_TEXT_LENGTH ) ;
return ;
}
trap_FS_Read ( objtext , len , f ) ;
trap_FS_FCloseFile ( f ) ;
buf = objtext ;
//Now parse out each objective
while ( 1 )
{
token = COM_ParseExt ( & buf , qtrue ) ;
if ( ! token [ 0 ] ) {
break ;
}
// Normal objective text
if ( ! Q_strncmp ( token , " obj " , 3 ) )
{
objnum = atoi ( & token [ 3 ] ) ;
if ( objnum < 1 | | objnum = = MAX_OBJECTIVES ) {
Com_Printf ( " Invalid objective number (%d), valid range is 1 to %d \n " , objnum , MAX_OBJECTIVES ) ;
break ;
}
//Now read the objective text into the current objective
token = COM_ParseExt ( & buf , qfalse ) ;
Q_strncpyz ( cgs . objectives [ objnum - 1 ] . text , token , sizeof ( cgs . objectives [ objnum - 1 ] . text ) ) ;
}
else if ( ! Q_strncmp ( token , " abridged_obj " , 12 ) )
{
objnum = atoi ( & token [ 12 ] ) ;
if ( objnum < 1 | | objnum = = MAX_OBJECTIVES )
{
Com_Printf ( " Invalid objective number (%d), valid range is 1 to %d \n " , objnum , MAX_OBJECTIVES ) ;
break ;
}
//Now read the objective text into the current objective
token = COM_ParseExt ( & buf , qfalse ) ;
Q_strncpyz ( cgs . objectives [ objnum - 1 ] . abridgedText , token , sizeof ( cgs . objectives [ objnum - 1 ] . abridgedText ) ) ;
}
}
}
2011-12-05 10:56:52 +00:00
# else
void CG_LoadObjectivesForMap ( void )
{
int len , objnum = 0 ;
char * token ;
char * buf ;
fileHandle_t f ;
char fileName [ MAX_QPATH ] ;
char fullFileName [ MAX_QPATH ] ;
char * objtext ;
2011-12-05 11:13:38 +00:00
objtext = ( char * ) malloc ( sizeof ( char ) * MAX_OBJ_TEXT_LENGTH ) ;
2011-12-05 10:56:52 +00:00
if ( ! objtext ) {
CG_Printf ( " CG_LoadObjectivesForMap: couldn't allocate %u byte \n " , sizeof ( char ) * MAX_OBJ_TEXT_LENGTH ) ;
return ;
}
COM_StripExtension ( cgs . mapname , fileName ) ;
CG_LanguageFilename ( fileName , " efo " , fullFileName ) ;
len = trap_FS_FOpenFile ( fullFileName , & f , FS_READ ) ;
if ( len > MAX_OBJ_TEXT_LENGTH )
{
Com_Printf ( S_COLOR_RED " CG_LoadObjectivesForMap : %s file bigger than %d! \n " , fileName , MAX_OBJ_TEXT_LENGTH ) ;
free ( objtext ) ;
return ;
}
trap_FS_Read ( objtext , len , f ) ;
trap_FS_FCloseFile ( f ) ;
buf = objtext ;
//Now parse out each objective
while ( 1 )
{
token = COM_ParseExt ( & buf , qtrue ) ;
if ( ! token [ 0 ] ) {
break ;
}
// Normal objective text
if ( ! Q_strncmp ( token , " obj " , 3 ) )
{
objnum = atoi ( & token [ 3 ] ) ;
if ( objnum < 1 | | objnum = = MAX_OBJECTIVES ) {
Com_Printf ( " Invalid objective number (%d), valid range is 1 to %d \n " , objnum , MAX_OBJECTIVES ) ;
break ;
}
//Now read the objective text into the current objective
token = COM_ParseExt ( & buf , qfalse ) ;
Q_strncpyz ( cgs . objectives [ objnum - 1 ] . text , token , sizeof ( cgs . objectives [ objnum - 1 ] . text ) ) ;
}
else if ( ! Q_strncmp ( token , " abridged_obj " , 12 ) )
{
objnum = atoi ( & token [ 12 ] ) ;
if ( objnum < 1 | | objnum = = MAX_OBJECTIVES )
{
Com_Printf ( " Invalid objective number (%d), valid range is 1 to %d \n " , objnum , MAX_OBJECTIVES ) ;
break ;
}
//Now read the objective text into the current objective
token = COM_ParseExt ( & buf , qfalse ) ;
Q_strncpyz ( cgs . objectives [ objnum - 1 ] . abridgedText , token , sizeof ( cgs . objectives [ objnum - 1 ] . abridgedText ) ) ;
}
}
free ( objtext ) ;
}
# endif
2011-12-05 11:13:38 +00:00
# ifdef QVM
2011-06-01 12:20:56 +00:00
qboolean CG_LoadClasses ( void )
{
fileHandle_t f ;
int file_len ;
char buffer [ 32000 ] ;
char * token , * textPtr ;
char filePath [ MAX_QPATH ] ;
int numClasses = 0 ;
int i ;
Com_sprintf ( filePath , sizeof ( filePath ) , " ext_data/classes/%s.classes " , cgs . classSet ) ;
memset ( & cgs . classData , 0 , sizeof ( cg_classData_t ) ) ;
file_len = trap_FS_FOpenFile ( filePath , & f , FS_READ ) ;
if ( ! file_len )
{
CG_Printf ( S_COLOR_RED " Couldn't find class file: %s \n " , filePath ) ;
return qfalse ;
}
if ( file_len > sizeof ( buffer ) )
{
CG_Printf ( S_COLOR_RED " File %s was way too big to be loaded. \n " , filePath ) ;
return qfalse ;
}
trap_FS_Read ( buffer , file_len , f ) ;
trap_FS_FCloseFile ( f ) ;
buffer [ file_len ] = ' \0 ' ;
COM_BeginParseSession ( ) ;
textPtr = buffer ;
token = COM_Parse ( & textPtr ) ;
if ( ! token [ 0 ] ) {
CG_Printf ( S_COLOR_RED " ERROR: No data was found when going to parse the file! \n " ) ;
return qfalse ;
}
if ( Q_stricmpn ( token , " { " , 1 ) ) {
CG_Printf ( S_COLOR_RED " ERROR: File did not start with a '{' symbol! \n " ) ;
return qfalse ;
}
while ( 1 )
{
if ( numClasses > = MAX_CLASSES )
break ;
if ( ! Q_strncmp ( token , " { " , 1 ) )
{
while ( 1 )
{
token = COM_Parse ( & textPtr ) ;
if ( ! token [ 0 ] ) {
break ;
}
if ( ! Q_stricmpn ( token , " formalName " , 10 ) )
{
if ( COM_ParseString ( & textPtr , & token ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Invalid class formal name in class index: %i. \n " , numClasses ) ;
continue ;
}
Q_strncpyz ( cgs . classData [ numClasses ] . formalName , token , sizeof ( cgs . classData [ numClasses ] . formalName ) ) ;
continue ;
}
if ( ! Q_stricmpn ( token , " radarColor " , 5 ) )
{
vec3_t temp ;
if ( COM_ParseVec3 ( & textPtr , temp ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Invalid color values in class index: %i. \n " , numClasses ) ;
continue ;
}
for ( i = 0 ; i < 3 ; i + + )
{
cgs . classData [ numClasses ] . radarColor [ i ] = ( int ) Com_Clamp ( 0 , 255 , ( int ) temp [ i ] ) ;
//G_Printf( S_COLOR_RED "g_classData[numClasses].color[%i] = %i\n", i, g_classData[numClasses].color[i] );
}
continue ;
}
if ( ! Q_stricmpn ( token , " iconColor " , 9 ) )
{
if ( COM_ParseString ( & textPtr , & token ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Invalid class icon color in class index: %i. \n " , numClasses ) ;
continue ;
}
//Eh... there are enum values for these,
//but they're currently out of scope ;P
if ( ! Q_stricmp ( token , " red " ) )
{
cgs . classData [ numClasses ] . iconColor = 1 ; //CLR_RED
}
else if ( ! Q_stricmp ( token , " gold " ) )
{
cgs . classData [ numClasses ] . iconColor = 2 ; //CLR_GOLD
}
else if ( ! Q_stricmp ( token , " teal " ) )
{
cgs . classData [ numClasses ] . iconColor = 3 ; //CLR_TEAL
}
else if ( ! Q_stricmp ( token , " green " ) )
{
cgs . classData [ numClasses ] . iconColor = 4 ; //CLR_GREEN
}
else
{
cgs . classData [ numClasses ] . iconColor = 0 ; //0
}
continue ;
}
if ( ! Q_stricmpn ( token , " medical " , 7 ) )
{
if ( COM_ParseInt ( & textPtr , ( int * ) & cgs . classData [ numClasses ] . isMedic ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Class medic check for class %i was invalid. \n " , numClasses ) ;
continue ;
}
continue ;
}
if ( ! Q_stricmpn ( token , " isBorg " , 6 ) )
{
if ( COM_ParseInt ( & textPtr , ( int * ) & cgs . classData [ numClasses ] . isBorg ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Class borg check for class %i was invalid. \n " , numClasses ) ;
continue ;
}
continue ;
}
if ( ! Q_stricmpn ( token , " hasRanks " , 8 ) )
{
if ( COM_ParseInt ( & textPtr , ( int * ) & cgs . classData [ numClasses ] . showRanks ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Class Ranks check for class %i was invalid. \n " , numClasses ) ;
continue ;
}
continue ;
}
//I'm a n00b lol. I made a class called 'medical' and a parameter called 'medical'.
//I have to double check both parms or else it confuses the parser
//better check all of them. I'm still getting errors
if ( ! Q_stricmpn ( token , " consoleName " , 10 )
| | ! Q_stricmpn ( token , " modelSkin " , 9 )
| | ! Q_stricmpn ( token , " message " , 7 )
| | ! Q_stricmpn ( token , " admin " , 5 )
| | ! Q_stricmpn ( token , " marine " , 6 )
| | ! Q_stricmpn ( token , " noShow " , 6 )
)
{
SkipRestOfLine ( & textPtr ) ;
continue ;
}
//this one is a pain since it can potentially have multiple lines
if ( ! Q_stricmpn ( token , " weapons " , 7 ) )
{
SkipBracedSection ( & textPtr ) ;
continue ;
}
if ( ! Q_stricmpn ( token , " } " , 1 ) )
{
numClasses + + ;
break ;
}
}
}
token = COM_Parse ( & textPtr ) ;
if ( ! token [ 0 ] )
{
break ;
}
}
if ( numClasses > 0 )
return qtrue ;
else
{
CG_Printf ( S_COLOR_RED " ERROR: No classes were found in the class file! \n " ) ;
return qfalse ;
}
}
2011-12-05 11:13:38 +00:00
# else
qboolean CG_LoadClasses ( void )
{
fileHandle_t f ;
int file_len ;
char * buffer ;
char * token , * textPtr ;
char filePath [ MAX_QPATH ] ;
int numClasses = 0 ;
int i ;
buffer = ( char * ) malloc ( sizeof ( char ) * 32000 ) ;
if ( ! buffer ) {
CG_Printf ( " CG_LoadClasses: could not allocate %u byte \n " , sizeof ( char ) * 32000 ) ;
return qfalse ;
}
Com_sprintf ( filePath , sizeof ( filePath ) , " ext_data/classes/%s.classes " , cgs . classSet ) ;
memset ( & cgs . classData , 0 , sizeof ( cg_classData_t ) ) ;
file_len = trap_FS_FOpenFile ( filePath , & f , FS_READ ) ;
if ( ! file_len )
{
CG_Printf ( S_COLOR_RED " Couldn't find class file: %s \n " , filePath ) ;
free ( buffer ) ;
return qfalse ;
}
if ( file_len > sizeof ( buffer ) )
{
CG_Printf ( S_COLOR_RED " File %s was way too big to be loaded. \n " , filePath ) ;
return qfalse ;
}
trap_FS_Read ( buffer , file_len , f ) ;
trap_FS_FCloseFile ( f ) ;
buffer [ file_len ] = ' \0 ' ;
COM_BeginParseSession ( ) ;
textPtr = buffer ;
token = COM_Parse ( & textPtr ) ;
if ( ! token [ 0 ] ) {
CG_Printf ( S_COLOR_RED " ERROR: No data was found when going to parse the file! \n " ) ;
free ( buffer ) ;
return qfalse ;
}
if ( Q_stricmpn ( token , " { " , 1 ) ) {
CG_Printf ( S_COLOR_RED " ERROR: File did not start with a '{' symbol! \n " ) ;
free ( buffer ) ;
return qfalse ;
}
while ( 1 )
{
if ( numClasses > = MAX_CLASSES )
break ;
if ( ! Q_strncmp ( token , " { " , 1 ) )
{
while ( 1 )
{
token = COM_Parse ( & textPtr ) ;
if ( ! token [ 0 ] ) {
break ;
}
if ( ! Q_stricmpn ( token , " formalName " , 10 ) )
{
if ( COM_ParseString ( & textPtr , & token ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Invalid class formal name in class index: %i. \n " , numClasses ) ;
continue ;
}
Q_strncpyz ( cgs . classData [ numClasses ] . formalName , token , sizeof ( cgs . classData [ numClasses ] . formalName ) ) ;
continue ;
}
if ( ! Q_stricmpn ( token , " radarColor " , 5 ) )
{
vec3_t temp ;
if ( COM_ParseVec3 ( & textPtr , temp ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Invalid color values in class index: %i. \n " , numClasses ) ;
continue ;
}
for ( i = 0 ; i < 3 ; i + + )
{
cgs . classData [ numClasses ] . radarColor [ i ] = ( int ) Com_Clamp ( 0 , 255 , ( int ) temp [ i ] ) ;
//G_Printf( S_COLOR_RED "g_classData[numClasses].color[%i] = %i\n", i, g_classData[numClasses].color[i] );
}
continue ;
}
if ( ! Q_stricmpn ( token , " iconColor " , 9 ) )
{
if ( COM_ParseString ( & textPtr , & token ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Invalid class icon color in class index: %i. \n " , numClasses ) ;
continue ;
}
//Eh... there are enum values for these,
//but they're currently out of scope ;P
if ( ! Q_stricmp ( token , " red " ) )
{
cgs . classData [ numClasses ] . iconColor = 1 ; //CLR_RED
}
else if ( ! Q_stricmp ( token , " gold " ) )
{
cgs . classData [ numClasses ] . iconColor = 2 ; //CLR_GOLD
}
else if ( ! Q_stricmp ( token , " teal " ) )
{
cgs . classData [ numClasses ] . iconColor = 3 ; //CLR_TEAL
}
else if ( ! Q_stricmp ( token , " green " ) )
{
cgs . classData [ numClasses ] . iconColor = 4 ; //CLR_GREEN
}
else
{
cgs . classData [ numClasses ] . iconColor = 0 ; //0
}
continue ;
}
if ( ! Q_stricmpn ( token , " medical " , 7 ) )
{
if ( COM_ParseInt ( & textPtr , ( int * ) & cgs . classData [ numClasses ] . isMedic ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Class medic check for class %i was invalid. \n " , numClasses ) ;
continue ;
}
continue ;
}
if ( ! Q_stricmpn ( token , " isBorg " , 6 ) )
{
if ( COM_ParseInt ( & textPtr , ( int * ) & cgs . classData [ numClasses ] . isBorg ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Class borg check for class %i was invalid. \n " , numClasses ) ;
continue ;
}
continue ;
}
if ( ! Q_stricmpn ( token , " hasRanks " , 8 ) )
{
if ( COM_ParseInt ( & textPtr , ( int * ) & cgs . classData [ numClasses ] . showRanks ) )
{
CG_Printf ( S_COLOR_RED " ERROR: Class Ranks check for class %i was invalid. \n " , numClasses ) ;
continue ;
}
continue ;
}
//I'm a n00b lol. I made a class called 'medical' and a parameter called 'medical'.
//I have to double check both parms or else it confuses the parser
//better check all of them. I'm still getting errors
if ( ! Q_stricmpn ( token , " consoleName " , 10 )
| | ! Q_stricmpn ( token , " modelSkin " , 9 )
| | ! Q_stricmpn ( token , " message " , 7 )
| | ! Q_stricmpn ( token , " admin " , 5 )
| | ! Q_stricmpn ( token , " marine " , 6 )
| | ! Q_stricmpn ( token , " noShow " , 6 )
)
{
SkipRestOfLine ( & textPtr ) ;
continue ;
}
//this one is a pain since it can potentially have multiple lines
if ( ! Q_stricmpn ( token , " weapons " , 7 ) )
{
SkipBracedSection ( & textPtr ) ;
continue ;
}
if ( ! Q_stricmpn ( token , " } " , 1 ) )
{
numClasses + + ;
break ;
}
}
}
token = COM_Parse ( & textPtr ) ;
if ( ! token [ 0 ] )
{
break ;
}
}
if ( numClasses > 0 ) {
free ( buffer ) ;
return qtrue ;
} else
{
CG_Printf ( S_COLOR_RED " ERROR: No classes were found in the class file! \n " ) ;
free ( buffer ) ;
return qfalse ;
}
}
# endif
2011-06-01 12:20:56 +00:00
2011-12-05 11:13:38 +00:00
# ifdef QVM
2011-06-01 12:20:56 +00:00
qboolean CG_LoadUsablesStrings ( void )
{
char fileRoute [ MAX_QPATH ] ;
char mapRoute [ MAX_QPATH ] ;
char buffer [ 20000 ] ;
int file_len ;
char * textPtr , * token ;
fileHandle_t f ;
int i ;
int strLen ;
//setup the file route
Com_sprintf ( mapRoute , sizeof ( mapRoute ) , " %s " , cgs . mapname ) ;
strLen = strlen ( mapRoute ) ;
//*sigh* remove the bsp bit
if ( strLen > 4 & & ! Q_stricmp ( mapRoute + strLen - 4 , " .bsp " ) )
mapRoute [ strLen - 4 ] = ' \0 ' ;
//check for language
CG_LanguageFilename ( mapRoute , " usables " , fileRoute ) ;
file_len = trap_FS_FOpenFile ( fileRoute , & f , FS_READ ) ;
//It's assumed most maps won't have this feature, so just exit 'gracefully'
if ( file_len < = 1 )
{
//CG_Printf( S_COLOR_YELLOW "WARNING: No file named %s was found. If the server \n", fileRoute );
trap_FS_FCloseFile ( f ) ;
return qfalse ;
}
//fill the buffer with the file data
memset ( & buffer , 0 , sizeof ( buffer ) ) ;
trap_FS_Read ( buffer , file_len , f ) ;
buffer [ file_len ] = ' 0 ' ;
trap_FS_FCloseFile ( f ) ;
if ( ! buffer [ 0 ] )
{
CG_Printf ( S_COLOR_RED " ERROR: Attempted to load %s, but no data was inside! \n " , fileRoute ) ;
return qfalse ;
}
COM_BeginParseSession ( ) ;
textPtr = buffer ;
i = 0 ; //used for the main arrays indices
while ( 1 )
{
token = COM_Parse ( & textPtr ) ;
if ( ! token [ 0 ] )
break ;
if ( ! Q_strncmp ( token , " UsableDescriptions " , 18 ) )
{
token = COM_Parse ( & textPtr ) ;
if ( Q_strncmp ( token , " { " , 1 ) ! = 0 )
{
CG_Printf ( S_COLOR_RED " ERROR: UsableDescriptions had no opening brace ( { )! \n " , fileRoute ) ;
continue ;
}
token = COM_Parse ( & textPtr ) ;
//expected format is 'id' <space> 'string'
while ( Q_strncmp ( token , " } " , 1 ) )
{
if ( ! token [ 0 ] )
break ;
if ( ! Q_strncmp ( token , " UsableEntities " , 14 ) )
{
SkipBracedSection ( & textPtr ) ;
continue ;
}
else
{
//parse past the ID num
token = COM_ParseExt ( & textPtr , qfalse ) ;
//copy the line of text
if ( token [ 0 ] )
{
Q_strncpyz ( cgs . scannableStrings [ i ] , token , sizeof ( cgs . scannableStrings [ i ] ) ) ;
i + + ;
}
token = COM_Parse ( & textPtr ) ;
}
}
}
}
return qtrue ;
}
2011-12-05 11:13:38 +00:00
# else
qboolean CG_LoadUsablesStrings ( void )
{
char fileRoute [ MAX_QPATH ] ;
char mapRoute [ MAX_QPATH ] ;
char * buffer ;
int file_len ;
char * textPtr , * token ;
fileHandle_t f ;
int i ;
int strLen ;
buffer = ( char * ) malloc ( sizeof ( char ) * 20000 ) ;
if ( ! buffer ) {
CG_Printf ( " CG_LoadUsablesStrings: could not allocate %u byte \n " , sizeof ( char ) * 20000 ) ;
return qfalse ;
}
//setup the file route
Com_sprintf ( mapRoute , sizeof ( mapRoute ) , " %s " , cgs . mapname ) ;
strLen = strlen ( mapRoute ) ;
//*sigh* remove the bsp bit
if ( strLen > 4 & & ! Q_stricmp ( mapRoute + strLen - 4 , " .bsp " ) )
mapRoute [ strLen - 4 ] = ' \0 ' ;
//check for language
CG_LanguageFilename ( mapRoute , " usables " , fileRoute ) ;
file_len = trap_FS_FOpenFile ( fileRoute , & f , FS_READ ) ;
//It's assumed most maps won't have this feature, so just exit 'gracefully'
if ( file_len < = 1 )
{
//CG_Printf( S_COLOR_YELLOW "WARNING: No file named %s was found. If the server \n", fileRoute );
trap_FS_FCloseFile ( f ) ;
free ( buffer ) ;
return qfalse ;
}
//fill the buffer with the file data
memset ( & buffer , 0 , sizeof ( buffer ) ) ;
trap_FS_Read ( buffer , file_len , f ) ;
buffer [ file_len ] = ' 0 ' ;
trap_FS_FCloseFile ( f ) ;
if ( ! buffer [ 0 ] )
{
CG_Printf ( S_COLOR_RED " ERROR: Attempted to load %s, but no data was inside! \n " , fileRoute ) ;
free ( buffer ) ;
return qfalse ;
}
COM_BeginParseSession ( ) ;
textPtr = buffer ;
i = 0 ; //used for the main arrays indices
while ( 1 )
{
token = COM_Parse ( & textPtr ) ;
if ( ! token [ 0 ] )
break ;
if ( ! Q_strncmp ( token , " UsableDescriptions " , 18 ) )
{
token = COM_Parse ( & textPtr ) ;
if ( Q_strncmp ( token , " { " , 1 ) ! = 0 )
{
CG_Printf ( S_COLOR_RED " ERROR: UsableDescriptions had no opening brace ( { )! \n " , fileRoute ) ;
continue ;
}
token = COM_Parse ( & textPtr ) ;
//expected format is 'id' <space> 'string'
while ( Q_strncmp ( token , " } " , 1 ) )
{
if ( ! token [ 0 ] )
break ;
if ( ! Q_strncmp ( token , " UsableEntities " , 14 ) )
{
SkipBracedSection ( & textPtr ) ;
continue ;
}
else
{
//parse past the ID num
token = COM_ParseExt ( & textPtr , qfalse ) ;
//copy the line of text
if ( token [ 0 ] )
{
Q_strncpyz ( cgs . scannableStrings [ i ] , token , sizeof ( cgs . scannableStrings [ i ] ) ) ;
i + + ;
}
token = COM_Parse ( & textPtr ) ;
}
}
}
}
free ( buffer ) ;
return qtrue ;
}
# endif