/* Copyright (C) 1999-2000 Id Software, Inc. * * bg_misc.c -- both games misc functions, all completely stateless */ #include "q_shared.h" #include "bg_public.h" int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); void trap_FS_FCloseFile( fileHandle_t f ); void trap_FS_Read( void *buffer, int len, fileHandle_t f ); /* If you change these: PLEASE CHANGE THE COMMENTS ON THE AMMO PICKUPS, WHICH DETAIL THE QUANTITY IN THE CLIP*/ #define AMMO_PHASER_CLIP 50 #define AMMO_COMPRESSION_CLIP 32 #define AMMO_IMOD_CLIP 15 #define AMMO_SCAVENGER_CLIP 30 #define AMMO_STASIS_CLIP 15 #define AMMO_GRENADE_CLIP 10 #define AMMO_TETRION_CLIP 40 #define AMMO_QUANTUM_CLIP 6 #define AMMO_DREADNOUGHT_CLIP 40 char races[256]; /* * TiM : Tidied up for programmer easability... O_o * Marcin: not used since 30/12/2008*/ /** * Max ammo for each weapon. Unused. */ int Max_Ammo[WP_NUM_WEAPONS] = { 0, // WP_NONE, 5, // WP_NULL_HAND 5, // WP_TRICORDER, 5, // WP_PADD, 5, // WP_COFFEE, 5, // WP_PHASER, !! this should match PHASER_AMMO_MAX defined in bg_public 5, // WP_COMPRESSION_RIFLE, 5, // WP_TR116, 5, // WP_GRENADE_LAUNCHER, 5, // WP_QUANTUM_BURST, 5, // WP_DISRUPTOR, 5, // WP_MEDKIT, 5, // WP_VOYAGER_HYPO, 5, // WP_DERMAL_REGEN 5, // WP_TOOLKIT, 5, // WP_NEUTRINO_PROBE, //64 // WP_TR116 }; /*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION. The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface. If an item is the target of another entity, it will not spawn in until fired. An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired. "notfree" if set to 1, don't spawn in free for all games "notteam" if set to 1, don't spawn in team games "notsingle" if set to 1, don't spawn in single player games "wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning. "random" random number of plus or minus seconds varied from the respawn time "count" override quantity or duration on most items. */ gitem_t bg_itemlist[] = { { NULL, /* char *classname; */ NULL, /* char *pickup_sound;*/ NULL, /* char *world_model;*/ NULL, /* char *view_model;*/ NULL, /* char *icon;*/ NULL, /* char *pickup_name; */ /* for printing on pickup */ 0, /* int quantity; */ /* for ammo how much, or duration of powerup */ 0, /* itemType_t giType; */ /* IT_* flags */ 0, /* int giTag; */ "", /* char *precaches; */ /* string of all models and images this item will use */ "" /* char *sounds; */ /* string of all sounds this item will use */ }, /* leave index 0 alone */ /* * WEAPONS */ /* WP_NULL_HAND */ /*QUAKED weapon_imod (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_null_hand", "sound/silence.wav", /* "sound/weapons/w_pkup.wav", */ "models/weapons2/hand/hand_w.md3", /* "models/weapons2/imod/imod2_w.md3", */ /* world */ "models/weapons2/hand/hand.md3", /* "models/weapons2/imod/imod2.md3", */ /* view */ "icons/w_icon_hand", /* icon */ " ", /* pickup */ AMMO_IMOD_CLIP, IT_WEAPON, WP_NULL_HAND, "", /* precache */ "" /* sounds */ }, /*QUAKED weapon_tricorder (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_tricorder", "sound/weapons/w_pkup.wav", "models/weapons2/tricorder/tricorder_w.md3", /* world */ "models/weapons2/tricorder/tricorder.md3", /* view */ "icons/w_icon_tricorder", /* icon */ "Tricorder", /* pickup */ AMMO_PHASER_CLIP, IT_WEAPON, WP_TRICORDER, "", /* precache */ "" /* sounds */ }, /*QUAKED weapon_padd (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_padd", "sound/weapons/w_pkup.wav", "models/weapons2/padd/padd_w.md3", /* world */ "models/weapons2/padd/padd.md3", /* view */ "icons/w_icon_padd", /* icon */ "Padd", /* pickup */ AMMO_PHASER_CLIP, IT_WEAPON, WP_PADD, "", /* precache */ "", /* sounds */ }, /*QUAKED weapon_scavenger (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_coffee", "sound/weapons/w_pkup.wav", "models/weapons2/coffeecup/coffee_cup_w.md3", /* world */ "models/weapons2/coffeecup/coffee_cup.md3", /* view */ "icons/w_icon_coffee", /* icon */ "Coffee, Black", /* pickup */ AMMO_SCAVENGER_CLIP, IT_WEAPON, WP_COFFEE, "", /* precache */ "" /* sounds */ }, /*QUAKED weapon_phaser (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_phaser", "sound/weapons/w_pkup.wav", "models/weapons2/phaser/phaser_w.md3", /* world */ "models/weapons2/phaser/phaser.md3", /* view */ "icons/w_icon_phaser", /* icon */ "Phaser", /* pickup */ AMMO_PHASER_CLIP, IT_WEAPON, WP_PHASER, "", /* precache */ "" /* sounds */ }, /*QUAKED weapon_compressionrifle (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_compressionrifle", "sound/weapons/w_pkup.wav", "models/weapons2/prifle/prifle_w.md3", //world "models/weapons2/prifle/prifle.md3", //view /* icon */ "icons/w_icon_rifle", /* pickup */ "Phaser Compression Rifle", AMMO_COMPRESSION_CLIP, IT_WEAPON, WP_COMPRESSION_RIFLE, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_tetriondisruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_tr116", "sound/weapons/w_pkup.wav", "models/weapons2/tr116/tr-116_w.md3",//world "models/weapons2/tr116/tr-116.md3", //view /* icon */ "icons/w_icon_tr116", /* pickup */ "TR-116", AMMO_TETRION_CLIP, IT_WEAPON, WP_TR116, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_grenadelauncher", "sound/weapons/w_pkup.wav", "models/weapons2/launcher/launcher_w.md3", //world "models/weapons2/launcher/launcher.md3", //view /* icon */ "icons/w_icon_grenade", /* pickup */ "Compound Grenade Launcher", AMMO_GRENADE_CLIP, IT_WEAPON, WP_GRENADE_LAUNCHER, /* precache */ "", /* sounds */ "sound/weapons/glauncher/bounce1.wav sound/weapons/glauncher/bounce2.wav" }, /*QUAKED weapon_quantumburst (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_quantumburst", "sound/weapons/w_pkup.wav", "models/weapons2/q_burst/q_burst_w.md3", //world "models/weapons2/q_burst/q_burst.md3", //view /* icon */ "icons/w_icon_quantum", /* pickup */ "Photon Burst", AMMO_QUANTUM_CLIP, IT_WEAPON, WP_QUANTUM_BURST, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_stasisweapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_disruptor", "sound/weapons/w_pkup.wav", "models/weapons2/alien_disruptor/disruptor_w.md3", //world "models/weapons2/alien_disruptor/disruptor.md3", //view /* icon */ "icons/w_icon_disruptor", /* pickup */ "Disruptor", AMMO_STASIS_CLIP, IT_WEAPON, WP_DISRUPTOR, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_borg_weapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_medkit", "sound/weapons/w_pkup.wav", "models/weapons2/medkit/medkit_w.md3", //world "models/weapons2/medkit/medkit.md3", //view /* icon */ "icons/w_icon_medkit", /* pickup */ "Medkit", AMMO_PHASER_CLIP, IT_WEAPON, WP_MEDKIT, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_voyager_hypo (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_voyager_hypo", "sound/weapons/w_pkup.wav", "models/weapons2/hypospray/hypospray_w.md3", //world "models/weapons2/hypospray/hypospray.md3", //view /* icon */ "icons/w_icon_hypo", /* pickup */ "Hypo", AMMO_PHASER_CLIP, IT_WEAPON, WP_VOYAGER_HYPO, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_dreadnought (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_dermal_regen", "sound/weapons/w_pkup.wav", "models/weapons2/dermal_regen/dermal_regen_w.md3", "models/weapons2/dermal_regen/dermal_regen.md3", /* icon */ "icons/w_icon_dermalregen", /* pickup */ "Dermal Regenerator", AMMO_DREADNOUGHT_CLIP, IT_WEAPON, WP_DERMAL_REGEN, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_borg_assimilator (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_toolkit", "sound/weapons/w_pkup.wav", "models/weapons2/toolkit/toolkit_w.md3", //world "models/weapons2/toolkit/toolkit.md3", //view /* icon */ "icons/w_icon_toolkit", /* pickup */ "Toolkit", AMMO_PHASER_CLIP, IT_WEAPON, WP_TOOLKIT, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_engtool (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_hyperspanner", "sound/weapons/w_pkup.wav", "models/weapons2/hyperspanner/hyperspanner_w.md3", //world "models/weapons2/hyperspanner/hyperspanner.md3", //view /* icon */ "icons/w_icon_hyperspanner", /* pickup */ "Hyperspanner", AMMO_PHASER_CLIP, IT_WEAPON, WP_HYPERSPANNER, /* precache */ "", /* sounds */ "" }, // // AMMO ITEMS // /*QUAKED ammo_compressionrifle (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 32 ammo for the compression rifle */ { "ammo_compressionrifle", "sound/player/pickupenergy.wav", "models/powerups/trek/prifle_ammo.md3", //world NULL, /* icon */ "icons/dm_phaser_sm", /* pickup */ "Phaser Compression Rifle Ammo", AMMO_COMPRESSION_CLIP, IT_AMMO, WP_COMPRESSION_RIFLE, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_imod (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 15 ammo for the I-MOD */ { "ammo_imod", "sound/player/pickupenergy.wav", "models/powerups/trek/imod_ammo.md3", //world NULL, /* icon */ "icons/dm_imod", /* pickup */ "I-MOD Ammo", AMMO_IMOD_CLIP, IT_AMMO, WP_NULL_HAND, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_scavenger (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 30 ammo for the scavenger rifle */ { "ammo_scavenger", "sound/player/pickupenergy.wav", "models/powerups/trek/scavenger_ammo.md3", //world NULL, /* icon */ "icons/dm_scav", /* pickup */ "Scavenger Weapon Ammo", AMMO_SCAVENGER_CLIP, IT_AMMO, WP_COFFEE, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_stasis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 15 ammo for the stasis weapon */ { "ammo_stasis", "sound/player/pickupenergy.wav", "models/powerups/trek/stasis_ammo.md3", //world NULL, /* icon */ "icons/dm_stasis_sm", /* pickup */ "Stasis Weapon Ammo", AMMO_STASIS_CLIP, IT_AMMO, WP_DISRUPTOR, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 10 ammo for the grenade launcher */ { "ammo_grenades", "sound/player/pickupenergy.wav", "models/powerups/trek/glauncher_ammo.md3", //world NULL, /* icon */ "icons/dm_glauncher_sm", /* pickup */ "Compound Grenade Launcher Ammo", AMMO_GRENADE_CLIP, IT_AMMO, WP_GRENADE_LAUNCHER, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_tetriondisruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 40 ammo for the tetrYon disruptor */ { "ammo_tetriondisruptor", "sound/player/pickupenergy.wav", "models/powerups/trek/tetrion_ammo.md3", //world NULL, /* icon */ "icons/dm_tetrion_sm", /* pickup */ "Tetryon Pulse Disruptor Ammo", AMMO_TETRION_CLIP, IT_AMMO, WP_TR116, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_quantumburst (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 6 ammo for the quantum burst weapon */ { "ammo_quantumburst", "sound/player/pickupenergy.wav", "models/powerups/trek/torpedo.md3", //world NULL, /* icon */ "icons/dm_torpedo_sm", /* pickup */ "Photon Burst Ammo", AMMO_QUANTUM_CLIP, IT_AMMO, WP_QUANTUM_BURST, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_dreadnought (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 40 ammo for the dreadnought/arc welder */ { "ammo_dreadnought", "sound/player/pickupenergy.wav", "models/powerups/trek/arc_ammo.md3", //world NULL, /* icon */ "icons/dm_a_arc_sm", /* pickup */ "Dermal Regenerator Ammo", AMMO_DREADNOUGHT_CLIP, IT_AMMO, WP_DERMAL_REGEN, /* precache */ "", /* sounds */ "" }, // // ARMOR // /*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 5 points of shields */ { "item_armor_shard", "sound/player/pickupenergy.wav", "models/powerups/trek/armor_shard.md3", //world NULL, /* icon */ "icons/icon_shards", /* pickup */ "Incremental Shield Boost", 5, IT_ARMOR, 0, /* precache */ "", /* sounds */ "" }, /*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 50 points of shields */ { "item_armor_combat", "sound/player/pickupenergy.wav", "models/powerups/trek/armor.md3", //world NULL, /* icon */ "icons/dm_armor_sm", /* pickup */ "Personal Deflector Screen", 50, IT_ARMOR, 0, /* precache */ "", /* sounds */ "" }, /*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 100 points of shields */ { "item_armor_body", "sound/player/suitenergy.wav", "models/powerups/trek/armor2.md3", //world NULL, /* icon */ "icons/dm_superarmor_sm", /* pickup */ "Isokinetic Deflector Screen", 100, IT_ARMOR, 0, /* precache */ "", /* sounds */ "" }, // // HEALTH // /*QUAKED item_hypo_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 5 points of health, max of 200 */ { "item_hypo_small", "sound/player/pickuphealth.wav", "models/powerups/trek/hypo_single.md3", //world NULL, /* icon */ "icons/dm_health_sm", /* pickup */ "Booster Hypospray", 5, IT_HEALTH, 0, /* precache */ "", /* sounds */ "" }, /*QUAKED item_hypo (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 25 points of health, max of 100 */ { "item_hypo", "sound/player/suithealth.wav", "models/powerups/trek/hypo_double.md3", //world NULL, /* icon */ "icons/dm_health2_sm", /* pickup */ "Emergency Hypospray", 25, IT_HEALTH, 0, /* precache */ "", /* sounds */ "" }, // // HOLDABLE ITEMS // /*QUAKED holdable_transporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended pick it up and it stays in your inventory until used, at which time you drop it in front of you and it still kind of resides in your inventory. when you use it _again_ it activates and anyone can walk through the transporter. */ { "holdable_transporter", "sound/items/holdable.wav", "models/powerups/trek/transporter.md3", //world NULL, /* icon */ "icons/dm_transport_sm", /* pickup */ "Personal Transporter Device", 60, IT_HOLDABLE, HI_TRANSPORTER, /* precache */ "", /* sounds */ "" }, /*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended pick it up and it stays in your inventory until used, at which time it sets your health to 100 */ { "holdable_medkit", "sound/items/holdable.wav", "models/powerups/trek/med_kit.md3", //world NULL, /* icon */ "icons/dm_health3_sm", /* pickup */ "Portable Medkit", 60, IT_HOLDABLE, HI_MEDKIT, /* precache */ "", /* sounds */ "sound/items/use_medkit.wav" }, // // POWERUP ITEMS // /*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended for 30 seconds you run at %150 of your normal speed and your firing delays are 3/4 as long */ { "item_haste", "sound/items/haste.wav", "models/powerups/trek/haste.md3", //world NULL, /* icon */ "icons/dm_haste", /* pickup */ "Temporal Accelerator", 30, IT_POWERUP, PW_HASTE, /* precache */ "", /* sounds */ "" }, /*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 20 seconds of invisibility */ { "item_invis", "sound/items/invisibility.wav", "models/powerups/trek/invisible.md3", //world NULL, /* icon */ "icons/dm_invisibility", /* pickup */ "Personal Cloaking Device", 20, IT_POWERUP, PW_INVIS, /* precache */ "", /* sounds */ "" }, /*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 30 seconds of flight */ { "item_flight", "sound/items/flight.wav", "models/powerups/trek/flight.md3", //world NULL, /* icon */ "icons/dm_flight", /* pickup */ "Anti-Gravity Pack", 30, IT_POWERUP, PW_FLIGHT, /* precache */ "", /* sounds */ "sound/items/flight.wav" }, /*QUAKED holdable_detpack (.3 .3 1) (-16 -16 -16) (16 16 16) suspended BLAMMO! */ { "holdable_detpack", "sound/player/pickupenergy.wav", "models/powerups/trek/detpak.md3", //world NULL, /* icon */ "icons/icon_detpack", /* pickup */ "Ultritium Explosive Charge", 1, // 5, IT_HOLDABLE, HI_DETPACK, /* precache */ "", /* sounds */ "sound/weapons/detpacklatch.wav sound/weapons/explosions/detpakexplode.wav" }, /*QUAKED holdable_shield (.3 .3 1) (-16 -16 -16) (16 16 16) suspended About 25 seconds or 250 hit points of a portashield. */ { "holdable_shield", "sound/player/pickupenergy.wav", "models/powerups/trek/shield_gen.md3", //world NULL, /* icon */ "icons/icon_shield", /* pickup */ "Portable Force Field", 1, IT_HOLDABLE, HI_SHIELD, /* precache */ "", /* sounds */ "sound/weapons/detpacklatch.wav sound/movers/forceup.wav sound/ambience/spark5.wav" }, /*QUAKED Holographic_decoy (.3 .3 1) (-16 -16 -16) (16 16 16) suspended About 1 minute of a holographic decoy. */ { "Holographic_decoy", "sound/items/holdable.wav", "models/powerups/trek/decoy.md3", //world NULL, /* icon */ "icons/icon_decoy", /* pickup */ "Holographic Decoy", 1, IT_HOLDABLE, HI_DECOY, /* precache */ "", /* sounds */ "" }, // // New Weapons // // end of list marker {NULL} }; int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1; #define STAND_VIEWHEIGHT (DEFAULT_VIEWHEIGHT) #define SITTING_VIEWHEIGHT (22) /* TiM: To reduce redundancy here */ #define CROUCHING_VIEWHEIGHT (CROUCH_VIEWHEIGHT) #define HITBOX_DEFAULT 32 #define HITBOX_CROUCH 16 #define HITBOX_NULL -23 /*0 //-24 doesn't work on patch meshes apparently. That might be more the mapper's fault than mine tho lol */ #define NULL_ANIM -1 /* * !Main emotes definition arrayzor * Suffice it to say... my hands hurt after writing this thing >.< */ emoteList_t bg_emoteList[] = { //name //type //enumName //enumLoop //viewHeight //hitBox Height //bodyFlags //animFlags { "alert", TYPE_MISC, -1, NULL_ANIM, 0, 0, 0, 0, }, { "alert2", TYPE_MISC, -1, NULL_ANIM, 0, 0, 0, 0, }, { "assimilated", TYPE_FULLBODY, BOTH_ASSIMILATED1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_ALL | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "", TYPE_NONE, -1, NULL_ANIM, 0, 0, 0, 0, }, { "benchsit1_2stand", TYPE_SITTING, BOTH_BENCHSIT1_2STAND, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "benchsit1_fixboot", TYPE_SITTING, BOTH_BENCHSIT1_FIXBOOT, BOTH_BENCHSIT1_IDLE, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_REVERTLOOP_BOTH }, { "benchsit1_idle", TYPE_SITTING, BOTH_BENCHSIT1_IDLE, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_LOOP_BOTH | EMOTE_OVERRIDE_BOTH }, { "benchsit1to2", TYPE_SITTING, BOTH_BENCHSIT1TO2, BOTH_BENCHSIT2_IDLE, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "benchsit2_idle", TYPE_SITTING, BOTH_BENCHSIT2_IDLE, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_LOOP_BOTH | EMOTE_OVERRIDE_BOTH }, { "benchsit2to1", TYPE_SITTING, BOTH_BENCHSIT2TO1, BOTH_BENCHSIT1_IDLE, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "catch1", TYPE_FULLBODY, BOTH_CATCH1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "console1", TYPE_CONSOLE, BOTH_CONSOLE1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "console1_idle", TYPE_CONSOLE, BOTH_CONSOLE1IDLE, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "console1_left", TYPE_CONSOLE, BOTH_CONSOLE1LEFT, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "console1_right", TYPE_CONSOLE, BOTH_CONSOLE1RIGHT, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "console2", TYPE_CONSOLE, BOTH_CONSOLE2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_LOOP_BOTH | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "console3", TYPE_CONSOLE, BOTH_CONSOLE3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "console3_idle", TYPE_CONSOLE, BOTH_CONSOLE3IDLE, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "console3_left", TYPE_CONSOLE, BOTH_CONSOLE3LEFT, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "console3_right", TYPE_CONSOLE, BOTH_CONSOLE3RIGHT, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "console4", TYPE_CONSOLE, BOTH_CONSOLE4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "console5", TYPE_CONSOLE, BOTH_CONSOLE5, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "couchsit1_2stand", TYPE_SITTING, BOTH_COUCHSIT1_2STAND1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "couchsit1_left", TYPE_SITTING, BOTH_COUCHSIT1_GESTURELEFT, BOTH_COUCHSIT1_IDLE, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "couchsit1_right", TYPE_SITTING, BOTH_COUCHSIT1_GESTURERIGHT,BOTH_COUCHSIT1_IDLE, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "couchsit1_idle", TYPE_SITTING, BOTH_COUCHSIT1_IDLE, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "couchsit1_talk", TYPE_SITTING, BOTH_COUCHSIT1_TALKGESTURE, BOTH_COUCHSIT1_IDLE, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "couchsit2to1", TYPE_SITTING, BOTH_COUCHSIT1_TO2, BOTH_COUCHSIT1_IDLE, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_REVERTLOOP_UPPER }, { "couchsit2_idle", TYPE_SITTING, BOTH_COUCHSIT2, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "coverup1_end", TYPE_FULLBODY, BOTH_COVERUP1_END, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "coverup1_loop", TYPE_FULLBODY, BOTH_COVERUP1_LOOP, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "coverup1_start", TYPE_FULLBODY, BOTH_COVERUP1_START, BOTH_COVERUP1_LOOP, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "cowar1", TYPE_FULLBODY, BOTH_COWAR1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "crowdlook1", TYPE_FULLBODY, BOTH_CROWDLOOK1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "crowdlook2", TYPE_FULLBODY, BOTH_CROWDLOOK2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "crowdlook3", TYPE_MISC, BOTH_CROWDLOOK3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH | EMOTE_LOOP_BOTH }, { "crowdlook4", TYPE_MISC, BOTH_CROWDLOOK4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "dive1", TYPE_FULLBODY, BOTH_DIVE1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_ALL | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "eyes_shut", TYPE_MISC, -1, 0, 0, 0, 0, 0, }, { "eyes_angry", TYPE_MISC, -1, 0, 0, 0, 0, 0, }, { "gesture2", TYPE_GESTURE, BOTH_GESTURE2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "gesture3", TYPE_GESTURE, BOTH_GESTURE3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "get_up1", TYPE_FULLBODY, BOTH_GET_UP1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "grab1", TYPE_FULLBODY, BOTH_GRAB1, BOTH_GRAB2, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "grab2", TYPE_FULLBODY, BOTH_GRAB2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "grab3", TYPE_FULLBODY, BOTH_GRAB3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "grab4", TYPE_FULLBODY, BOTH_GRAB4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "grabbed1", TYPE_FULLBODY, BOTH_GRABBED1, BOTH_GRABBED2, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "grabbed2", TYPE_FULLBODY, BOTH_GRABBED2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "groundshake1", TYPE_FULLBODY, BOTH_GROUNDSHAKE1, BOTH_GROUNDSHAKE1LOOP, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "groundshake1loop", TYPE_FULLBODY, BOTH_GROUNDSHAKE1LOOP, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "groundshake2", TYPE_FULLBODY, BOTH_GROUNDSHAKE2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "guard_idle1", TYPE_MISC, BOTH_GUARD_IDLE1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "guard_lkrt1", TYPE_MISC, BOTH_GUARD_LKRT1, BOTH_GUARD_IDLE1, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "guard_lookaround1", TYPE_MISC, BOTH_GUARD_LOOKAROUND1, BOTH_GUARD_IDLE1, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "guilt1", TYPE_FULLBODY, BOTH_GUILT1, NULL_ANIM, CROUCHING_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "hitwall1", TYPE_FULLBODY, BOTH_HITWALL1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "help1", TYPE_FULLBODY, BOTH_HELP1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "injured1", TYPE_INJURED, BOTH_INJURED1, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH, }, { "injured2", TYPE_INJURED, BOTH_INJURED2, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH, }, { "injured3", TYPE_INJURED, BOTH_INJURED3, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH, }, { "injured4", TYPE_INJURED, BOTH_INJURED4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH, }, { "injured4to5", TYPE_INJURED, BOTH_INJURED4TO5, BOTH_INJURED5, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "injured5", TYPE_INJURED, BOTH_INJURED5, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "injured6", TYPE_INJURED, BOTH_INJURED6, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "injured6_combadge", TYPE_INJURED, BOTH_INJURED6COMBADGE, BOTH_INJURED6, DEAD_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "injured6_point", TYPE_INJURED, BOTH_INJURED6POINT, BOTH_INJURED6, DEAD_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "kneel_hand1", TYPE_MISC, BOTH_KNEELHAND1, NULL_ANIM, CROUCHING_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "laugh1", TYPE_FULLBODY, BOTH_LAUGH2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "laugh2", TYPE_FULLBODY, BOTH_LAUGH1, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "lean1", TYPE_MISC, BOTH_LEAN1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "pain2writhe1", TYPE_FULLBODY, BOTH_PAIN2WRITHE1, BOTH_WRITHING1, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "possessed1", TYPE_FULLBODY, BOTH_POSSESSED1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "possessed2", TYPE_FULLBODY, BOTH_POSSESSED2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "psychicshock1", TYPE_FULLBODY, BOTH_PSYCHICSHOCK1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "psychicshock2", TYPE_FULLBODY, BOTH_PSYCHICSHOCK2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "scared2", TYPE_FULLBODY, BOTH_SCARED2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "shield1", TYPE_FULLBODY, BOTH_SHIELD1, BOTH_SHIELD2, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "shield2", TYPE_FULLBODY, BOTH_SHIELD2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_BOTH }, { "sit1stand", TYPE_SITTING, BOTH_SIT1STAND, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_BOTH }, { "sit1to2", TYPE_SITTING, BOTH_SIT1TO2, BOTH_SIT2, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit1to3", TYPE_SITTING, BOTH_SIT1TO3, BOTH_SIT3, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit1", TYPE_SITTING, BOTH_SIT1, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sit2to1", TYPE_SITTING, BOTH_SIT2TO1, BOTH_SIT1, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit2to3", TYPE_SITTING, BOTH_SIT2TO3, BOTH_SIT3, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit2", TYPE_SITTING, BOTH_SIT2, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sit3to1", TYPE_SITTING, BOTH_SIT3TO1, BOTH_SIT1, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit3to2", TYPE_SITTING, BOTH_SIT3TO2, BOTH_SIT2, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit3", TYPE_SITTING, BOTH_SIT3, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sit4to5", TYPE_SITTING, BOTH_SIT4TO5, BOTH_SIT5, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit4to6", TYPE_SITTING, BOTH_SIT4TO6, BOTH_SIT6, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit4", TYPE_SITTING, BOTH_SIT4, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sit5to4", TYPE_SITTING, BOTH_SIT5TO4, BOTH_SIT4, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit5to6", TYPE_SITTING, BOTH_SIT5TO6, BOTH_SIT6, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit5", TYPE_SITTING, BOTH_SIT5, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sit6to4", TYPE_SITTING, BOTH_SIT6TO4, BOTH_SIT4, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit6to5", TYPE_SITTING, BOTH_SIT6TO5, BOTH_SIT5, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sit6", TYPE_SITTING, BOTH_SIT6, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sit7", TYPE_SITTING, BOTH_SIT7, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_CROUCH, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_LOOP_BOTH, }, { "sit7tostand1", TYPE_SITTING, BOTH_SIT7TOSTAND1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sleep1", TYPE_MISC, BOTH_SLEEP1, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sleep1_nose", TYPE_MISC, BOTH_SLEEP1_NOSE, BOTH_SLEEP1, DEAD_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sleep1_getup", TYPE_MISC, BOTH_SLEEP1GETUP, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sleep2", TYPE_MISC, BOTH_SLEEP2, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sleep2_shift", TYPE_MISC, BOTH_SLEEP2_SHIFT, BOTH_SLEEP2, DEAD_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sleep2_getup", TYPE_MISC, BOTH_SLEEP2GETUP, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "sleep3", TYPE_MISC, BOTH_SLEEP3, NULL_ANIM, DEAD_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "sleep3getup", TYPE_MISC, BOTH_SLEEP3GETUP, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "snapto1", TYPE_FULLBODY, BOTH_SNAPTO1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "snapto2", TYPE_FULLBODY, BOTH_SNAPTO2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random1", TYPE_GESTURE, BOTH_STAND1_RANDOM2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random2", TYPE_GESTURE, BOTH_STAND1_RANDOM3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random3", TYPE_GESTURE, BOTH_STAND1_RANDOM4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random4", TYPE_GESTURE, BOTH_STAND1_RANDOM5, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random5", TYPE_GESTURE, BOTH_STAND1_RANDOM6, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random6", TYPE_GESTURE, BOTH_STAND1_RANDOM7, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random7", TYPE_GESTURE, BOTH_STAND1_RANDOM8, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random8", TYPE_GESTURE, BOTH_STAND1_RANDOM9, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random9", TYPE_GESTURE, BOTH_STAND1_RANDOM10, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand1_random10", TYPE_GESTURE, BOTH_STAND1_RANDOM11, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random1", TYPE_GESTURE, BOTH_STAND2_RANDOM1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random2", TYPE_GESTURE, BOTH_STAND2_RANDOM2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random3", TYPE_GESTURE, BOTH_STAND2_RANDOM3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random4", TYPE_GESTURE, BOTH_STAND2_RANDOM4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random5", TYPE_GESTURE, BOTH_STAND2_RANDOM5, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random6", TYPE_GESTURE, BOTH_STAND2_RANDOM6, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random7", TYPE_GESTURE, BOTH_STAND2_RANDOM7, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random8", TYPE_GESTURE, BOTH_STAND2_RANDOM8, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random9", TYPE_GESTURE, BOTH_STAND2_RANDOM9, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random10", TYPE_GESTURE, BOTH_STAND2_RANDOM10, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random11", TYPE_GESTURE, BOTH_STAND2_RANDOM11, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand2_random12", TYPE_GESTURE, BOTH_STAND2_RANDOM12, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_BOTH }, { "stand3", TYPE_MISC, BOTH_STAND3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "standup1", TYPE_FULLBODY, BOTH_STANDUP1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "surprised1", TYPE_FULLBODY, BOTH_SURPRISED1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER }, { "surprised2", TYPE_FULLBODY, BOTH_SURPRISED2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER }, { "surprised3", TYPE_FULLBODY, BOTH_SURPRISED3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER }, { "surprised4", TYPE_FULLBODY, BOTH_SURPRISED4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH }, { "surprised5", TYPE_FULLBODY, BOTH_SURPRISED5, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_OVERRIDE_UPPER }, { "table_eat1", TYPE_MISC, BOTH_TABLE_EAT1, BOTH_TABLE_IDLE1, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "table_getup1", TYPE_MISC, BOTH_TABLE_GETUP1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "table_idle1", TYPE_MISC, BOTH_TABLE_IDLE1, NULL_ANIM, SITTING_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "table_talkgesture1", TYPE_MISC, BOTH_TABLE_TALKGESTURE1, BOTH_TABLE_IDLE1, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_UPPER }, { "talkgesture1", TYPE_GESTURE, BOTH_TALKGESTURE1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_DEFAULT, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "talkgesture2", TYPE_GESTURE, BOTH_TALKGESTURE2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "talkgesture3", TYPE_GESTURE, TORSO_TALKGESTURE4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "talkgesture4", TYPE_GESTURE, TORSO_TALKGESTURE5, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "writhing2", TYPE_FULLBODY, BOTH_WRITHING2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_BOTH, EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH | EMOTE_LOOP_BOTH }, { "combadge1", TYPE_GESTURE, TORSO_COMBADGE1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "combadge2", TYPE_GESTURE, TORSO_COMBADGE2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "combadge3", TYPE_GESTURE, TORSO_COMBADGE3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "combadge4", TYPE_GESTURE, TORSO_COMBADGE4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "equipment1", TYPE_GESTURE, TORSO_EQUIPMENT1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "equipment2", TYPE_GESTURE, TORSO_EQUIPMENT2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "equipment3", TYPE_GESTURE, TORSO_EQUIPMENT3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "grablbackl", TYPE_GESTURE, TORSO_GRABLBACKL, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "hand1", TYPE_GESTURE, TORSO_HAND1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "hand2", TYPE_GESTURE, TORSO_HAND2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture1", TYPE_GESTURE, TORSO_HANDGESTURE1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture2", TYPE_GESTURE, TORSO_HANDGESTURE2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture3", TYPE_GESTURE, TORSO_HANDGESTURE3, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture4", TYPE_GESTURE, TORSO_HANDGESTURE4, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture5", TYPE_GESTURE, TORSO_HANDGESTURE5, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture6", TYPE_GESTURE, TORSO_HANDGESTURE6, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture7", TYPE_GESTURE, TORSO_HANDGESTURE7, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture8", TYPE_GESTURE, TORSO_HANDGESTURE8, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture9", TYPE_GESTURE, TORSO_HANDGESTURE9, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture10", TYPE_GESTURE, TORSO_HANDGESTURE10, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture11", TYPE_GESTURE, TORSO_HANDGESTURE11, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture12", TYPE_GESTURE, TORSO_HANDGESTURE12, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "handgesture13", TYPE_GESTURE, TORSO_HANDGESTURE13, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "hypospray", TYPE_GESTURE, TORSO_HYPOSPRAY1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "pokeridle1", TYPE_GESTURE, TORSO_POKERIDLE1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_UPPER }, { "pokeridle2", TYPE_GESTURE, TORSO_POKERIDLE2, TORSO_POKERIDLE1, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER }, { "pokeridle3", TYPE_GESTURE, TORSO_POKERIDLE3, TORSO_POKERIDLE1, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "shout1", TYPE_GESTURE, TORSO_SHOUT1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_UPPER }, { "speechless1", TYPE_GESTURE, TORSO_SPEECHLESS1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_UPPER }, { "speechless2", TYPE_GESTURE, TORSO_SPEECHLESS2, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_LOOP_UPPER }, { "taunt", TYPE_GESTURE, TORSO_GESTURE, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, { "wrist1", TYPE_GESTURE, TORSO_WRIST1, NULL_ANIM, STAND_VIEWHEIGHT, HITBOX_NULL, EMOTE_UPPER, EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER }, }; /* * TiM : Hrmm... this may have been why it was crashing on some people's PCs... *Let's try the old fashioned way... * int bg_numEmotes = sizeof( emoteList ) / sizeof ( emoteList[0] ); */ int bg_numEmotes = 180; /* * TiM: * !In order to set up a list of items we can use in the 'give' command. * */ giveItem_t bg_giveItem[] = { //consoleName giveType giveValue { "all", TYPE_ALL, 0 }, { "health", TYPE_HEALTH, 0 }, { "weapons", TYPE_WEAPONS, 0 }, { "ammo", TYPE_AMMO, 0 }, { "transporter", TYPE_HOLDABLE, HI_TRANSPORTER }, { "forcefield", TYPE_HOLDABLE, HI_SHIELD }, { "phaser", TYPE_WEAPON, WP_PHASER }, { "phaser_rifle", TYPE_WEAPON, WP_COMPRESSION_RIFLE }, { "coffee", TYPE_WEAPON, WP_COFFEE }, { "disruptor", TYPE_WEAPON, WP_DISRUPTOR }, { "coffee", TYPE_WEAPON, WP_COFFEE }, { "admin_gun", TYPE_WEAPON, WP_GRENADE_LAUNCHER }, { "tr-116", TYPE_WEAPON, WP_TR116 }, { "photon_burst", TYPE_WEAPON, WP_QUANTUM_BURST }, { "dermal_regen", TYPE_WEAPON, WP_DERMAL_REGEN }, { "hypospray", TYPE_WEAPON, WP_VOYAGER_HYPO }, { "toolkit", TYPE_WEAPON, WP_TOOLKIT }, { "medkit", TYPE_WEAPON, WP_MEDKIT }, { "tricorder", TYPE_WEAPON, WP_TRICORDER }, { "padd", TYPE_WEAPON, WP_PADD }, { "hyperspanner", TYPE_WEAPON, WP_HYPERSPANNER }, { "cloak", TYPE_POWERUP, 0 }, { "flight", TYPE_POWERUP, 0 }, { "god", TYPE_POWERUP, 0 } }; /* TiM - Meh... just define the number... doing fancy array stuff seems to make PCs 'splode O_o */ int bg_numGiveItems = 24; /** * \brief Finds an item by it's classname * * \return the item */ gitem_t *BG_FindItemWithClassname(const char *name) { int i = 0; gitem_t *item = NULL; if ( (NULL == name) || (0 == name[0]) ) { return NULL; } for (i = 0; i < bg_numItems; i++) { item = &bg_itemlist[i]; if (!strcmp(name, item->classname)) { return item; } } return NULL; } /** * Finds the classname for a holdable. * \return classname for holdable */ char *BG_FindClassnameForHoldable(holdable_t pw) { gitem_t *item = BG_FindItemForHoldable(pw); if (item) { return item->classname; } return NULL; } /** * Finds item for a powerup. * \return the item */ gitem_t *BG_FindItemForPowerup( powerup_t pw ) { int i; for ( i = 0 ; i < bg_numItems ; i++ ) { if ( (bg_itemlist[i].giType == IT_POWERUP || bg_itemlist[i].giType == IT_TEAM) && bg_itemlist[i].giTag == pw ) { return &bg_itemlist[i]; } } return NULL; } /** * Finds item for a holdable. * \return the item */ gitem_t *BG_FindItemForHoldable( holdable_t pw ) { int i; for ( i = 0 ; i < bg_numItems ; i++ ) { if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) { return &bg_itemlist[i]; } } Com_Error( ERR_DROP, "HoldableItem not found" ); return NULL; } /** * Finds item for a weapon. * \return the item */ gitem_t *BG_FindItemForWeapon( weapon_t weapon ) { gitem_t *it; for ( it = bg_itemlist + 1 ; it->classname ; it++) { if ( it->giType == IT_WEAPON && it->giTag == weapon ) { return it; } } Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon); return NULL; } /** * Finds item for ammo. * \return the item */ gitem_t *BG_FindItemForAmmo( weapon_t weapon ) { gitem_t *it; for ( it = bg_itemlist + 1 ; it->classname ; it++) { if ( it->giType == IT_AMMO && it->giTag == weapon ) { return it; } } Com_Error( ERR_DROP, "Couldn't find item for ammo %i", weapon); return NULL; } /** * Find a tiem by pickupName. * \return the item */ gitem_t *BG_FindItem( const char *pickupName/*const char *classname*/ ) { gitem_t *it; for ( it = bg_itemlist + 1 ; it->classname ; it++ ) { if ( !Q_stricmp( it->pickup_name, pickupName )/*!Q_stricmp( it->classname, classname)*/ ) /* RPG-X: RedTechie - Trying to fix give cmd */ return it; } return NULL; } /** * \brief Checks if player is touching an item. * * Items can be picked up without actually touching their physical bounds to make * grabbing them easier */ qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) { vec3_t origin; BG_EvaluateTrajectory( &item->pos, atTime, origin ); /* we are ignoring ducked differences here */ if ( ps->origin[0] - origin[0] > 44 || ps->origin[0] - origin[0] < -50 || ps->origin[1] - origin[1] > 36 || ps->origin[1] - origin[1] < -36 || ps->origin[2] - origin[2] > 36 || ps->origin[2] - origin[2] < -36 ) { return qfalse; } return qtrue; } /** * \brief Check if item can be grabbed. * * Returns false if the item should not be picked up. * This needs to be the same for client side prediction and server use. */ qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps, int maxWeap ) { gitem_t *item; //_______________________________________________________________ if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) { /*Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" ); Com_Printf ("BG_CanItemBeGrabbed: index out of range\n");*/ return qfalse; } item = &bg_itemlist[ent->modelindex]; /* Marcin| 30/12/2008 */ if (ps->ammo[item->giTag] >= maxWeap) { return qfalse; } else { return qtrue; } } //====================================================================== /** * Evaluates a trajectory. */ void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) { float deltaTime; float phase; switch( tr->trType ) { case TR_STATIONARY: case TR_INTERPOLATE: VectorCopy( tr->trBase, result ); break; case TR_LINEAR: deltaTime = ( atTime - tr->trTime ) * 0.001; /* milliseconds to seconds */ VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); break; case TR_SINE: deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration; phase = sin( deltaTime * M_PI * 2 ); VectorMA( tr->trBase, phase, tr->trDelta, result ); break; case TR_LINEAR_STOP: if ( atTime > tr->trTime + tr->trDuration ) { atTime = tr->trTime + tr->trDuration; } deltaTime = ( atTime - tr->trTime ) * 0.001; /* milliseconds to seconds */ if ( deltaTime < 0 ) { deltaTime = 0; } VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); break; case TR_GRAVITY: deltaTime = ( atTime - tr->trTime ) * 0.001; /* milliseconds to seconds */ VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; /* FIXME: local gravity... */ break; default: Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime ); break; } } /** * Determining velocity at a given time */ void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) { float deltaTime; float phase; switch( tr->trType ) { case TR_STATIONARY: case TR_INTERPOLATE: VectorClear( result ); break; case TR_LINEAR: VectorCopy( tr->trDelta, result ); break; case TR_SINE: deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration; phase = cos( deltaTime * M_PI * 2 ); /* derivative of sin = cos */ phase *= 0.5; VectorScale( tr->trDelta, phase, result ); break; case TR_LINEAR_STOP: if ( atTime > tr->trTime + tr->trDuration ) { VectorClear( result ); return; } VectorCopy( tr->trDelta, result ); break; case TR_GRAVITY: deltaTime = ( atTime - tr->trTime ) * 0.001; /* milliseconds to seconds */ VectorCopy( tr->trDelta, result ); result[2] -= DEFAULT_GRAVITY * deltaTime; /* FIXME: local gravity... */ break; default: Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime ); break; } } /** * Handles the sequence numbers */ void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) { ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent; ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm; ps->eventSequence++; } /** * \brief Playerstate to entitystate * * This is done after each set of usercmd_t on the server, * and after local prediction on the client */ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) { int i; char medicrevive[32]; int medicrevive_int; /* RPG-X: RedTechie - Attempted to fix player going invisible now they just dont go invisible (me being picky) a player is never going to notice this */ trap_Cvar_VariableStringBuffer( "rpg_medicsrevive", medicrevive, 32 ); medicrevive_int = atoi(medicrevive); if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) { s->eType = ET_INVISIBLE; } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) { if(medicrevive_int == 1){ s->eType = ET_PLAYER; /* RPG-X: RedTechie - No gibbing! Before it was s->eType = ET_INVISIBLE; */ }else{ s->eType = ET_INVISIBLE; } } else { s->eType = ET_PLAYER; } s->number = ps->clientNum; s->pos.trType = TR_INTERPOLATE; VectorCopy( ps->origin, s->pos.trBase ); if ( snap ) { SnapVector( s->pos.trBase ); } /* TiM - Get velocity as well */ VectorCopy( ps->velocity, s->pos.trDelta ); if ( snap ) { SnapVector( s->pos.trDelta ); } s->apos.trType = TR_INTERPOLATE; VectorCopy( ps->viewangles, s->apos.trBase ); if ( snap ) { SnapVector( s->apos.trBase ); } s->angles2[YAW] = ps->movementDir; /* TiM */ s->torsoAnim = ps->stats[TORSOANIM]; s->legsAnim = ps->stats[LEGSANIM]; /* TiM : Mental note : DON'T FREEAKIN ACCIDENTLY COMMENT THIS OUT AGAIN! IT'S KINDA IMPORTANT!!!!!!!!!!!!!!!! */ s->clientNum = ps->clientNum; /* ET_PLAYER looks here instead of at number so corpses can also reference the proper config*/ s->eFlags = ps->eFlags; if ( ( !medicrevive_int && ps->stats[STAT_HEALTH] <= 0 ) || ( medicrevive_int > 0 && ps->stats[STAT_HEALTH] <= 1 ) ) { /* RPG-X: TiM: Bah Red... u gotta account for these flags with ur system */ s->eFlags |= EF_DEAD; /* or it screws up the model system */ } else { s->eFlags &= ~EF_DEAD; } /*========================================================================== * TiM: ^&$*#^^.... T_T * Okay it's official. eFlags is buggy. Turns out the Ravensoft programmers were * wreaking grief with it too. :P * Although hacky, transposing these flags here is the only way I know to get this data from G to CG. */ /* Clamp body (not head) flag */ if ( ps->stats[EMOTES] & EMOTE_CLAMP_BODY ) { s->eFlags |= EF_CLAMP_BODY; } else { s->eFlags &= ~EF_CLAMP_BODY; } /* Clamp whole body flags */ if ( ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) { s->eFlags |= EF_CLAMP_ALL; } else { s->eFlags &= ~EF_CLAMP_ALL; } if ( ps->stats[EMOTES] & EMOTE_EYES_SHUT ) { s->eFlags |= EF_EYES_SHUT; /* Com_Printf( "Eyes were shutted.\n" ); */ } else { s->eFlags &= ~EF_EYES_SHUT; } if ( ps->stats[EMOTES] & EMOTE_EYES_PISSED ) { s->eFlags |= EF_EYES_ANGRY; } else { s->eFlags &= ~EF_EYES_ANGRY; } /*==========================================================================*/ if ( ps->externalEvent ) { s->event = ps->externalEvent; s->eventParm = ps->externalEventParm; } else if ( ps->entityEventSequence < ps->eventSequence ) { int seq; if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) { ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; } seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); s->eventParm = ps->eventParms[ seq ]; ps->entityEventSequence++; } s->weapon = ps->weapon; s->groundEntityNum = ps->groundEntityNum; s->powerups = 0; for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { if ( ps->powerups[ i ] ) { s->powerups |= 1 << i; } } if ( s->powerups & (1 << PW_FLIGHT) || (ps->powerups[PW_EVOSUIT] && ps->gravity == 0 ) ) { s->eFlags |= EF_FULL_ROTATE; } else { s->eFlags &= ~EF_FULL_ROTATE; } /* TiM: Extra - Transmit the weapons stats as a flag for the 'equip' command */ s->time2 = ps->stats[STAT_WEAPONS]; } #define MAX_ITEMNAMES 45 const char *itemnames[MAX_ITEMNAMES] = { "nothing", "WEAPON_NULL_HAND", "WEAPON_TRICORDER", "WEAPON_PADD", "WEAPON_COFFEE", "WEAPON_PHASER", "WEAPON_COMPRESSIONRIFLE", "WEAPON_TR116", "WEAPON_GRENADELAUNCHER", "WEAPON_QUANTUM", "WEAPON_DISRUPTOR", "WEAPON_MEDKIT", "WEAPON_VOYAGER_HYPO", "WEAPON_DERMAL_REGEN", "WEAPON_TOOLKIT", "WEAPON_NEUTRINO_PROBE", "AMMO_COMPRESSIONRIFLE", "AMMO_IMOD", "AMMO_SCAVENGERRIFLE", "AMMO_STASIS", "AMMO_GRENADELAUNCHER", "AMMO_DISRUPTOR", "AMMO_QUANTUM", "AMMO_DREADNOUGHT", "ITEM_ARMOR_SHARD", "ITEM_ARMOR", "ITEM_HEAVY_ARMOR", "ITEM_HYPO_SMALL", "ITEM_HYPO", "HOLDABLE_TRANSPORTER", "HOLDABLE_MEDKIT", "HOLDABLE_QUADDAMAGE", "HOLDABLE_BATTLESUIT", "HOLDABLE_SPEED", "HOLDABLE_INVISIBILITY", "HOLDABLE_REGENERATION", "HOLDABLE_FLIGHT", "HOLDABLE_REDFLAG", "HOLDABLE_BLUEFLAG", "HOLDABLE_DETPACK", "ITEM_SEEKER", "HOLDABLE_SHIELD", "HOLOGRAPHIC_DECOY", /* decoy temp */ "WEAPON_TR116", NULL }; #define MAX_ITEMNAMEFILE 10000 /* 5000 har har */ char itemNameBuffer[MAX_ITEMNAMEFILE]; /** * Explains itself. */ void BG_ParseItemsText(char *buff) { char *token; char *buffer; int i,len; COM_BeginParseSession(); buffer = buff; while ( buffer ) { token = COM_ParseExt( &buffer, qtrue ); i=0; while (itemnames[i]) { if (Q_stricmp(token, itemnames[i])==0) { token = COM_ParseExt( &buffer, qtrue ); if (token[0]) { len = strlen(token); if (len) { bg_itemlist[i].pickup_name = (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. */ } } break; } i++; } } } /* * Creates a filename with an extension based on the value in g_language */ void BG_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 ); } } } /** * Loads item names. */ void BG_LoadItemNames(void) { char fileName[MAX_QPATH]; int len; fileHandle_t f; BG_LanguageFilename("ext_data/mp_itemnames","dat",fileName); len = trap_FS_FOpenFile( fileName, &f, FS_READ ); if ( !f ) { Com_Printf( S_COLOR_RED "BG_LoadItemNames : MP_ITEMNAMES.DAT file not found!\n"); return; } if ( len > MAX_ITEMNAMEFILE ) { Com_Printf( S_COLOR_RED "BG_LoadItemNames : MP_ITEMNAMES.DAT too big!\n"); return; } /* initialise the data area */ memset(itemNameBuffer, 0, sizeof(itemNameBuffer)); trap_FS_Read( itemNameBuffer, len, f ); trap_FS_FCloseFile( f ); BG_ParseItemsText(itemNameBuffer); } /** * Read a configuration file to get the sex * models/players_rpgx/munro/animation.cfg */ #ifdef Q3_VM static gender_t G_ParseAnimationFileSex( const char *filename) { char *text_p; int len; char *token; char text[20000]; fileHandle_t f; char animfile[MAX_QPATH]; /* strcpy(animfile, filename); */ Q_strncpyz(animfile, filename, sizeof(animfile)); len = strlen(animfile); strcpy(&animfile[len-strlen("groups.cfg")], "animation.cfg"); /* load the file */ len = trap_FS_FOpenFile( animfile, &f, FS_READ ); if ( len <= 0 ) { return GENDER_NEUTER; } if ( len >= sizeof( text ) - 1 ) { Com_Printf( "File %s too long\n", animfile ); trap_FS_FCloseFile( f ); return GENDER_NEUTER; } trap_FS_Read( text, len, f ); text[len] = 0; trap_FS_FCloseFile( f ); /* parse the text */ text_p = text; /* read optional parameters */ while ( 1 ) { token = COM_Parse( &text_p ); if ( !token[0] ) { break; } if ( !Q_stricmp( token, "sex" ) ) { token = COM_Parse( &text_p ); if ( !token[0] ) { break; } if ( token[0] == 'f' || token[0] == 'F' ) { return GENDER_FEMALE; } else if ( token[0] == 'n' || token[0] == 'N' ) { return GENDER_NEUTER; } else { return GENDER_MALE; } } } return GENDER_MALE; } #else static gender_t G_ParseAnimationFileSex( const char *filename) { char *text_p; int len; char *token; char *text; fileHandle_t f; char animfile[MAX_QPATH]; /* strcpy(animfile, filename); */ Q_strncpyz(animfile, filename, sizeof(animfile)); len = strlen(animfile); strcpy(&animfile[len-strlen("groups.cfg")], "animation.cfg"); /* load the file */ len = trap_FS_FOpenFile( animfile, &f, FS_READ ); if ( len <= 0 ) { return GENDER_NEUTER; } text = (char *)malloc(20000 * sizeof(char)); if(!text) { trap_FS_FCloseFile(f); Com_Printf( "Was unable to allocate %i bytes.\n", 20000 * sizeof(char) ); return GENDER_NEUTER; } if ( len >= 20000 - 1 ) { Com_Printf( "File %s too long\n", animfile ); trap_FS_FCloseFile( f ); return GENDER_NEUTER; } trap_FS_Read( text, len, f ); text[len] = 0; trap_FS_FCloseFile( f ); /* parse the text */ text_p = text; /* read optional parameters */ while ( 1 ) { token = COM_Parse( &text_p ); if ( !token[0] ) { break; } if ( !Q_stricmp( token, "sex" ) ) { token = COM_Parse( &text_p ); if ( !token[0] ) { break; } if ( token[0] == 'f' || token[0] == 'F' ) { free(text); return GENDER_FEMALE; } else if ( token[0] == 'n' || token[0] == 'N' ) { free(text); return GENDER_NEUTER; } else { free(text); return GENDER_MALE; } } } free(text); return GENDER_MALE; } #endif /** * Registers an item. */ #define MAX_GROUP_FILE_SIZE 5000 char* BG_RegisterRace( const char *name ) { char *text_p; char *token; int len; fileHandle_t f; char text[MAX_GROUP_FILE_SIZE]; gender_t theSex; memset (races, 0, sizeof(races)); memset (text, 0, sizeof(text)); /* load and parse the skin file */ len = trap_FS_FOpenFile( name, &f, FS_READ ); if ( !f ) { /* if we didn't get a races file, use an empty one. */ Com_sprintf(races, sizeof(races), "unknown"); return races; } if ( len >= sizeof( text ) - 1) { Com_Printf( S_COLOR_RED "file too large: %s is %i, max allowed is %i", name, len, sizeof( text ) ); trap_FS_FCloseFile( f ); return races; } trap_FS_Read( text, len, f ); trap_FS_FCloseFile( f ); theSex = G_ParseAnimationFileSex(name); if (theSex == GENDER_MALE) { strcat(races, "Male,"); } else if (theSex == GENDER_FEMALE) { strcat(races, "Female,"); } text_p = text; while ( *text_p ) { /* get surface name */ token = COM_Parse( &text_p ); if ( !token[0] ) { break; } /* if we about to break the races size list then dump us out */ if (strlen(races) + strlen(token) > 256) { break; } /* add it into the race list */ strcat(races, token); /* put a comma between the names */ strcat(races, ","); if ( *text_p == ',' ) { text_p++; } if (!Q_stricmp ("borg", token) ) { if (theSex == GENDER_MALE) { /* add it into the race list */ strcat(races, "BorgMale,"); } else if (theSex == GENDER_FEMALE) { strcat(races, "BorgFemale,"); } else { } } } /* just in case */ if (!races[0]) { Com_sprintf(races, sizeof(races), "unknown"); } else { /* lose the last comma */ races[strlen(races)-1] = 0; } return races; } /** * Parses the rank names. */ #ifdef Q3_VM qboolean BG_ParseRankNames( char* fileName, rankNames_t rankNames[] ) { fileHandle_t f; int file_len; char charText[20000]; char* textPtr; char* token; int i = 0; file_len = trap_FS_FOpenFile( fileName, &f, FS_READ ); if ( file_len<= 0 ) { return qfalse; } if ( file_len >= ( sizeof(charText) - 1) ) { Com_Printf( S_COLOR_RED "File length of %s is too long.\n", fileName ); return qfalse; } memset( &charText, 0, sizeof( charText ) ); memset( rankNames, 0, sizeof( rankNames ) ); trap_FS_Read( charText, file_len, f ); charText[file_len] = 0; trap_FS_FCloseFile( f ); COM_BeginParseSession(); textPtr = charText; token = COM_Parse( &textPtr ); if ( !token[0] ) { Com_Printf( S_COLOR_RED "No data found in buffer: %s\n", fileName ); return qfalse; } if ( Q_stricmpn( token, "{", 1 ) ) { Com_Printf( S_COLOR_RED "No beginning { found in %s\n", fileName ); return qfalse; } /* Parse out the default cell. Default has no names anyway, but in case a n00bie modder put names in anyway. */ SkipBracedSection( &textPtr ); while( 1 ) { /* lastPtr = textPtr; */ token = COM_Parse( &textPtr ); if( !token[0] ) { break; } if ( i >= MAX_RANKS ) { break; } /* If we hit an open brace (ie, assuming we hit the start of a new rank cell) */ if ( !Q_stricmpn( token, "{", 1 ) ) { while ( 1 ) { token = COM_Parse( &textPtr ); if( !token[0] ) { break; } /* We hit a MenuTexture entry, since this uses { symbols, we'll skip these to stop errors. */ if ( !Q_stricmpn( token, "MenuTexture", 11 ) ) { SkipRestOfLine( &textPtr ); continue; } if ( !Q_stricmpn( token, "ConsoleName", 11) ) { if ( COM_ParseString( &textPtr, &token ) ) { continue; } Q_strncpyz( rankNames[i].consoleName, token, sizeof( rankNames[i].consoleName ) ); continue; } else if ( !Q_stricmpn( token, "FormalName", 10) ) { if ( COM_ParseString( &textPtr, &token ) ) { continue; } Q_strncpyz( rankNames[i].formalName, token, sizeof( rankNames[i].formalName ) ); continue; } /* We hit the end of the cell. */ else if ( !Q_stricmpn( token, "}", 1 ) ) { break; } } /* Error check. If we didn't get both a formal and console name, pwn the caller. ;P */ if ( !rankNames[i].consoleName[0] || !rankNames[i].formalName[0] ) { Com_Printf( S_COLOR_RED "One or more rank names were not found in rank#: %i\n", i ); return qfalse; } else { i++; } } } return qtrue; } #else qboolean BG_ParseRankNames( char* fileName, rankNames_t rankNames[] ) { fileHandle_t f; int file_len; char *charText; char* textPtr; char* token; int i = 0; file_len = trap_FS_FOpenFile( fileName, &f, FS_READ ); if ( file_len<= 0 ) { return qfalse; } charText = (char *)malloc(20000 * sizeof(char)); if(!charText) { Com_Printf( S_COLOR_RED "Was unable to allocate %i bytes.\n", 20000 * sizeof(char) ); trap_FS_FCloseFile(f); return qfalse; } if ( file_len >= ( 20000 - 1) ) { Com_Printf( S_COLOR_RED "File length of %s is too long.\n", fileName ); trap_FS_FCloseFile(f); free(charText); return qfalse; } memset( rankNames, 0, sizeof( rankNames ) ); trap_FS_Read( charText, file_len, f ); charText[file_len] = 0; trap_FS_FCloseFile( f ); COM_BeginParseSession(); textPtr = charText; token = COM_Parse( &textPtr ); if ( !token[0] ) { Com_Printf( S_COLOR_RED "No data found in buffer: %s\n", fileName ); free(charText); return qfalse; } if ( Q_stricmpn( token, "{", 1 ) ) { Com_Printf( S_COLOR_RED "No beginning { found in %s\n", fileName ); free(charText); return qfalse; } /* Parse out the default cell. Default has no names anyway, but in case a n00bie modder put names in anyway. */ SkipBracedSection( &textPtr ); while( 1 ) { //lastPtr = textPtr; token = COM_Parse( &textPtr ); if( !token[0] ) { break; } if ( i >= MAX_RANKS ) { break; } /* If we hit an open brace (ie, assuming we hit the start of a new rank cell) */ if ( !Q_stricmpn( token, "{", 1 ) ) { while ( 1 ) { token = COM_Parse( &textPtr ); if( !token[0] ) { break; } /* We hit a MenuTexture entry, since this uses { symbols, we'll skip these to stop errors. */ if ( !Q_stricmpn( token, "MenuTexture", 11 ) ) { SkipRestOfLine( &textPtr ); continue; } if ( !Q_stricmpn( token, "ConsoleName", 11) ) { if ( COM_ParseString( &textPtr, &token ) ) { continue; } Q_strncpyz( rankNames[i].consoleName, token, sizeof( rankNames[i].consoleName ) ); continue; } else if ( !Q_stricmpn( token, "FormalName", 10) ) { if ( COM_ParseString( &textPtr, &token ) ) { continue; } Q_strncpyz( rankNames[i].formalName, token, sizeof( rankNames[i].formalName ) ); continue; } /* We hit the end of the cell. */ else if ( !Q_stricmpn( token, "}", 1 ) ) { break; } } /* Error check. If we didn't get both a formal and console name, pwn the caller. ;P */ if ( !rankNames[i].consoleName[0] || !rankNames[i].formalName[0] ) { Com_Printf( S_COLOR_RED "One or more rank names were not found in rank#: %i\n", i ); return qfalse; } else { i++; } } } free(charText); return qtrue; } #endif /* =========== NextWordEndsHere =========== */ char *NextWordEndsHere(char *p) { if (*p != ' ') { return p; } while (*p && *p == ' ') { /* first pass */ ++p; } while (*p && *p != ' ') { /* second pass */ ++p; } return p; } /* =========== EndWord =========== Returns a pointer to the position of the next space, null, or newline. */ char *EndWord(char *pos) { while (!*pos && *pos != ' ' && *pos != '\n') { ++pos; } return pos; }