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authorTim Angus <tim@ngus.net>2001-01-03 21:54:12 +0000
committerTim Angus <tim@ngus.net>2001-01-03 21:54:12 +0000
commit76a5aa612381ba1ba7567ca408197c235f5869e5 (patch)
treeda7b8bc475dd18e48f87138a218c276aa9f599a7 /src/cgame
parent6d22a7d4231f0cf301a576a072f142a01d830216 (diff)
im making a right mess of this
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_consolecmds.c307
-rw-r--r--src/cgame/cg_draw.c2355
-rw-r--r--src/cgame/cg_drawtools.c854
-rw-r--r--src/cgame/cg_ents.c1016
-rw-r--r--src/cgame/cg_event.c1018
-rw-r--r--src/cgame/cg_local.h1630
-rw-r--r--src/cgame/cg_main.c1132
-rw-r--r--src/cgame/cg_marks.c298
-rw-r--r--src/cgame/cg_mem.c62
-rw-r--r--src/cgame/cg_players.c2092
-rw-r--r--src/cgame/cg_playerstate.c502
-rw-r--r--src/cgame/cg_predict.c615
-rw-r--r--src/cgame/cg_public.h225
-rw-r--r--src/cgame/cg_scanner.c117
-rw-r--r--src/cgame/cg_servercmds.c1021
-rw-r--r--src/cgame/cg_snapshot.c402
-rw-r--r--src/cgame/cg_syscalls.asm99
-rw-r--r--src/cgame/cg_syscalls.c396
-rw-r--r--src/cgame/cg_view.c976
-rw-r--r--src/cgame/cg_weapons.c1994
-rw-r--r--src/cgame/tr_types.h224
21 files changed, 0 insertions, 17335 deletions
diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c
deleted file mode 100644
index ef5a79ee..00000000
--- a/src/cgame/cg_consolecmds.c
+++ /dev/null
@@ -1,307 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_consolecmds.c -- text commands typed in at the local console, or
-// executed by a key binding
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-
-
-void CG_TargetCommand_f( void ) {
- int targetNum;
- char test[4];
-
- targetNum = CG_CrosshairPlayer();
- if (!targetNum ) {
- return;
- }
-
- trap_Argv( 1, test, 4 );
- trap_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) );
-}
-
-
-
-/*
-=================
-CG_SizeUp_f
-
-Keybinding command
-=================
-*/
-static void CG_SizeUp_f (void) {
- trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer+10)));
-}
-
-
-/*
-=================
-CG_SizeDown_f
-
-Keybinding command
-=================
-*/
-static void CG_SizeDown_f (void) {
- trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer-10)));
-}
-
-
-/*
-=============
-CG_Viewpos_f
-
-Debugging command to print the current position
-=============
-*/
-static void CG_Viewpos_f (void) {
- CG_Printf ("(%i %i %i) : %i\n", (int)cg.refdef.vieworg[0],
- (int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2],
- (int)cg.refdefViewAngles[YAW]);
-}
-
-
-static void CG_ScoresDown_f( void ) {
- if ( cg.scoresRequestTime + 2000 < cg.time ) {
- // the scores are more than two seconds out of data,
- // so request new ones
- cg.scoresRequestTime = cg.time;
- trap_SendClientCommand( "score" );
-
- // leave the current scores up if they were already
- // displayed, but if this is the first hit, clear them out
- if ( !cg.showScores ) {
- cg.showScores = qtrue;
- cg.numScores = 0;
- }
- } else {
- // show the cached contents even if they just pressed if it
- // is within two seconds
- cg.showScores = qtrue;
- }
-}
-
-static void CG_ScoresUp_f( void ) {
- if ( cg.showScores ) {
- cg.showScores = qfalse;
- cg.scoreFadeTime = cg.time;
- }
-}
-
-static void CG_TellTarget_f( void ) {
- int clientNum;
- char command[128];
- char message[128];
-
- clientNum = CG_CrosshairPlayer();
- if ( clientNum == -1 ) {
- return;
- }
-
- trap_Args( message, 128 );
- Com_sprintf( command, 128, "tell %i %s", clientNum, message );
- trap_SendClientCommand( command );
-}
-
-static void CG_TellAttacker_f( void ) {
- int clientNum;
- char command[128];
- char message[128];
-
- clientNum = CG_LastAttacker();
- if ( clientNum == -1 ) {
- return;
- }
-
- trap_Args( message, 128 );
- Com_sprintf( command, 128, "tell %i %s", clientNum, message );
- trap_SendClientCommand( command );
-}
-
-static void CG_VoiceTellTarget_f( void ) {
- int clientNum;
- char command[128];
- char message[128];
-
- clientNum = CG_CrosshairPlayer();
- if ( clientNum == -1 ) {
- return;
- }
-
- trap_Args( message, 128 );
- Com_sprintf( command, 128, "vtell %i %s", clientNum, message );
- trap_SendClientCommand( command );
-}
-
-static void CG_VoiceTellAttacker_f( void ) {
- int clientNum;
- char command[128];
- char message[128];
-
- clientNum = CG_LastAttacker();
- if ( clientNum == -1 ) {
- return;
- }
-
- trap_Args( message, 128 );
- Com_sprintf( command, 128, "vtell %i %s", clientNum, message );
- trap_SendClientCommand( command );
-}
-
-/*
-==================
-CG_StartOrbit_f
-==================
-*/
-
-static void CG_StartOrbit_f( void ) {
- if (cg_cameraOrbit.value != 0) {
- trap_Cvar_Set ("cg_cameraOrbit", "0");
- trap_Cvar_Set("cg_thirdPerson", "0");
- } else {
- trap_Cvar_Set("cg_cameraOrbit", "5");
- trap_Cvar_Set("cg_thirdPerson", "1");
- trap_Cvar_Set("cg_thirdPersonAngle", "0");
- trap_Cvar_Set("cg_thirdPersonRange", "100");
- }
-}
-
-
-typedef struct {
- char *cmd;
- void (*function)(void);
-} consoleCommand_t;
-
-static consoleCommand_t commands[] = {
- { "testgun", CG_TestGun_f },
- { "testmodel", CG_TestModel_f },
- { "nextframe", CG_TestModelNextFrame_f },
- { "prevframe", CG_TestModelPrevFrame_f },
- { "nextskin", CG_TestModelNextSkin_f },
- { "prevskin", CG_TestModelPrevSkin_f },
- { "viewpos", CG_Viewpos_f },
- { "+scores", CG_ScoresDown_f },
- { "-scores", CG_ScoresUp_f },
- { "+zoom", CG_ZoomDown_f },
- { "-zoom", CG_ZoomUp_f },
- { "sizeup", CG_SizeUp_f },
- { "sizedown", CG_SizeDown_f },
- { "weapnext", CG_NextWeapon_f },
- { "weapprev", CG_PrevWeapon_f },
- { "weapon", CG_Weapon_f },
- { "tell_target", CG_TellTarget_f },
- { "tell_attacker", CG_TellAttacker_f },
- { "vtell_target", CG_VoiceTellTarget_f },
- { "vtell_attacker", CG_VoiceTellAttacker_f },
- { "tcmd", CG_TargetCommand_f },
- { "startOrbit", CG_StartOrbit_f },
- { "loaddeferred", CG_LoadDeferredPlayers }
-};
-
-
-/*
-=================
-CG_ConsoleCommand
-
-The string has been tokenized and can be retrieved with
-Cmd_Argc() / Cmd_Argv()
-=================
-*/
-qboolean CG_ConsoleCommand( void ) {
- const char *cmd;
- int i;
-
- cmd = CG_Argv(0);
-
- for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
- if ( !Q_stricmp( cmd, commands[i].cmd ) ) {
- commands[i].function();
- return qtrue;
- }
- }
-
- return qfalse;
-}
-
-
-/*
-=================
-CG_InitConsoleCommands
-
-Let the client system know about all of our commands
-so it can perform tab completion
-=================
-*/
-void CG_InitConsoleCommands( void ) {
- int i;
-
- for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
- trap_AddCommand( commands[i].cmd );
- }
-
- //
- // the game server will interpret these commands, which will be automatically
- // forwarded to the server after they are not recognized locally
- //
- trap_AddCommand ("kill");
- trap_AddCommand ("say");
- trap_AddCommand ("say_team");
- trap_AddCommand ("tell");
- trap_AddCommand ("vsay");
- trap_AddCommand ("vsay_team");
- trap_AddCommand ("vtell");
- trap_AddCommand ("vtaunt");
- trap_AddCommand ("vosay");
- trap_AddCommand ("vosay_team");
- trap_AddCommand ("votell");
- trap_AddCommand ("give");
- trap_AddCommand ("god");
- trap_AddCommand ("notarget");
- trap_AddCommand ("noclip");
- trap_AddCommand ("team");
- trap_AddCommand ("follow");
- trap_AddCommand ("levelshot");
- trap_AddCommand ("addbot");
- trap_AddCommand ("setviewpos");
- trap_AddCommand ("callvote");
- trap_AddCommand ("vote");
- trap_AddCommand ("callteamvote");
- trap_AddCommand ("teamvote");
- trap_AddCommand ("stats");
- trap_AddCommand ("teamtask");
- trap_AddCommand ("class");
- trap_AddCommand ("build");
- trap_AddCommand ("buy");
- trap_AddCommand ("itemact");
- trap_AddCommand ("itemdeact");
- trap_AddCommand ("itemtoggle");
- trap_AddCommand ("destroy");
- trap_AddCommand ("torch");
- trap_AddCommand ("menu");
- trap_AddCommand ("defmenu");
- trap_AddCommand ("undefmenu");
- trap_AddCommand ("loaddefered"); // spelled wrong, but not changing for demo
-}
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
deleted file mode 100644
index 7dad03c3..00000000
--- a/src/cgame/cg_draw.c
+++ /dev/null
@@ -1,2355 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_draw.c -- draw all of the graphical elements during
-// active (after loading) gameplay
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-int drawTeamOverlayModificationCount = -1;
-int sortedTeamPlayers[TEAM_MAXOVERLAY];
-int numSortedTeamPlayers;
-
-char systemChat[256];
-char teamChat1[256];
-char teamChat2[256];
-
-/*
-==============
-CG_DrawField
-
-Draws large numbers for status bar and powerups
-==============
-*/
-static void CG_DrawField (int x, int y, int width, int value) {
- char num[16], *ptr;
- int l;
- int frame;
-
- if ( width < 1 ) {
- return;
- }
-
- // draw number string
- if ( width > 5 ) {
- width = 5;
- }
-
- switch ( width ) {
- case 1:
- value = value > 9 ? 9 : value;
- value = value < 0 ? 0 : value;
- break;
- case 2:
- value = value > 99 ? 99 : value;
- value = value < -9 ? -9 : value;
- break;
- case 3:
- value = value > 999 ? 999 : value;
- value = value < -99 ? -99 : value;
- break;
- case 4:
- value = value > 9999 ? 9999 : value;
- value = value < -999 ? -999 : value;
- break;
- }
-
- Com_sprintf (num, sizeof(num), "%i", value);
- l = strlen(num);
- if (l > width)
- l = width;
- x += 2 + CHAR_WIDTH*(width - l);
-
- ptr = num;
- while (*ptr && l)
- {
- if (*ptr == '-')
- frame = STAT_MINUS;
- else
- frame = *ptr -'0';
-
- CG_DrawPic( x,y, CHAR_WIDTH, CHAR_HEIGHT, cgs.media.numberShaders[frame] );
- x += CHAR_WIDTH;
- ptr++;
- l--;
- }
-}
-
-
-/*
-================
-CG_Draw3DModel
-
-================
-*/
-void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ) {
- refdef_t refdef;
- refEntity_t ent;
-
- if ( !cg_draw3dIcons.integer || !cg_drawIcons.integer ) {
- return;
- }
-
- CG_AdjustFrom640( &x, &y, &w, &h );
-
- memset( &refdef, 0, sizeof( refdef ) );
-
- memset( &ent, 0, sizeof( ent ) );
- AnglesToAxis( angles, ent.axis );
- VectorCopy( origin, ent.origin );
- ent.hModel = model;
- ent.customSkin = skin;
- ent.renderfx = RF_NOSHADOW; // no stencil shadows
-
- refdef.rdflags = RDF_NOWORLDMODEL;
-
- AxisClear( refdef.viewaxis );
-
- refdef.fov_x = 30;
- refdef.fov_y = 30;
-
- refdef.x = x;
- refdef.y = y;
- refdef.width = w;
- refdef.height = h;
-
- refdef.time = cg.time;
-
- trap_R_ClearScene();
- trap_R_AddRefEntityToScene( &ent );
- trap_R_RenderScene( &refdef );
-}
-
-/*
-================
-CG_DrawHead
-
-Used for both the status bar and the scoreboard
-================
-*/
-void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ) {
- clipHandle_t cm;
- clientInfo_t *ci;
- float len;
- vec3_t origin;
- vec3_t mins, maxs;
-
- ci = &cgs.clientinfo[ clientNum ];
-
- if ( cg_draw3dIcons.integer ) {
- cm = ci->headModel;
- if ( !cm ) {
- return;
- }
-
- // offset the origin y and z to center the head
- trap_R_ModelBounds( cm, mins, maxs );
-
- origin[2] = -0.5 * ( mins[2] + maxs[2] );
- origin[1] = 0.5 * ( mins[1] + maxs[1] );
-
- // calculate distance so the head nearly fills the box
- // assume heads are taller than wide
- len = 0.7 * ( maxs[2] - mins[2] );
- origin[0] = len / 0.268; // len / tan( fov/2 )
-
- // allow per-model tweaking
- VectorAdd( origin, ci->headOffset, origin );
-
- CG_Draw3DModel( x, y, w, h, ci->headModel, ci->headSkin, origin, headAngles );
- } else if ( cg_drawIcons.integer ) {
- CG_DrawPic( x, y, w, h, ci->modelIcon );
- }
-
- // if they are deferred, draw a cross out
- if ( ci->deferred ) {
- CG_DrawPic( x, y, w, h, cgs.media.deferShader );
- }
-}
-
-/*
-================
-CG_DrawFlagModel
-
-Used for both the status bar and the scoreboard
-================
-*/
-void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ) {
- qhandle_t cm;
- float len;
- vec3_t origin, angles;
- vec3_t mins, maxs;
- qhandle_t handle;
-
- if ( !force2D && cg_draw3dIcons.integer ) {
-
- VectorClear( angles );
-
- cm = cgs.media.redFlagModel;
-
- // offset the origin y and z to center the flag
- trap_R_ModelBounds( cm, mins, maxs );
-
- origin[2] = -0.5 * ( mins[2] + maxs[2] );
- origin[1] = 0.5 * ( mins[1] + maxs[1] );
-
- // calculate distance so the flag nearly fills the box
- // assume heads are taller than wide
- len = 0.5 * ( maxs[2] - mins[2] );
- origin[0] = len / 0.268; // len / tan( fov/2 )
-
- angles[YAW] = 60 * sin( cg.time / 2000.0 );;
-
- CG_Draw3DModel( x, y, w, h,
- team == TEAM_HUMANS ? cgs.media.redFlagModel : cgs.media.blueFlagModel,
- 0, origin, angles );
- } else if ( cg_drawIcons.integer ) {
- gitem_t *item = BG_FindItemForPowerup( team == TEAM_HUMANS ? PW_REDFLAG : PW_BLUEFLAG );
-
- CG_DrawPic( x, y, w, h, cg_items[ ITEM_INDEX(item) ].icon );
- }
-}
-
-/*
-================
-CG_DrawStatusBarHead
-
-================
-*/
-static void CG_DrawStatusBarHead( float x ) {
- vec3_t angles;
- float size, stretch;
- float frac;
-
- VectorClear( angles );
-
- if ( cg.damageTime && cg.time - cg.damageTime < DAMAGE_TIME ) {
- frac = (float)(cg.time - cg.damageTime ) / DAMAGE_TIME;
- size = ICON_SIZE * 1.25 * ( 1.5 - frac * 0.5 );
-
- stretch = size - ICON_SIZE * 1.25;
- // kick in the direction of damage
- x -= stretch * 0.5 + cg.damageX * stretch * 0.5;
-
- cg.headStartYaw = 180 + cg.damageX * 45;
-
- cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI );
- cg.headEndPitch = 5 * cos( crandom()*M_PI );
-
- cg.headStartTime = cg.time;
- cg.headEndTime = cg.time + 100 + random() * 2000;
- } else {
- if ( cg.time >= cg.headEndTime ) {
- // select a new head angle
- cg.headStartYaw = cg.headEndYaw;
- cg.headStartPitch = cg.headEndPitch;
- cg.headStartTime = cg.headEndTime;
- cg.headEndTime = cg.time + 100 + random() * 2000;
-
- cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI );
- cg.headEndPitch = 5 * cos( crandom()*M_PI );
- }
-
- size = ICON_SIZE * 1.25;
- }
-
- // if the server was frozen for a while we may have a bad head start time
- if ( cg.headStartTime > cg.time ) {
- cg.headStartTime = cg.time;
- }
-
- frac = ( cg.time - cg.headStartTime ) / (float)( cg.headEndTime - cg.headStartTime );
- frac = frac * frac * ( 3 - 2 * frac );
- angles[YAW] = cg.headStartYaw + ( cg.headEndYaw - cg.headStartYaw ) * frac;
- angles[PITCH] = cg.headStartPitch + ( cg.headEndPitch - cg.headStartPitch ) * frac;
-
- CG_DrawHead( x, 480 - size, size, size,
- cg.snap->ps.clientNum, angles );
-}
-
-/*
-================
-CG_DrawStatusBarFlag
-
-================
-*/
-static void CG_DrawStatusBarFlag( float x, int team ) {
- CG_DrawFlagModel( x, 480 - ICON_SIZE, ICON_SIZE, ICON_SIZE, team, qfalse );
-}
-
-
-/*
-================
-CG_DrawTeamBackground
-
-================
-*/
-void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team )
-{
- vec4_t hcolor;
-
- hcolor[3] = alpha;
- if ( team == TEAM_HUMANS ) {
- hcolor[0] = 1;
- hcolor[1] = 0;
- hcolor[2] = 0;
- } else if ( team == TEAM_DROIDS ) {
- hcolor[0] = 0;
- hcolor[1] = 0;
- hcolor[2] = 1;
- } else {
- return;
- }
- trap_R_SetColor( hcolor );
- CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar );
- trap_R_SetColor( NULL );
-}
-
-/*
-================
-CG_DrawLighting
-
-================
-*/
-static void CG_DrawLighting( void )
-{
- centity_t *cent;
- byte lum;
- static byte lastLum;
- vec3_t point, direction;
-
- cent = &cg_entities[cg.snap->ps.clientNum];
-
- VectorCopy( cent->lerpOrigin, point );
- //TA: when wall climbing the viewheight is not straight up
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( point, 32, cg.predictedPlayerState.grapplePoint, point );
- else
- point[ 2 ] += 32;
-
- AngleVectors( cg.predictedPlayerState.viewangles, direction, NULL, NULL );
-
- lum = CG_LightFromDirection( point, direction );
- //CG_Printf( "%d\n", lum );
- if( abs( lastLum - lum ) > 4 )
- lastLum = lum;
-
- if( BG_activated( UP_NVG, cg.snap->ps.stats ) )
- CG_DrawPic( 0, 0, 640, 480, cgs.media.humanNV );
-
- switch( cg.snap->ps.stats[ STAT_PCLASS ] )
- {
- case PCL_D_BASE:
- case PCL_D_BUILDER:
- if( lastLum < 10 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav80 );
- else if( lastLum >= 10 && lastLum < 16 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav75 );
- else if( lastLum >= 16 && lastLum < 22 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav70 );
- else if( lastLum >= 22 && lastLum < 28 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav65 );
- else if( lastLum >= 28 && lastLum < 34 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav60 );
- else if( lastLum >= 34 && lastLum < 40 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav55 );
- else if( lastLum >= 40 && lastLum < 46 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav50 );
- else if( lastLum >= 46 && lastLum < 53 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav45 );
- else if( lastLum >= 53 && lastLum < 61 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav40 );
- else if( lastLum >= 61 && lastLum < 70 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav35 );
- else if( lastLum >= 70 && lastLum < 80 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav30 );
- else if( lastLum >= 80 && lastLum < 100 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav25 );
- else if( lastLum >= 100 && lastLum < 130 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav20 );
- else if( lastLum >= 130 && lastLum < 180 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav15 );
- else if( lastLum >= 180 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav10 );
- break;
- }
-
- //fade to black if stamina is low
- if( ( cg.snap->ps.stats[ STAT_STAMINA ] < -800 ) &&
- ( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) )
- {
- vec4_t black = { 0, 0, 0, 0 };
- black[ 3 ] = 1.0 - ( (float)( cg.snap->ps.stats[ STAT_STAMINA ] + 1000 ) / 200.0f );
- trap_R_SetColor( black );
- CG_DrawPic( 0, 0, 640, 480, cgs.media.whiteShader );
- trap_R_SetColor( NULL );
- }
-}
-
-/*
-================
-CG_DrawStatusBar
-
-================
-*/
-static void CG_DrawStatusBar( void ) {
- int color;
- centity_t *cent;
- playerState_t *ps;
- int value;
- int ammo, clips, maxclips;
- vec4_t hcolor;
- vec3_t angles;
- vec3_t origin;
- byte lum;
- static byte lastLum;
- static float colors[4][4] = {
-// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} };
- { 0.3f, 0.4f, 0.3f, 1.0f } , // normal
- { 1.0f, 0.2f, 0.2f, 1.0f }, // low health
- {0.2f, 0.3f, 0.2f, 1.0f}, // weapon firing
- { 1.0f, 1.0f, 1.0f, 1.0f } }; // health > 100
-
-
- if ( cg_drawStatus.integer == 0 ) {
- return;
- }
-
- // draw the team background
- CG_DrawTeamBackground( 0, 420, 640, 60, 0.33f, cg.snap->ps.persistant[PERS_TEAM] );
-
- cent = &cg_entities[cg.snap->ps.clientNum];
- ps = &cg.snap->ps;
-
- VectorClear( angles );
-
- //TA: stop drawing all these silly 3d models on the hud. Saves space and is more realistic.
-
- // draw any 3D icons first, so the changes back to 2D are minimized
- /*if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) {
- origin[0] = 70;
- origin[1] = 0;
- origin[2] = 0;
- angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 );
- CG_Draw3DModel( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE,
- cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
- }*/
-
- //CG_DrawStatusBarHead( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE );
-
- /*if (cg.predictedPlayerState.powerups[PW_REDFLAG])
- CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_HUMANS);
- else if (cg.predictedPlayerState.powerups[PW_BLUEFLAG])
- CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_DROIDS);*/
-
- /*if ( ps->stats[ STAT_ARMOR ] ) {
- origin[0] = 90;
- origin[1] = 0;
- origin[2] = -10;
- angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0;
- CG_Draw3DModel( 370 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE,
- cgs.media.armorModel, 0, origin, angles );
- }*/
-
- //
- // ammo
- //
- if ( cent->currentState.weapon ) {
- //TA: must mask off clips and maxClips
- if( !BG_infiniteAmmo( cent->currentState.weapon ) )
- BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, &maxclips );
- else
- ammo = -1;
-
- if ( ammo > -1 ) {
- if ( cg.predictedPlayerState.weaponstate == WEAPON_FIRING
- && cg.predictedPlayerState.weaponTime > 100 ) {
- // draw as dark grey when reloading
- color = 2; // dark grey
- } else {
- if ( ammo >= 0 ) {
- color = 0; // green
- } else {
- color = 1; // red
- }
- }
- trap_R_SetColor( colors[color] );
-
- CG_DrawField( 85, 432, 3, ammo);
-
- if( maxclips )
- CG_DrawField( 20, 432, 1, clips );
-
- trap_R_SetColor( NULL );
-
- // if we didn't draw a 3D icon, draw a 2D icon for ammo
- /*if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) {
- qhandle_t icon;
-
- icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
- if ( icon ) {
- CG_DrawPic( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, icon );
- }
- }*/
- }
- }
-
- //
- // stamina
- //
- #define STAM_HEIGHT 20
- #define STAM_WIDTH 10
- #define STAM_X 5
- #define STAM_Y 435
- if( ps->stats[ STAT_PTEAM ] == PTE_HUMANS )
- {
- int stamina = ps->stats[ STAT_STAMINA ];
- int height = (int)( (float)stamina / ( 1000 / STAM_HEIGHT ) );
- vec4_t bcolor = { 0.5, 0.5, 0.5, 0.5 };
-
- trap_R_SetColor( bcolor ); // white
- CG_DrawPic( STAM_X, STAM_Y, STAM_WIDTH, STAM_HEIGHT * 2, cgs.media.whiteShader );
-
- if( stamina > 0 )
- {
- trap_R_SetColor( colors[0] ); // green
- CG_DrawPic( STAM_X, STAM_Y + ( STAM_HEIGHT - height ),
- STAM_WIDTH, height, cgs.media.whiteShader );
- }
-
- if( stamina < 0 )
- {
- trap_R_SetColor( colors[1] ); // red
- CG_DrawPic( STAM_X, STAM_Y + STAM_HEIGHT , STAM_WIDTH, -height, cgs.media.whiteShader );
- }
- }
-
- //
- // health+armor
- //
- if( ps->stats[ STAT_PTEAM ] == PTE_DROIDS )
- {
- vec4_t fcolor = { 1, 0, 0, 0.5 }; //red half alpha
- vec4_t tcolor = { 0.3, 0.8, 1, 1 }; //cyan no alpha
-
- value = (int)( (float)( (float)ps->stats[STAT_HEALTH] / ps->stats[STAT_MAX_HEALTH] ) * 100 );
-
- CG_DrawFadePic( 20, 0, 30, 440, fcolor, tcolor, value, cgs.media.droidHealth );
-
- value = (int)( (float)( (float)ps->stats[STAT_ARMOR] / ps->stats[STAT_MAX_HEALTH] ) * 100 );
-
- if( value > 0 )
- CG_DrawFadePic( 580, 0, 30, 440, fcolor, tcolor, value, cgs.media.droidHealth );
- }
- else
- {
- value = ps->stats[STAT_HEALTH];
- if ( value > 100 ) {
- trap_R_SetColor( colors[0] ); // white
- } else if (value > 25) {
- trap_R_SetColor( colors[0] ); // green
- } else if (value > 0) {
- color = (cg.time >> 8) & 1; // flash
- trap_R_SetColor( colors[color] );
- } else {
- trap_R_SetColor( colors[1] ); // red
- }
-
- // stretch the health up when taking damage
- CG_DrawField ( 300, 432, 3, value);
- CG_ColorForHealth( hcolor );
- trap_R_SetColor( hcolor );
-
- value = ps->stats[STAT_ARMOR];
- if (value > 0 )
- {
- trap_R_SetColor( colors[0] );
- CG_DrawField (541, 432, 3, value);
- trap_R_SetColor( NULL );
- // if we didn't draw a 3D icon, draw a 2D icon for armor
- /*if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) {
- CG_DrawPic( 370 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, cgs.media.armorIcon );
- }*/
- }
- }
-
-}
-
-/*
-===========================================================================================
-
- UPPER RIGHT CORNER
-
-===========================================================================================
-*/
-
-/*
-================
-CG_DrawAttacker
-
-================
-*/
-static float CG_DrawAttacker( float y ) {
- int t;
- float size;
- vec3_t angles;
- const char *info;
- const char *name;
- int clientNum;
-
- if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
- return y;
- }
-
- if ( !cg.attackerTime ) {
- return y;
- }
-
- clientNum = cg.predictedPlayerState.persistant[PERS_ATTACKER];
- if ( clientNum < 0 || clientNum >= MAX_CLIENTS || clientNum == cg.snap->ps.clientNum ) {
- return y;
- }
-
- t = cg.time - cg.attackerTime;
- if ( t > ATTACKER_HEAD_TIME ) {
- cg.attackerTime = 0;
- return y;
- }
-
- size = ICON_SIZE * 1.25;
-
- angles[PITCH] = 0;
- angles[YAW] = 180;
- angles[ROLL] = 0;
- CG_DrawHead( 640 - size, y, size, size, clientNum, angles );
-
- info = CG_ConfigString( CS_PLAYERS + clientNum );
- name = Info_ValueForKey( info, "n" );
- y += size;
- CG_DrawBigString( 640 - ( Q_PrintStrlen( name ) * BIGCHAR_WIDTH), y, name, 0.5 );
-
- return y + BIGCHAR_HEIGHT + 2;
-}
-
-/*
-==================
-CG_DrawSnapshot
-==================
-*/
-static float CG_DrawSnapshot( float y ) {
- char *s;
- int w;
-
- s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime,
- cg.latestSnapshotNum, cgs.serverCommandSequence );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
-
- CG_DrawBigString( 635 - w, y + 2, s, 1.0F);
-
- return y + BIGCHAR_HEIGHT + 4;
-}
-
-/*
-==================
-CG_DrawFPS
-==================
-*/
-#define FPS_FRAMES 4
-static float CG_DrawFPS( float y ) {
- char *s;
- int w;
- static int previousTimes[FPS_FRAMES];
- static int index;
- int i, total;
- int fps;
- static int previous;
- int t, frameTime;
-
- // don't use serverTime, because that will be drifting to
- // correct for internet lag changes, timescales, timedemos, etc
- t = trap_Milliseconds();
- frameTime = t - previous;
- previous = t;
-
- previousTimes[index % FPS_FRAMES] = frameTime;
- index++;
- if ( index > FPS_FRAMES ) {
- // average multiple frames together to smooth changes out a bit
- total = 0;
- for ( i = 0 ; i < FPS_FRAMES ; i++ ) {
- total += previousTimes[i];
- }
- if ( !total ) {
- total = 1;
- }
- fps = 1000 * FPS_FRAMES / total;
-
- s = va( "%ifps", fps );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
-
- CG_DrawBigString( 635 - w, y + 2, s, 1.0F);
- }
-
- return y + BIGCHAR_HEIGHT + 4;
-}
-
-/*
-=================
-CG_DrawTimer
-=================
-*/
-static float CG_DrawTimer( float y ) {
- char *s;
- int w;
- int mins, seconds, tens;
- int msec;
-
- msec = cg.time - cgs.levelStartTime;
-
- seconds = msec / 1000;
- mins = seconds / 60;
- seconds -= mins * 60;
- tens = seconds / 10;
- seconds -= tens * 10;
-
- s = va( "%i:%i%i", mins, tens, seconds );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
-
- CG_DrawBigString( 635 - w, y + 2, s, 1.0F);
-
- return y + BIGCHAR_HEIGHT + 4;
-}
-
-
-/*
-=================
-CG_DrawTeamOverlay
-=================
-*/
-
-static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) {
- int x, w, h, xx;
- int i, j, len;
- const char *p;
- vec4_t hcolor;
- int pwidth, lwidth;
- int plyrs;
- char st[16];
- clientInfo_t *ci;
- gitem_t *item;
- int ret_y, count;
-
- if ( !cg_drawTeamOverlay.integer ) {
- return y;
- }
-
- if ( cg.snap->ps.persistant[PERS_TEAM] != TEAM_HUMANS &&
- cg.snap->ps.persistant[PERS_TEAM] != TEAM_DROIDS ) {
- return y; // Not on any team
- }
-
- plyrs = 0;
-
- // max player name width
- pwidth = 0;
- count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers;
- for (i = 0; i < count; i++) {
- ci = cgs.clientinfo + sortedTeamPlayers[i];
- if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) {
- plyrs++;
- len = CG_DrawStrlen(ci->name);
- if (len > pwidth)
- pwidth = len;
- }
- }
-
- if (!plyrs)
- return y;
-
- if (pwidth > TEAM_OVERLAY_MAXNAME_WIDTH)
- pwidth = TEAM_OVERLAY_MAXNAME_WIDTH;
-
- // max location name width
- lwidth = 0;
- for (i = 1; i < MAX_LOCATIONS; i++) {
- p = CG_ConfigString(CS_LOCATIONS + i);
- if (p && *p) {
- len = CG_DrawStrlen(p);
- if (len > lwidth)
- lwidth = len;
- }
- }
-
- if (lwidth > TEAM_OVERLAY_MAXLOCATION_WIDTH)
- lwidth = TEAM_OVERLAY_MAXLOCATION_WIDTH;
-
- w = (pwidth + lwidth + 4 + 7) * TINYCHAR_WIDTH;
-
- if ( right )
- x = 640 - w;
- else
- x = 0;
-
- h = plyrs * TINYCHAR_HEIGHT;
-
- if ( upper ) {
- ret_y = y + h;
- } else {
- y -= h;
- ret_y = y;
- }
-
- if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_HUMANS ) {
- hcolor[0] = 1;
- hcolor[1] = 0;
- hcolor[2] = 0;
- hcolor[3] = 0.33f;
- } else { // if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_DROIDS )
- hcolor[0] = 0;
- hcolor[1] = 0;
- hcolor[2] = 1;
- hcolor[3] = 0.33f;
- }
- trap_R_SetColor( hcolor );
- CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar );
- trap_R_SetColor( NULL );
-
- for (i = 0; i < count; i++) {
- ci = cgs.clientinfo + sortedTeamPlayers[i];
- if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) {
-
- hcolor[0] = hcolor[1] = hcolor[2] = hcolor[3] = 1.0;
-
- xx = x + TINYCHAR_WIDTH;
-
- CG_DrawStringExt( xx, y,
- ci->name, hcolor, qfalse, qfalse,
- TINYCHAR_WIDTH, TINYCHAR_HEIGHT, TEAM_OVERLAY_MAXNAME_WIDTH);
-
- if (lwidth) {
- p = CG_ConfigString(CS_LOCATIONS + ci->location);
- if (!p || !*p)
- p = "unknown";
- len = CG_DrawStrlen(p);
- if (len > lwidth)
- len = lwidth;
-
-// xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth +
-// ((lwidth/2 - len/2) * TINYCHAR_WIDTH);
- xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth;
- CG_DrawStringExt( xx, y,
- p, hcolor, qfalse, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
- TEAM_OVERLAY_MAXLOCATION_WIDTH);
- }
-
- CG_GetColorForHealth( ci->health, ci->armor, hcolor );
-
- Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor);
-
- xx = x + TINYCHAR_WIDTH * 3 +
- TINYCHAR_WIDTH * pwidth + TINYCHAR_WIDTH * lwidth;
-
- CG_DrawStringExt( xx, y,
- st, hcolor, qfalse, qfalse,
- TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 );
-
- // draw weapon icon
- xx += TINYCHAR_WIDTH * 3;
-
- if ( cg_weapons[ci->curWeapon].weaponIcon ) {
- CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
- cg_weapons[ci->curWeapon].weaponIcon );
- } else {
- CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
- cgs.media.deferShader );
- }
-
- // Draw powerup icons
- if (right) {
- xx = x;
- } else {
- xx = x + w - TINYCHAR_WIDTH;
- }
- /*for (j = 0; j < PW_NUM_POWERUPS; j++) {
- if (ci->powerups & (1 << j)) {
- gitem_t *item;
-
- item = BG_FindItemForPowerup( j );
-
- CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
- trap_R_RegisterShader( item->icon ) );
- if (right) {
- xx -= TINYCHAR_WIDTH;
- } else {
- xx += TINYCHAR_WIDTH;
- }
- }
- }*/
-
- y += TINYCHAR_HEIGHT;
- }
- }
-
- return ret_y;
-}
-
-
-/*
-=====================
-CG_DrawUpperRight
-
-=====================
-*/
-static void CG_DrawUpperRight( void ) {
- float y;
-
- y = 0;
-
- if ( cgs.gametype >= GT_TEAM && cg_drawTeamOverlay.integer == 1 ) {
- y = CG_DrawTeamOverlay( y, qtrue, qtrue );
- }
- if ( cg_drawSnapshot.integer ) {
- y = CG_DrawSnapshot( y );
- }
- if ( cg_drawFPS.integer ) {
- y = CG_DrawFPS( y );
- }
- if ( cg_drawTimer.integer ) {
- y = CG_DrawTimer( y );
- }
- if ( cg_drawAttacker.integer ) {
- y = CG_DrawAttacker( y );
- }
-
-}
-
-/*
-===========================================================================================
-
- LOWER RIGHT CORNER
-
-===========================================================================================
-*/
-
-
-/*
-=================
-CG_DrawPoints
-
-Draw the small two score display
-=================
-*/
-static float CG_DrawPoints( float y )
-{
- const char *s;
- int points, totalpoints, buildpoints;
- int team;
- int x, w;
- float y1;
- qboolean spectator;
-
- y -= BIGCHAR_HEIGHT + 8;
-
- y1 = y;
-
-
- x = 640;
- points = cg.snap->ps.persistant[PERS_POINTS];
- totalpoints = cg.snap->ps.persistant[PERS_TOTALPOINTS];
-
- team = cg.snap->ps.stats[ STAT_PTEAM ];
-
- if( team == PTE_DROIDS )
- buildpoints = cgs.aBuildPoints;
- else if( team == PTE_HUMANS )
- buildpoints = cgs.hBuildPoints;
-
- spectator = ( team == PTE_NONE );
-
- if( !spectator )
- {
- s = va( "%2i", points );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
-
- CG_DrawBigString( x + 2, y, s, 1.0F );
-
- s = va( "%2i", totalpoints );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
-
- CG_DrawBigString( x + 2, y, s, 1.0F );
-
- s = va( "%2i", buildpoints );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
-
- CG_DrawBigString( x + 2, y, s, 1.0F );
- }
-
- return y1 - 8;
-}
-
-
-/*
-=================
-CG_DrawScores
-
-Draw the small two score display
-=================
-*/
-static float CG_DrawScores( float y ) {
- const char *s;
- int s1, s2, score;
- int x, w;
- int v;
- vec4_t color;
- float y1;
- gitem_t *item;
-
- s1 = cgs.scores1;
- s2 = cgs.scores2;
-
- y -= BIGCHAR_HEIGHT + 8;
-
- y1 = y;
-
- // draw from the right side to left
- if ( cgs.gametype >= GT_TEAM ) {
- x = 640;
-
- color[0] = 0;
- color[1] = 0;
- color[2] = 1;
- color[3] = 0.33f;
- s = va( "%2i", s2 );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
- CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color );
- if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_DROIDS ) {
- CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader );
- }
- CG_DrawBigString( x + 4, y, s, 1.0F);
-
- if ( cgs.gametype == GT_CTF ) {
- // Display flag status
- item = BG_FindItemForPowerup( PW_BLUEFLAG );
-
- if (item) {
- y1 = y - BIGCHAR_HEIGHT - 8;
- if( cgs.blueflag >= 0 && cgs.blueflag <= 2 ) {
- CG_DrawPic( x, y1-4, w, BIGCHAR_HEIGHT+8, cgs.media.blueFlagShader[cgs.blueflag] );
- }
- }
- }
-
- color[0] = 1;
- color[1] = 0;
- color[2] = 0;
- color[3] = 0.33f;
- s = va( "%2i", s1 );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
- CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color );
- if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_HUMANS ) {
- CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader );
- }
- CG_DrawBigString( x + 4, y, s, 1.0F);
-
- if ( cgs.gametype == GT_CTF ) {
- // Display flag status
- item = BG_FindItemForPowerup( PW_REDFLAG );
-
- if (item) {
- y1 = y - BIGCHAR_HEIGHT - 8;
- if( cgs.redflag >= 0 && cgs.redflag <= 2 ) {
- CG_DrawPic( x, y1-4, w, BIGCHAR_HEIGHT+8, cgs.media.redFlagShader[cgs.redflag] );
- }
- }
- }
-
-
- if ( cgs.gametype >= GT_CTF ) {
- v = cgs.capturelimit;
- } else {
- v = cgs.fraglimit;
- }
- if ( v ) {
- s = va( "%2i", v );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
- CG_DrawBigString( x + 4, y, s, 1.0F);
- }
-
- } else {
- qboolean spectator;
-
- x = 640;
- score = cg.snap->ps.persistant[PERS_SCORE];
- spectator = ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR );
-
- // always show your score in the second box if not in first place
- if ( s1 != score ) {
- s2 = score;
- }
- if ( s2 != SCORE_NOT_PRESENT ) {
- s = va( "%2i", s2 );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
- if ( !spectator && score == s2 && score != s1 ) {
- color[0] = 1;
- color[1] = 0;
- color[2] = 0;
- color[3] = 0.33f;
- CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color );
- CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader );
- } else {
- color[0] = 0.5f;
- color[1] = 0.5f;
- color[2] = 0.5f;
- color[3] = 0.33f;
- CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color );
- }
- CG_DrawBigString( x + 4, y, s, 1.0F);
- }
-
- // first place
- if ( s1 != SCORE_NOT_PRESENT ) {
- s = va( "%2i", s1 );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
- if ( !spectator && score == s1 ) {
- color[0] = 0;
- color[1] = 0;
- color[2] = 1;
- color[3] = 0.33f;
- CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color );
- CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader );
- } else {
- color[0] = 0.5f;
- color[1] = 0.5f;
- color[2] = 0.5f;
- color[3] = 0.33f;
- CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color );
- }
- CG_DrawBigString( x + 4, y, s, 1.0F);
- }
-
- if ( cgs.fraglimit ) {
- s = va( "%2i", cgs.fraglimit );
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8;
- x -= w;
- CG_DrawBigString( x + 4, y, s, 1.0F);
- }
-
- }
-
- return y1 - 8;
-}
-
-/*
-================
-CG_DrawPowerups
-================
-*/
-static float CG_DrawPowerups( float y ) {
- int sorted[MAX_POWERUPS];
- int sortedTime[MAX_POWERUPS];
- int i, j, k;
- int active;
- playerState_t *ps;
- int t;
- gitem_t *item;
- int x;
- int color;
- float size;
- float f;
- static float colors[2][4] = {
- { 0.2f, 1.0f, 0.2f, 1.0f } , { 1.0f, 0.2f, 0.2f, 1.0f } };
-
- ps = &cg.snap->ps;
-
- if ( ps->stats[STAT_HEALTH] <= 0 ) {
- return y;
- }
-
- // sort the list by time remaining
- active = 0;
- for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
- if ( !ps->powerups[ i ] ) {
- continue;
- }
- t = ps->powerups[ i ] - cg.time;
- // ZOID--don't draw if the power up has unlimited time (999 seconds)
- // This is true of the CTF flags
- if ( t < 0 || t > 999000) {
- continue;
- }
-
- // insert into the list
- for ( j = 0 ; j < active ; j++ ) {
- if ( sortedTime[j] >= t ) {
- for ( k = active - 1 ; k >= j ; k-- ) {
- sorted[k+1] = sorted[k];
- sortedTime[k+1] = sortedTime[k];
- }
- break;
- }
- }
- sorted[j] = i;
- sortedTime[j] = t;
- active++;
- }
-
- // draw the icons and timers
- x = 640 - ICON_SIZE - CHAR_WIDTH * 2;
- for ( i = 0 ; i < active ; i++ ) {
- item = BG_FindItemForPowerup( sorted[i] );
-
- if (item) {
-
- color = 1;
-
- y -= ICON_SIZE;
-
- trap_R_SetColor( colors[color] );
- CG_DrawField( x, y, 2, sortedTime[ i ] / 1000 );
-
- t = ps->powerups[ sorted[i] ];
- if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
- trap_R_SetColor( NULL );
- } else {
- vec4_t modulate;
-
- f = (float)( t - cg.time ) / POWERUP_BLINK_TIME;
- f -= (int)f;
- modulate[0] = modulate[1] = modulate[2] = modulate[3] = f;
- trap_R_SetColor( modulate );
- }
-
- if ( cg.powerupActive == sorted[i] &&
- cg.time - cg.powerupTime < PULSE_TIME ) {
- f = 1.0 - ( ( (float)cg.time - cg.powerupTime ) / PULSE_TIME );
- size = ICON_SIZE * ( 1.0 + ( PULSE_SCALE - 1.0 ) * f );
- } else {
- size = ICON_SIZE;
- }
-
- CG_DrawPic( 640 - size, y + ICON_SIZE / 2 - size / 2,
- size, size, trap_R_RegisterShader( item->icon ) );
- }
- }
- trap_R_SetColor( NULL );
-
- return y;
-}
-
-
-/*
-=====================
-CG_DrawLowerRight
-
-=====================
-*/
-static void CG_DrawLowerRight( void ) {
- float y;
-
- y = 480 - ICON_SIZE;
-
- if ( cgs.gametype >= GT_TEAM && cg_drawTeamOverlay.integer == 2 ) {
- y = CG_DrawTeamOverlay( y, qtrue, qfalse );
- }
-
- //y = CG_DrawScores( y );
- y = CG_DrawPoints( y );
- y = CG_DrawPowerups( y );
-}
-
-/*
-===================
-CG_DrawPickupItem
-===================
-*/
-static int CG_DrawPickupItem( int y ) {
- int value;
- float *fadeColor;
-
- if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
- return y;
- }
-
- y -= ICON_SIZE;
-
- value = cg.itemPickup;
- if ( value ) {
- fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 );
- if ( fadeColor ) {
- CG_RegisterItemVisuals( value );
- trap_R_SetColor( fadeColor );
- CG_DrawPic( 8, y, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon );
- CG_DrawBigString( ICON_SIZE + 16, y + (ICON_SIZE/2 - BIGCHAR_HEIGHT/2), bg_itemlist[ value ].pickup_name, fadeColor[0] );
- trap_R_SetColor( NULL );
- }
- }
-
- return y;
-}
-
-/*
-=====================
-CG_DrawLowerLeft
-
-=====================
-*/
-static void CG_DrawLowerLeft( void ) {
- float y;
-
- y = 480 - ICON_SIZE;
-
- if ( cgs.gametype >= GT_TEAM && cg_drawTeamOverlay.integer == 3 ) {
- y = CG_DrawTeamOverlay( y, qfalse, qfalse );
- }
-
-
- y = CG_DrawPickupItem( y );
-}
-
-
-
-//===========================================================================================
-
-/*
-=================
-CG_DrawTeamInfo
-=================
-*/
-static void CG_DrawTeamInfo( void ) {
- int w, h;
- int i, len;
- vec4_t hcolor;
- int chatHeight;
-
-#define CHATLOC_Y 420 // bottom end
-#define CHATLOC_X 0
-
- if (cg_teamChatHeight.integer < TEAMCHAT_HEIGHT)
- chatHeight = cg_teamChatHeight.integer;
- else
- chatHeight = TEAMCHAT_HEIGHT;
- if (chatHeight <= 0)
- return; // disabled
-
- if (cgs.teamLastChatPos != cgs.teamChatPos) {
- if (cg.time - cgs.teamChatMsgTimes[cgs.teamLastChatPos % chatHeight] > cg_teamChatTime.integer) {
- cgs.teamLastChatPos++;
- }
-
- h = (cgs.teamChatPos - cgs.teamLastChatPos) * TINYCHAR_HEIGHT;
-
- w = 0;
-
- for (i = cgs.teamLastChatPos; i < cgs.teamChatPos; i++) {
- len = CG_DrawStrlen(cgs.teamChatMsgs[i % chatHeight]);
- if (len > w)
- w = len;
- }
- w *= TINYCHAR_WIDTH;
- w += TINYCHAR_WIDTH * 2;
-
- if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_HUMANS ) {
- hcolor[0] = 1;
- hcolor[1] = 0;
- hcolor[2] = 0;
- hcolor[3] = 0.33f;
- } else if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_DROIDS ) {
- hcolor[0] = 0;
- hcolor[1] = 0;
- hcolor[2] = 1;
- hcolor[3] = 0.33f;
- } else {
- hcolor[0] = 0;
- hcolor[1] = 1;
- hcolor[2] = 0;
- hcolor[3] = 0.33f;
- }
-
- trap_R_SetColor( hcolor );
- CG_DrawPic( CHATLOC_X, CHATLOC_Y - h, 640, h, cgs.media.teamStatusBar );
- trap_R_SetColor( NULL );
-
- hcolor[0] = hcolor[1] = hcolor[2] = 1.0;
- hcolor[3] = 1.0;
-
- for (i = cgs.teamChatPos - 1; i >= cgs.teamLastChatPos; i--) {
- CG_DrawStringExt( CHATLOC_X + TINYCHAR_WIDTH,
- CHATLOC_Y - (cgs.teamChatPos - i)*TINYCHAR_HEIGHT,
- cgs.teamChatMsgs[i % chatHeight], hcolor, qfalse, qfalse,
- TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 );
- }
- }
-}
-
-/*
-===================
-CG_DrawHoldableItem
-===================
-*/
-static void CG_DrawHoldableItem( void ) {
- int value;
-
- //TA: not using q3 holdable item code
- /*value = cg.snap->ps.stats[STAT_HOLDABLE_ITEM];
- if ( value ) {
- CG_RegisterItemVisuals( value );
- CG_DrawPic( 640-ICON_SIZE, (SCREEN_HEIGHT-ICON_SIZE)/2, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon );
- }*/
-
-}
-
-
-/*
-===================
-CG_DrawReward
-===================
-*/
-static void CG_DrawReward( void ) {
- float *color;
- int i, count;
- float x, y;
- char buf[32];
-
- if ( !cg_drawRewards.integer ) {
- return;
- }
- color = CG_FadeColor( cg.rewardTime, REWARD_TIME );
- if ( !color ) {
- if (cg.rewardStack > 0) {
- for(i = 0; i < cg.rewardStack; i++) {
- cg.rewardSound[i] = cg.rewardSound[i+1];
- cg.rewardShader[i] = cg.rewardShader[i+1];
- cg.rewardCount[i] = cg.rewardCount[i+1];
- }
- cg.rewardTime = cg.time;
- cg.rewardStack--;
- color = CG_FadeColor( cg.rewardTime, REWARD_TIME );
- trap_S_StartLocalSound(cg.rewardSound[0], CHAN_ANNOUNCER);
- } else {
- return;
- }
- }
-
- trap_R_SetColor( color );
-
- if ( cg.rewardCount[0] >= 10 ) {
- y = 56;
- x = 320 - ICON_SIZE/2;
- CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] );
- Com_sprintf(buf, sizeof(buf), "%d", cg.rewardCount[0]);
- x = ( SCREEN_WIDTH - SMALLCHAR_WIDTH * CG_DrawStrlen( buf ) ) / 2;
- CG_DrawStringExt( x, y+ICON_SIZE, buf, color, qfalse, qtrue,
- SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
- }
- else {
-
- count = cg.rewardCount[0];
-
- y = 56;
- x = 320 - count * ICON_SIZE/2;
- for ( i = 0 ; i < count ; i++ ) {
- CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] );
- x += ICON_SIZE;
- }
- }
- trap_R_SetColor( NULL );
-}
-
-
-/*
-===============================================================================
-
-LAGOMETER
-
-===============================================================================
-*/
-
-#define LAG_SAMPLES 128
-
-
-typedef struct {
- int frameSamples[LAG_SAMPLES];
- int frameCount;
- int snapshotFlags[LAG_SAMPLES];
- int snapshotSamples[LAG_SAMPLES];
- int snapshotCount;
-} lagometer_t;
-
-lagometer_t lagometer;
-
-/*
-==============
-CG_AddLagometerFrameInfo
-
-Adds the current interpolate / extrapolate bar for this frame
-==============
-*/
-void CG_AddLagometerFrameInfo( void ) {
- int offset;
-
- offset = cg.time - cg.latestSnapshotTime;
- lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1) ] = offset;
- lagometer.frameCount++;
-}
-
-/*
-==============
-CG_AddLagometerSnapshotInfo
-
-Each time a snapshot is received, log its ping time and
-the number of snapshots that were dropped before it.
-
-Pass NULL for a dropped packet.
-==============
-*/
-void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) {
- // dropped packet
- if ( !snap ) {
- lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = -1;
- lagometer.snapshotCount++;
- return;
- }
-
- // add this snapshot's info
- lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->ping;
- lagometer.snapshotFlags[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->snapFlags;
- lagometer.snapshotCount++;
-}
-
-/*
-==============
-CG_DrawDisconnect
-
-Should we draw something differnet for long lag vs no packets?
-==============
-*/
-static void CG_DrawDisconnect( void ) {
- float x, y;
- int cmdNum;
- usercmd_t cmd;
- const char *s;
- int w;
-
- // draw the phone jack if we are completely past our buffers
- cmdNum = trap_GetCurrentCmdNumber() - CMD_BACKUP + 1;
- trap_GetUserCmd( cmdNum, &cmd );
- if ( cmd.serverTime <= cg.snap->ps.commandTime
- || cmd.serverTime > cg.time ) { // special check for map_restart
- return;
- }
-
- // also add text in center of screen
- s = "Connection Interrupted";
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
- CG_DrawBigString( 320 - w/2, 100, s, 1.0F);
-
- // blink the icon
- if ( ( cg.time >> 9 ) & 1 ) {
- return;
- }
-
- x = 640 - 48;
- y = 480 - 48;
-
- CG_DrawPic( x, y, 48, 48, trap_R_RegisterShader("gfx/2d/net.tga" ) );
-}
-
-
-#define MAX_LAGOMETER_PING 900
-#define MAX_LAGOMETER_RANGE 300
-
-/*
-==============
-CG_DrawLagometer
-==============
-*/
-static void CG_DrawLagometer( void ) {
- int a, x, y, i;
- float v;
- float ax, ay, aw, ah, mid, range;
- int color;
- float vscale;
-
- if ( !cg_lagometer.integer || cgs.localServer ) {
- CG_DrawDisconnect();
- return;
- }
-
- //
- // draw the graph
- //
- x = 640 - 48;
- y = 480 - 48;
-
- trap_R_SetColor( NULL );
- CG_DrawPic( x, y, 48, 48, cgs.media.lagometerShader );
-
- ax = x;
- ay = y;
- aw = 48;
- ah = 48;
- CG_AdjustFrom640( &ax, &ay, &aw, &ah );
-
- color = -1;
- range = ah / 3;
- mid = ay + range;
-
- vscale = range / MAX_LAGOMETER_RANGE;
-
- // draw the frame interpoalte / extrapolate graph
- for ( a = 0 ; a < aw ; a++ ) {
- i = ( lagometer.frameCount - 1 - a ) & (LAG_SAMPLES - 1);
- v = lagometer.frameSamples[i];
- v *= vscale;
- if ( v > 0 ) {
- if ( color != 1 ) {
- color = 1;
- trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] );
- }
- if ( v > range ) {
- v = range;
- }
- trap_R_DrawStretchPic ( ax + aw - a, mid - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader );
- } else if ( v < 0 ) {
- if ( color != 2 ) {
- color = 2;
- trap_R_SetColor( g_color_table[ColorIndex(COLOR_BLUE)] );
- }
- v = -v;
- if ( v > range ) {
- v = range;
- }
- trap_R_DrawStretchPic( ax + aw - a, mid, 1, v, 0, 0, 0, 0, cgs.media.whiteShader );
- }
- }
-
- // draw the snapshot latency / drop graph
- range = ah / 2;
- vscale = range / MAX_LAGOMETER_PING;
-
- for ( a = 0 ; a < aw ; a++ ) {
- i = ( lagometer.snapshotCount - 1 - a ) & (LAG_SAMPLES - 1);
- v = lagometer.snapshotSamples[i];
- if ( v > 0 ) {
- if ( lagometer.snapshotFlags[i] & SNAPFLAG_RATE_DELAYED ) {
- if ( color != 5 ) {
- color = 5; // YELLOW for rate delay
- trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] );
- }
- } else {
- if ( color != 3 ) {
- color = 3;
- trap_R_SetColor( g_color_table[ColorIndex(COLOR_GREEN)] );
- }
- }
- v = v * vscale;
- if ( v > range ) {
- v = range;
- }
- trap_R_DrawStretchPic( ax + aw - a, ay + ah - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader );
- } else if ( v < 0 ) {
- if ( color != 4 ) {
- color = 4; // RED for dropped snapshots
- trap_R_SetColor( g_color_table[ColorIndex(COLOR_RED)] );
- }
- trap_R_DrawStretchPic( ax + aw - a, ay + ah - range, 1, range, 0, 0, 0, 0, cgs.media.whiteShader );
- }
- }
-
- trap_R_SetColor( NULL );
-
- if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
- CG_DrawBigString( ax, ay, "snc", 1.0 );
- }
-
- CG_DrawDisconnect();
-}
-
-
-
-/*
-===============================================================================
-
-CENTER PRINTING
-
-===============================================================================
-*/
-
-
-/*
-==============
-CG_CenterPrint
-
-Called for important messages that should stay in the center of the screen
-for a few moments
-==============
-*/
-void CG_CenterPrint( const char *str, int y, int charWidth ) {
- char *s;
-
- Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) );
-
- cg.centerPrintTime = cg.time;
- cg.centerPrintY = y;
- cg.centerPrintCharWidth = charWidth;
-
- // count the number of lines for centering
- cg.centerPrintLines = 1;
- s = cg.centerPrint;
- while( *s ) {
- if (*s == '\n')
- cg.centerPrintLines++;
- s++;
- }
-}
-
-
-/*
-===================
-CG_DrawCenterString
-===================
-*/
-static void CG_DrawCenterString( void ) {
- char *start;
- int l;
- int x, y, w;
- float *color;
-
- if ( !cg.centerPrintTime ) {
- return;
- }
-
- color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value );
- if ( !color ) {
- return;
- }
-
- trap_R_SetColor( color );
-
- start = cg.centerPrint;
-
- y = cg.centerPrintY - cg.centerPrintLines * BIGCHAR_HEIGHT / 2;
-
- while ( 1 ) {
- char linebuffer[1024];
-
- for ( l = 0; l < 50; l++ ) {
- if ( !start[l] || start[l] == '\n' ) {
- break;
- }
- linebuffer[l] = start[l];
- }
- linebuffer[l] = 0;
-
- w = cg.centerPrintCharWidth * CG_DrawStrlen( linebuffer );
-
- x = ( SCREEN_WIDTH - w ) / 2;
-
- CG_DrawStringExt( x, y, linebuffer, color, qfalse, qtrue,
- cg.centerPrintCharWidth, (int)(cg.centerPrintCharWidth * 1.5), 0 );
-
- y += cg.centerPrintCharWidth * 1.5;
-
- while ( *start && ( *start != '\n' ) ) {
- start++;
- }
- if ( !*start ) {
- break;
- }
- start++;
- }
-
- trap_R_SetColor( NULL );
-}
-
-
-
-/*
-================================================================================
-
-CROSSHAIR
-
-================================================================================
-*/
-
-
-/*
-=================
-CG_DrawCrosshair
-=================
-*/
-static void CG_DrawCrosshair(void) {
- float w, h;
- qhandle_t hShader;
- float f;
- float x, y;
- int ca;
-
- if ( !cg_drawCrosshair.integer ) {
- return;
- }
-
- if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) {
- return;
- }
-
- if ( cg.renderingThirdPerson ) {
- return;
- }
-
- // set color based on health
- if ( cg_crosshairHealth.integer ) {
- vec4_t hcolor;
-
- CG_ColorForHealth( hcolor );
- trap_R_SetColor( hcolor );
- } else {
- trap_R_SetColor( NULL );
- }
-
- w = h = cg_crosshairSize.value;
-
- // pulse the size of the crosshair when picking up items
- f = cg.time - cg.itemPickupBlendTime;
- if ( f > 0 && f < ITEM_BLOB_TIME ) {
- f /= ITEM_BLOB_TIME;
- w *= ( 1 + f );
- h *= ( 1 + f );
- }
-
- x = cg_crosshairX.integer;
- y = cg_crosshairY.integer;
- CG_AdjustFrom640( &x, &y, &w, &h );
-
- ca = cg_drawCrosshair.integer;
- if (ca < 0) {
- ca = 0;
- }
- hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ];
-
- trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (cg.refdef.width - w),
- y + cg.refdef.y + 0.5 * (cg.refdef.height - h),
- w, h, 0, 0, 1, 1, hShader );
-}
-
-
-
-/*
-=================
-CG_ScanForCrosshairEntity
-=================
-*/
-static void CG_ScanForCrosshairEntity( void ) {
- trace_t trace;
- vec3_t start, end;
- int content;
-
- VectorCopy( cg.refdef.vieworg, start );
- VectorMA( start, 131072, cg.refdef.viewaxis[0], end );
-
- CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
- cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY );
- if ( trace.entityNum >= MAX_CLIENTS ) {
- return;
- }
-
- // if the player is in fog, don't show it
- content = trap_CM_PointContents( trace.endpos, 0 );
- if ( content & CONTENTS_FOG ) {
- return;
- }
-
- // if the player is invisible, don't show it
- /*if ( cg_entities[ trace.entityNum ].currentState.powerups & ( 1 << PW_INVIS ) ) {
- return;
- }*/
-
- // update the fade timer
- cg.crosshairClientNum = trace.entityNum;
- cg.crosshairClientTime = cg.time;
-}
-
-
-/*
-=====================
-CG_DrawCrosshairNames
-=====================
-*/
-static void CG_DrawCrosshairNames( void ) {
- float *color;
- char *name;
- float w;
-
- if ( !cg_drawCrosshair.integer ) {
- return;
- }
- if ( !cg_drawCrosshairNames.integer ) {
- return;
- }
- if ( cg.renderingThirdPerson ) {
- return;
- }
-
- // scan the known entities to see if the crosshair is sighted on one
- CG_ScanForCrosshairEntity();
-
- // draw the name of the player being looked at
- color = CG_FadeColor( cg.crosshairClientTime, 1000 );
- if ( !color ) {
- trap_R_SetColor( NULL );
- return;
- }
-
- name = cgs.clientinfo[ cg.crosshairClientNum ].name;
- w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH;
- CG_DrawBigString( 320 - w / 2, 170, name, color[3] * 0.5f );
-
- trap_R_SetColor( NULL );
-}
-
-
-
-//==============================================================================
-
-/*
-=================
-CG_DrawSpectator
-=================
-*/
-static void CG_DrawSpectator(void) {
- CG_DrawBigString(320 - 9 * 8, 440, "SPECTATOR", 1.0F);
- if ( cgs.gametype == GT_TOURNAMENT ) {
- CG_DrawBigString(320 - 15 * 8, 460, "waiting to play", 1.0F);
- }
- if ( cgs.gametype >= GT_TEAM ) {
- CG_DrawBigString(320 - 39 * 8, 460, "press ESC and use the JOIN menu to play", 1.0F);
- }
-}
-
-/*
-=================
-CG_DrawVote
-=================
-*/
-static void CG_DrawVote(void) {
- char *s;
- int sec;
-
- if ( !cgs.voteTime ) {
- return;
- }
-
- // play a talk beep whenever it is modified
- if ( cgs.voteModified ) {
- cgs.voteModified = qfalse;
- trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
- }
-
- sec = ( VOTE_TIME - ( cg.time - cgs.voteTime ) ) / 1000;
- if ( sec < 0 ) {
- sec = 0;
- }
- s = va("VOTE(%i):%s yes:%i no:%i", sec, cgs.voteString, cgs.voteYes, cgs.voteNo );
- CG_DrawSmallString( 0, 58, s, 1.0F );
-}
-
-/*
-=================
-CG_DrawTeamVote
-=================
-*/
-static void CG_DrawTeamVote(void) {
- char *s;
- int sec, cs_offset;
-
- if ( cgs.clientinfo->team == TEAM_HUMANS )
- cs_offset = 0;
- else if ( cgs.clientinfo->team == TEAM_DROIDS )
- cs_offset = 1;
- else
- return;
-
- if ( !cgs.teamVoteTime[cs_offset] ) {
- return;
- }
-
- // play a talk beep whenever it is modified
- if ( cgs.teamVoteModified[cs_offset] ) {
- cgs.teamVoteModified[cs_offset] = qfalse;
- trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
- }
-
- sec = ( VOTE_TIME - ( cg.time - cgs.teamVoteTime[cs_offset] ) ) / 1000;
- if ( sec < 0 ) {
- sec = 0;
- }
- s = va("TEAMVOTE(%i):%s yes:%i no:%i", sec, cgs.teamVoteString[cs_offset],
- cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] );
- CG_DrawSmallString( 0, 90, s, 1.0F );
-}
-
-
-static qboolean CG_DrawScoreboard() {
- return CG_DrawOldScoreboard();
-}
-
-/*
-=================
-CG_DrawIntermission
-=================
-*/
-static void CG_DrawIntermission( void ) {
- if ( cgs.gametype == GT_SINGLE_PLAYER ) {
- CG_DrawCenterString();
- return;
- }
-
- cg.scoreFadeTime = cg.time;
- cg.scoreBoardShowing = CG_DrawScoreboard();
-}
-
-/*
-=================
-CG_DrawFollow
-=================
-*/
-static qboolean CG_DrawFollow( void ) {
- float x;
- vec4_t color;
- const char *name;
-
- if ( !(cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
- return qfalse;
- }
- color[0] = 1;
- color[1] = 1;
- color[2] = 1;
- color[3] = 1;
-
-
- CG_DrawBigString( 320 - 9 * 8, 24, "following", 1.0F );
-
- name = cgs.clientinfo[ cg.snap->ps.clientNum ].name;
-
- x = 0.5 * ( 640 - GIANT_WIDTH * CG_DrawStrlen( name ) );
-
- CG_DrawStringExt( x, 40, name, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
-
- return qtrue;
-}
-
-
-
-/*
-=================
-CG_DrawAmmoWarning
-=================
-*/
-static void CG_DrawAmmoWarning( void ) {
- const char *s;
- int w;
-
- if ( cg_drawAmmoWarning.integer == 0 ) {
- return;
- }
-
- if ( !cg.lowAmmoWarning ) {
- return;
- }
-
- if ( cg.lowAmmoWarning == 2 ) {
- s = "OUT OF AMMO";
- } else {
- s = "LOW AMMO WARNING";
- }
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
- CG_DrawBigString(320 - w / 2, 64, s, 1.0F);
-}
-
-/*
-=================
-CG_DrawWarmup
-=================
-*/
-static void CG_DrawWarmup( void ) {
- int w;
- int sec;
- int i;
- float scale;
- clientInfo_t *ci1, *ci2;
- int cw;
- const char *s;
-
- sec = cg.warmup;
- if ( !sec ) {
- return;
- }
-
- if ( sec < 0 ) {
- s = "Waiting for players";
- w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
- CG_DrawBigString(320 - w / 2, 24, s, 1.0F);
- cg.warmupCount = 0;
- return;
- }
-
- if (cgs.gametype == GT_TOURNAMENT) {
- // find the two active players
- ci1 = NULL;
- ci2 = NULL;
- for ( i = 0 ; i < cgs.maxclients ; i++ ) {
- if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_FREE ) {
- if ( !ci1 ) {
- ci1 = &cgs.clientinfo[i];
- } else {
- ci2 = &cgs.clientinfo[i];
- }
- }
- }
-
- if ( ci1 && ci2 ) {
- s = va( "%s vs %s", ci1->name, ci2->name );
- w = CG_DrawStrlen( s );
- if ( w > 640 / GIANT_WIDTH ) {
- cw = 640 / w;
- } else {
- cw = GIANT_WIDTH;
- }
- CG_DrawStringExt( 320 - w * cw/2, 20,s, colorWhite,
- qfalse, qtrue, cw, (int)(cw * 1.5f), 0 );
- }
- } else {
- if ( cgs.gametype == GT_FFA ) {
- s = "Free For All";
- } else if ( cgs.gametype == GT_TEAM ) {
- s = "Team Deathmatch";
- } else if ( cgs.gametype == GT_CTF ) {
- s = "Capture the Flag";
- } else {
- s = "";
- }
- w = CG_DrawStrlen( s );
- if ( w > 640 / GIANT_WIDTH ) {
- cw = 640 / w;
- } else {
- cw = GIANT_WIDTH;
- }
- CG_DrawStringExt( 320 - w * cw/2, 25,s, colorWhite,
- qfalse, qtrue, cw, (int)(cw * 1.1f), 0 );
- }
-
- sec = ( sec - cg.time ) / 1000;
- if ( sec < 0 ) {
- cg.warmup = 0;
- sec = 0;
- }
- s = va( "Starts in: %i", sec + 1 );
- if ( sec != cg.warmupCount ) {
- cg.warmupCount = sec;
- switch ( sec ) {
- case 0:
- trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER );
- break;
- case 1:
- trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER );
- break;
- case 2:
- trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER );
- break;
- default:
- break;
- }
- }
- scale = 0.45f;
- switch ( cg.warmupCount ) {
- case 0:
- cw = 28;
- scale = 0.54f;
- break;
- case 1:
- cw = 24;
- scale = 0.51f;
- break;
- case 2:
- cw = 20;
- scale = 0.48f;
- break;
- default:
- cw = 16;
- scale = 0.45f;
- break;
- }
-
- w = CG_DrawStrlen( s );
- CG_DrawStringExt( 320 - w * cw/2, 70, s, colorWhite,
- qfalse, qtrue, cw, (int)(cw * 1.5), 0 );
-}
-
-//==================================================================================
-
-/*
-=================
-CG_Draw2D
-=================
-*/
-static void CG_Draw2D( void ) {
-
- // if we are taking a levelshot for the menu, don't draw anything
- if ( cg.levelShot ) {
- return;
- }
-
- if ( cg_draw2D.integer == 0 ) {
- return;
- }
-
- if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
- CG_DrawIntermission();
- return;
- }
-
- if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
- CG_DrawSpectator();
- CG_DrawCrosshair();
- CG_DrawCrosshairNames();
- } else {
- // don't draw any status if dead or the scoreboard is being explicitly shown
- if ( !cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) {
- CG_DrawLighting();
- CG_DrawStatusBar();
- CG_DrawAmmoWarning();
- CG_DrawCrosshair();
- CG_DrawCrosshairNames();
- CG_DrawWeaponSelect();
- CG_DrawHoldableItem();
- CG_DrawReward();
- }
- if ( cgs.gametype >= GT_TEAM ) {
- CG_DrawTeamInfo();
- }
- if( cg.snap->ps.weapon == WP_SCANNER )
- CG_Scanner();
- }
-
- CG_DrawVote();
- CG_DrawTeamVote();
-
- CG_DrawLagometer();
-
- CG_DrawUpperRight();
-
- CG_DrawLowerRight();
-
- CG_DrawLowerLeft();
-
- if ( !CG_DrawFollow() ) {
- CG_DrawWarmup();
- }
-
- // don't draw center string if scoreboard is up
- cg.scoreBoardShowing = CG_DrawScoreboard();
- if ( !cg.scoreBoardShowing) {
- CG_DrawCenterString();
- }
-}
-
-
-static void CG_DrawTourneyScoreboard() {
- CG_DrawOldTourneyScoreboard();
-}
-
-
-/*
-=====================
-CG_DrawActive
-
-Perform all drawing needed to completely fill the screen
-=====================
-*/
-void CG_DrawActive( stereoFrame_t stereoView ) {
- float separation;
- vec3_t baseOrg;
-
- // optionally draw the info screen instead
- if ( !cg.snap ) {
- CG_DrawInformation();
- return;
- }
-
- // optionally draw the tournement scoreboard instead
- if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR &&
- ( cg.snap->ps.pm_flags & PMF_SCOREBOARD ) ) {
- CG_DrawTourneyScoreboard();
- return;
- }
-
- switch ( stereoView ) {
- case STEREO_CENTER:
- separation = 0;
- break;
- case STEREO_LEFT:
- separation = -cg_stereoSeparation.value / 2;
- break;
- case STEREO_RIGHT:
- separation = cg_stereoSeparation.value / 2;
- break;
- default:
- separation = 0;
- CG_Error( "CG_DrawActive: Undefined stereoView" );
- }
-
-
- // clear around the rendered view if sized down
- CG_TileClear();
-
- // offset vieworg appropriately if we're doing stereo separation
- VectorCopy( cg.refdef.vieworg, baseOrg );
- if ( separation != 0 ) {
- VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg );
- }
-
- // draw 3D view
- trap_R_RenderScene( &cg.refdef );
-
- // restore original viewpoint if running stereo
- if ( separation != 0 ) {
- VectorCopy( baseOrg, cg.refdef.vieworg );
- }
-
- // draw status bar and other floating elements
- CG_Draw2D();
-}
-
-
-
diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c
deleted file mode 100644
index e968fd8d..00000000
--- a/src/cgame/cg_drawtools.c
+++ /dev/null
@@ -1,854 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-/*
-================
-CG_AdjustFrom640
-
-Adjusted for resolution and screen aspect ratio
-================
-*/
-void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
-#if 0
- // adjust for wide screens
- if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
- *x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) );
- }
-#endif
- // scale for screen sizes
- *x *= cgs.screenXScale;
- *y *= cgs.screenYScale;
- *w *= cgs.screenXScale;
- *h *= cgs.screenYScale;
-}
-
-/*
-================
-CG_FillRect
-
-Coordinates are 640*480 virtual values
-=================
-*/
-void CG_FillRect( float x, float y, float width, float height, const float *color ) {
- trap_R_SetColor( color );
-
- CG_AdjustFrom640( &x, &y, &width, &height );
- trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader );
-
- trap_R_SetColor( NULL );
-}
-
-
-/*
-================
-CG_DrawSides
-
-Coords are virtual 640x480
-================
-*/
-void CG_DrawSides(float x, float y, float w, float h, float size) {
- CG_AdjustFrom640( &x, &y, &w, &h );
- size *= cgs.screenXScale;
- trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
- trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
-}
-
-void CG_DrawTopBottom(float x, float y, float w, float h, float size) {
- CG_AdjustFrom640( &x, &y, &w, &h );
- size *= cgs.screenYScale;
- trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
- trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
-}
-
-
-/*
-================
-CG_DrawRect
-
-Coordinates are 640*480 virtual values
-=================
-*/
-void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
- trap_R_SetColor( color );
-
- CG_DrawTopBottom(x, y, width, height, size);
- CG_DrawSides(x, y, width, height, size);
-
- trap_R_SetColor( NULL );
-}
-
-
-/*
-================
-CG_DrawPic
-
-Coordinates are 640*480 virtual values
-=================
-*/
-void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
- CG_AdjustFrom640( &x, &y, &width, &height );
- trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
-}
-
-
-
-/*
-================
-CG_DrawFadePic
-
-Coordinates are 640*480 virtual values
-=================
-*/
-void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, vec4_t tcolor, float amount, qhandle_t hShader )
-{
- vec4_t finalcolor;
- float inverse;
-
- inverse = 100 - amount;
-
- CG_AdjustFrom640( &x, &y, &width, &height );
-
- finalcolor[0] = ( ( inverse * fcolor[0] ) + ( amount * tcolor[0] ) ) / 100;
- finalcolor[1] = ( ( inverse * fcolor[1] ) + ( amount * tcolor[1] ) ) / 100;
- finalcolor[2] = ( ( inverse * fcolor[2] ) + ( amount * tcolor[2] ) ) / 100;
- finalcolor[3] = ( ( inverse * fcolor[3] ) + ( amount * tcolor[3] ) ) / 100;
-
- trap_R_SetColor( finalcolor );
- trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
- trap_R_SetColor( NULL );
-}
-
-
-/*
-===============
-CG_DrawChar
-
-Coordinates and size in 640*480 virtual screen size
-===============
-*/
-void CG_DrawChar( int x, int y, int width, int height, int ch ) {
- int row, col;
- float frow, fcol;
- float size;
- float ax, ay, aw, ah;
-
- ch &= 255;
-
- if ( ch == ' ' ) {
- return;
- }
-
- ax = x;
- ay = y;
- aw = width;
- ah = height;
- CG_AdjustFrom640( &ax, &ay, &aw, &ah );
-
- row = ch>>4;
- col = ch&15;
-
- frow = row*0.0625;
- fcol = col*0.0625;
- size = 0.0625;
-
- trap_R_DrawStretchPic( ax, ay, aw, ah,
- fcol, frow,
- fcol + size, frow + size,
- cgs.media.charsetShader );
-}
-
-
-/*
-==================
-CG_DrawStringExt
-
-Draws a multi-colored string with a drop shadow, optionally forcing
-to a fixed color.
-
-Coordinates are at 640 by 480 virtual resolution
-==================
-*/
-void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
- qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
- vec4_t color;
- const char *s;
- int xx;
- int cnt;
-
- if (maxChars <= 0)
- maxChars = 32767; // do them all!
-
- // draw the drop shadow
- if (shadow) {
- color[0] = color[1] = color[2] = 0;
- color[3] = setColor[3];
- trap_R_SetColor( color );
- s = string;
- xx = x;
- cnt = 0;
- while ( *s && cnt < maxChars) {
- if ( Q_IsColorString( s ) ) {
- s += 2;
- continue;
- }
- CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s );
- cnt++;
- xx += charWidth;
- s++;
- }
- }
-
- // draw the colored text
- s = string;
- xx = x;
- cnt = 0;
- trap_R_SetColor( setColor );
- while ( *s && cnt < maxChars) {
- if ( Q_IsColorString( s ) ) {
- if ( !forceColor ) {
- memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
- color[3] = setColor[3];
- trap_R_SetColor( color );
- }
- s += 2;
- continue;
- }
- CG_DrawChar( xx, y, charWidth, charHeight, *s );
- xx += charWidth;
- cnt++;
- s++;
- }
- trap_R_SetColor( NULL );
-}
-
-void CG_DrawBigString( int x, int y, const char *s, float alpha ) {
- float color[4];
-
- color[0] = color[1] = color[2] = 1.0;
- color[3] = alpha;
- CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
-}
-
-void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
- CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
-}
-
-void CG_DrawSmallString( int x, int y, const char *s, float alpha ) {
- float color[4];
-
- color[0] = color[1] = color[2] = 1.0;
- color[3] = alpha;
- CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
-}
-
-void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) {
- CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
-}
-
-/*
-=================
-CG_DrawStrlen
-
-Returns character count, skiping color escape codes
-=================
-*/
-int CG_DrawStrlen( const char *str ) {
- const char *s = str;
- int count = 0;
-
- while ( *s ) {
- if ( Q_IsColorString( s ) ) {
- s += 2;
- } else {
- count++;
- s++;
- }
- }
-
- return count;
-}
-
-/*
-=============
-CG_TileClearBox
-
-This repeats a 64*64 tile graphic to fill the screen around a sized down
-refresh window.
-=============
-*/
-static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) {
- float s1, t1, s2, t2;
-
- s1 = x/64.0;
- t1 = y/64.0;
- s2 = (x+w)/64.0;
- t2 = (y+h)/64.0;
- trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
-}
-
-
-
-/*
-==============
-CG_TileClear
-
-Clear around a sized down screen
-==============
-*/
-void CG_TileClear( void ) {
- int top, bottom, left, right;
- int w, h;
-
- w = cgs.glconfig.vidWidth;
- h = cgs.glconfig.vidHeight;
-
- if ( cg.refdef.x == 0 && cg.refdef.y == 0 &&
- cg.refdef.width == w && cg.refdef.height == h ) {
- return; // full screen rendering
- }
-
- top = cg.refdef.y;
- bottom = top + cg.refdef.height-1;
- left = cg.refdef.x;
- right = left + cg.refdef.width-1;
-
- // clear above view screen
- CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader );
-
- // clear below view screen
- CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader );
-
- // clear left of view screen
- CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader );
-
- // clear right of view screen
- CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader );
-}
-
-
-
-/*
-================
-CG_FadeColor
-================
-*/
-float *CG_FadeColor( int startMsec, int totalMsec ) {
- static vec4_t color;
- int t;
-
- if ( startMsec == 0 ) {
- return NULL;
- }
-
- t = cg.time - startMsec;
-
- if ( t >= totalMsec ) {
- return NULL;
- }
-
- // fade out
- if ( totalMsec - t < FADE_TIME ) {
- color[3] = ( totalMsec - t ) * 1.0/FADE_TIME;
- } else {
- color[3] = 1.0;
- }
- color[0] = color[1] = color[2] = 1;
-
- return color;
-}
-
-
-/*
-================
-CG_TeamColor
-================
-*/
-float *CG_TeamColor( int team ) {
- static vec4_t red = {1, 0.2f, 0.2f, 1};
- static vec4_t blue = {0.2f, 0.2f, 1, 1};
- static vec4_t other = {1, 1, 1, 1};
- static vec4_t spectator = {0.7f, 0.7f, 0.7f, 1};
-
- switch ( team ) {
- case TEAM_HUMANS:
- return red;
- case TEAM_DROIDS:
- return blue;
- case TEAM_SPECTATOR:
- return spectator;
- default:
- return other;
- }
-}
-
-
-
-/*
-=================
-CG_GetColorForHealth
-=================
-*/
-void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) {
- int count;
- int max;
-
- // calculate the total points of damage that can
- // be sustained at the current health / armor level
- if ( health <= 0 ) {
- VectorClear( hcolor ); // black
- hcolor[3] = 1;
- return;
- }
- count = armor;
- max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
- if ( max < count ) {
- count = max;
- }
- health += count;
-
- // set the color based on health
- hcolor[0] = 1.0;
- hcolor[3] = 1.0;
- if ( health >= 100 ) {
- hcolor[2] = 1.0;
- } else if ( health < 66 ) {
- hcolor[2] = 0;
- } else {
- hcolor[2] = ( health - 66 ) / 33.0;
- }
-
- if ( health > 60 ) {
- hcolor[1] = 1.0;
- } else if ( health < 30 ) {
- hcolor[1] = 0;
- } else {
- hcolor[1] = ( health - 30 ) / 30.0;
- }
-}
-
-/*
-=================
-CG_ColorForHealth
-=================
-*/
-void CG_ColorForHealth( vec4_t hcolor ) {
-
- CG_GetColorForHealth( cg.snap->ps.stats[STAT_HEALTH],
- cg.snap->ps.stats[STAT_ARMOR], hcolor );
-}
-
-
-
-
-/*
-=================
-UI_DrawProportionalString2
-=================
-*/
-static int propMap[128][3] = {
-{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
-{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
-
-{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
-{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
-
-{0, 0, PROP_SPACE_WIDTH}, // SPACE
-{11, 122, 7}, // !
-{154, 181, 14}, // "
-{55, 122, 17}, // #
-{79, 122, 18}, // $
-{101, 122, 23}, // %
-{153, 122, 18}, // &
-{9, 93, 7}, // '
-{207, 122, 8}, // (
-{230, 122, 9}, // )
-{177, 122, 18}, // *
-{30, 152, 18}, // +
-{85, 181, 7}, // ,
-{34, 93, 11}, // -
-{110, 181, 6}, // .
-{130, 152, 14}, // /
-
-{22, 64, 17}, // 0
-{41, 64, 12}, // 1
-{58, 64, 17}, // 2
-{78, 64, 18}, // 3
-{98, 64, 19}, // 4
-{120, 64, 18}, // 5
-{141, 64, 18}, // 6
-{204, 64, 16}, // 7
-{162, 64, 17}, // 8
-{182, 64, 18}, // 9
-{59, 181, 7}, // :
-{35,181, 7}, // ;
-{203, 152, 14}, // <
-{56, 93, 14}, // =
-{228, 152, 14}, // >
-{177, 181, 18}, // ?
-
-{28, 122, 22}, // @
-{5, 4, 18}, // A
-{27, 4, 18}, // B
-{48, 4, 18}, // C
-{69, 4, 17}, // D
-{90, 4, 13}, // E
-{106, 4, 13}, // F
-{121, 4, 18}, // G
-{143, 4, 17}, // H
-{164, 4, 8}, // I
-{175, 4, 16}, // J
-{195, 4, 18}, // K
-{216, 4, 12}, // L
-{230, 4, 23}, // M
-{6, 34, 18}, // N
-{27, 34, 18}, // O
-
-{48, 34, 18}, // P
-{68, 34, 18}, // Q
-{90, 34, 17}, // R
-{110, 34, 18}, // S
-{130, 34, 14}, // T
-{146, 34, 18}, // U
-{166, 34, 19}, // V
-{185, 34, 29}, // W
-{215, 34, 18}, // X
-{234, 34, 18}, // Y
-{5, 64, 14}, // Z
-{60, 152, 7}, // [
-{106, 151, 13}, // '\'
-{83, 152, 7}, // ]
-{128, 122, 17}, // ^
-{4, 152, 21}, // _
-
-{134, 181, 5}, // '
-{5, 4, 18}, // A
-{27, 4, 18}, // B
-{48, 4, 18}, // C
-{69, 4, 17}, // D
-{90, 4, 13}, // E
-{106, 4, 13}, // F
-{121, 4, 18}, // G
-{143, 4, 17}, // H
-{164, 4, 8}, // I
-{175, 4, 16}, // J
-{195, 4, 18}, // K
-{216, 4, 12}, // L
-{230, 4, 23}, // M
-{6, 34, 18}, // N
-{27, 34, 18}, // O
-
-{48, 34, 18}, // P
-{68, 34, 18}, // Q
-{90, 34, 17}, // R
-{110, 34, 18}, // S
-{130, 34, 14}, // T
-{146, 34, 18}, // U
-{166, 34, 19}, // V
-{185, 34, 29}, // W
-{215, 34, 18}, // X
-{234, 34, 18}, // Y
-{5, 64, 14}, // Z
-{153, 152, 13}, // {
-{11, 181, 5}, // |
-{180, 152, 13}, // }
-{79, 93, 17}, // ~
-{0, 0, -1} // DEL
-};
-
-static int propMapB[26][3] = {
-{11, 12, 33},
-{49, 12, 31},
-{85, 12, 31},
-{120, 12, 30},
-{156, 12, 21},
-{183, 12, 21},
-{207, 12, 32},
-
-{13, 55, 30},
-{49, 55, 13},
-{66, 55, 29},
-{101, 55, 31},
-{135, 55, 21},
-{158, 55, 40},
-{204, 55, 32},
-
-{12, 97, 31},
-{48, 97, 31},
-{82, 97, 30},
-{118, 97, 30},
-{153, 97, 30},
-{185, 97, 25},
-{213, 97, 30},
-
-{11, 139, 32},
-{42, 139, 51},
-{93, 139, 32},
-{126, 139, 31},
-{158, 139, 25},
-};
-
-#define PROPB_GAP_WIDTH 4
-#define PROPB_SPACE_WIDTH 12
-#define PROPB_HEIGHT 36
-
-/*
-=================
-UI_DrawBannerString
-=================
-*/
-static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color )
-{
- const char* s;
- char ch;
- float ax;
- float ay;
- float aw;
- float ah;
- float frow;
- float fcol;
- float fwidth;
- float fheight;
-
- // draw the colored text
- trap_R_SetColor( color );
-
- ax = x * cgs.screenXScale + cgs.screenXBias;
- ay = y * cgs.screenXScale;
-
- s = str;
- while ( *s )
- {
- ch = *s & 127;
- if ( ch == ' ' ) {
- ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* cgs.screenXScale;
- }
- else if ( ch >= 'A' && ch <= 'Z' ) {
- ch -= 'A';
- fcol = (float)propMapB[ch][0] / 256.0f;
- frow = (float)propMapB[ch][1] / 256.0f;
- fwidth = (float)propMapB[ch][2] / 256.0f;
- fheight = (float)PROPB_HEIGHT / 256.0f;
- aw = (float)propMapB[ch][2] * cgs.screenXScale;
- ah = (float)PROPB_HEIGHT * cgs.screenXScale;
- trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB );
- ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale);
- }
- s++;
- }
-
- trap_R_SetColor( NULL );
-}
-
-void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) {
- const char * s;
- int ch;
- int width;
- vec4_t drawcolor;
-
- // find the width of the drawn text
- s = str;
- width = 0;
- while ( *s ) {
- ch = *s;
- if ( ch == ' ' ) {
- width += PROPB_SPACE_WIDTH;
- }
- else if ( ch >= 'A' && ch <= 'Z' ) {
- width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH;
- }
- s++;
- }
- width -= PROPB_GAP_WIDTH;
-
- switch( style & UI_FORMATMASK ) {
- case UI_CENTER:
- x -= width / 2;
- break;
-
- case UI_RIGHT:
- x -= width;
- break;
-
- case UI_LEFT:
- default:
- break;
- }
-
- if ( style & UI_DROPSHADOW ) {
- drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
- drawcolor[3] = color[3];
- UI_DrawBannerString2( x+2, y+2, str, drawcolor );
- }
-
- UI_DrawBannerString2( x, y, str, color );
-}
-
-
-int UI_ProportionalStringWidth( const char* str ) {
- const char * s;
- int ch;
- int charWidth;
- int width;
-
- s = str;
- width = 0;
- while ( *s ) {
- ch = *s & 127;
- charWidth = propMap[ch][2];
- if ( charWidth != -1 ) {
- width += charWidth;
- width += PROP_GAP_WIDTH;
- }
- s++;
- }
-
- width -= PROP_GAP_WIDTH;
- return width;
-}
-
-static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale, qhandle_t charset )
-{
- const char* s;
- char ch;
- float ax;
- float ay;
- float aw;
- float ah;
- float frow;
- float fcol;
- float fwidth;
- float fheight;
-
- // draw the colored text
- trap_R_SetColor( color );
-
- ax = x * cgs.screenXScale + cgs.screenXBias;
- ay = y * cgs.screenXScale;
-
- s = str;
- while ( *s )
- {
- ch = *s & 127;
- if ( ch == ' ' ) {
- aw = (float)PROP_SPACE_WIDTH * cgs.screenXScale * sizeScale;
- } else if ( propMap[ch][2] != -1 ) {
- fcol = (float)propMap[ch][0] / 256.0f;
- frow = (float)propMap[ch][1] / 256.0f;
- fwidth = (float)propMap[ch][2] / 256.0f;
- fheight = (float)PROP_HEIGHT / 256.0f;
- aw = (float)propMap[ch][2] * cgs.screenXScale * sizeScale;
- ah = (float)PROP_HEIGHT * cgs.screenXScale * sizeScale;
- trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset );
- } else {
- aw = 0;
- }
-
- ax += (aw + (float)PROP_GAP_WIDTH * cgs.screenXScale * sizeScale);
- s++;
- }
-
- trap_R_SetColor( NULL );
-}
-
-/*
-=================
-UI_ProportionalSizeScale
-=================
-*/
-float UI_ProportionalSizeScale( int style ) {
- if( style & UI_SMALLFONT ) {
- return 0.75;
- }
-
- return 1.00;
-}
-
-
-/*
-=================
-UI_DrawProportionalString
-=================
-*/
-void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) {
- vec4_t drawcolor;
- int width;
- float sizeScale;
-
- sizeScale = UI_ProportionalSizeScale( style );
-
- switch( style & UI_FORMATMASK ) {
- case UI_CENTER:
- width = UI_ProportionalStringWidth( str ) * sizeScale;
- x -= width / 2;
- break;
-
- case UI_RIGHT:
- width = UI_ProportionalStringWidth( str ) * sizeScale;
- x -= width;
- break;
-
- case UI_LEFT:
- default:
- break;
- }
-
- if ( style & UI_DROPSHADOW ) {
- drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
- drawcolor[3] = color[3];
- UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, cgs.media.charsetProp );
- }
-
- if ( style & UI_INVERSE ) {
- drawcolor[0] = color[0] * 0.8;
- drawcolor[1] = color[1] * 0.8;
- drawcolor[2] = color[2] * 0.8;
- drawcolor[3] = color[3];
- UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetProp );
- return;
- }
-
- if ( style & UI_PULSE ) {
- drawcolor[0] = color[0] * 0.8;
- drawcolor[1] = color[1] * 0.8;
- drawcolor[2] = color[2] * 0.8;
- drawcolor[3] = color[3];
- UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp );
-
- drawcolor[0] = color[0];
- drawcolor[1] = color[1];
- drawcolor[2] = color[2];
- drawcolor[3] = 0.5 + 0.5 * sin( cg.time / PULSE_DIVISOR );
- UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetPropGlow );
- return;
- }
-
- UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp );
-}
-
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
deleted file mode 100644
index fc0783f7..00000000
--- a/src/cgame/cg_ents.c
+++ /dev/null
@@ -1,1016 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_ents.c -- present snapshot entities, happens every single frame
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-
-/*
-======================
-CG_PositionEntityOnTag
-
-Modifies the entities position and axis by the given
-tag location
-======================
-*/
-void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
- qhandle_t parentModel, char *tagName ) {
- int i;
- orientation_t lerped;
-
- // lerp the tag
- trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
- 1.0 - parent->backlerp, tagName );
-
- // FIXME: allow origin offsets along tag?
- VectorCopy( parent->origin, entity->origin );
- for ( i = 0 ; i < 3 ; i++ ) {
- VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
- }
-
- // had to cast away the const to avoid compiler problems...
- MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
- entity->backlerp = parent->backlerp;
-}
-
-
-/*
-======================
-CG_PositionRotatedEntityOnTag
-
-Modifies the entities position and axis by the given
-tag location
-======================
-*/
-void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
- qhandle_t parentModel, char *tagName ) {
- int i;
- orientation_t lerped;
- vec3_t tempAxis[3];
-
-//AxisClear( entity->axis );
- // lerp the tag
- trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
- 1.0 - parent->backlerp, tagName );
-
- // FIXME: allow origin offsets along tag?
- VectorCopy( parent->origin, entity->origin );
- for ( i = 0 ; i < 3 ; i++ ) {
- VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
- }
-
- // had to cast away the const to avoid compiler problems...
- MatrixMultiply( entity->axis, lerped.axis, tempAxis );
- MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
-}
-
-
-
-/*
-==========================================================================
-
-FUNCTIONS CALLED EACH FRAME
-
-==========================================================================
-*/
-
-/*
-======================
-CG_SetEntitySoundPosition
-
-Also called by event processing code
-======================
-*/
-void CG_SetEntitySoundPosition( centity_t *cent ) {
- if ( cent->currentState.solid == SOLID_BMODEL ) {
- vec3_t origin;
- float *v;
-
- v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
- VectorAdd( cent->lerpOrigin, v, origin );
- trap_S_UpdateEntityPosition( cent->currentState.number, origin );
- } else {
- trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
- }
-}
-
-/*
-==================
-CG_EntityEffects
-
-Add continuous entity effects, like local entity emission and lighting
-==================
-*/
-static void CG_EntityEffects( centity_t *cent ) {
-
- // update sound origins
- CG_SetEntitySoundPosition( cent );
-
- // add loop sound
- if ( cent->currentState.loopSound ) {
- if (cent->currentState.eType != ET_SPEAKER) {
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
- cgs.gameSounds[ cent->currentState.loopSound ] );
- } else {
- trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
- cgs.gameSounds[ cent->currentState.loopSound ] );
- }
- }
-
-
- // constant light glow
- if ( cent->currentState.constantLight && cent->currentState.eType != ET_TORCH )
- {
- int cl;
- int i, r, g, b;
-
- cl = cent->currentState.constantLight;
- r = cl & 255;
- g = ( cl >> 8 ) & 255;
- b = ( cl >> 16 ) & 255;
- i = ( ( cl >> 24 ) & 255 ) * 4;
- trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b );
- }
-
-}
-
-
-/*
-==================
-CG_General
-==================
-*/
-static void CG_General( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *s1;
-
- s1 = &cent->currentState;
-
- // if set to invisible, skip
- if (!s1->modelindex) {
- return;
- }
-
- memset (&ent, 0, sizeof(ent));
-
- // set frame
-
- ent.frame = s1->frame;
- ent.oldframe = ent.frame;
- ent.backlerp = 0;
-
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
-
- ent.hModel = cgs.gameModels[s1->modelindex];
-
- // player model
- if (s1->number == cg.snap->ps.clientNum) {
- ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
- }
-
- // convert angles to axis
- AnglesToAxis( cent->lerpAngles, ent.axis );
-
- // add to refresh list
- trap_R_AddRefEntityToScene (&ent);
-}
-
-/*
-==================
-CG_Speaker
-
-Speaker entities can automatically play sounds
-==================
-*/
-static void CG_Speaker( centity_t *cent ) {
- if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum...
- return; // not auto triggering
- }
-
- if ( cg.time < cent->miscTime ) {
- return;
- }
-
- trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );
-
- // ent->s.frame = ent->wait * 10;
- // ent->s.clientNum = ent->random * 10;
- cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
-}
-
-/*
-==================
-CG_Item
-==================
-*/
-static void CG_Item( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *es;
- gitem_t *item;
- int msec;
- float frac;
- float scale;
- weaponInfo_t *wi;
-
-
- es = &cent->currentState;
- if ( es->modelindex >= bg_numItems ) {
- CG_Error( "Bad item index %i on entity", es->modelindex );
- }
-
- // if set to invisible, skip
- if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) {
- return;
- }
-
- item = &bg_itemlist[ es->modelindex ];
- if ( cg_simpleItems.integer && item->giType != IT_TEAM ) {
- memset( &ent, 0, sizeof( ent ) );
- ent.reType = RT_SPRITE;
- VectorCopy( cent->lerpOrigin, ent.origin );
- ent.radius = 14;
- ent.customShader = cg_items[es->modelindex].icon;
- ent.shaderRGBA[0] = 255;
- ent.shaderRGBA[1] = 255;
- ent.shaderRGBA[2] = 255;
- ent.shaderRGBA[3] = 255;
- trap_R_AddRefEntityToScene(&ent);
- return;
- }
-
- // items bob up and down continuously
- scale = 0.005 + cent->currentState.number * 0.00001;
- cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4;
-
- memset (&ent, 0, sizeof(ent));
-
- // autorotate at one of two speeds
- if ( item->giType == IT_HEALTH ) {
- VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
- AxisCopy( cg.autoAxisFast, ent.axis );
- } else {
- VectorCopy( cg.autoAngles, cent->lerpAngles );
- AxisCopy( cg.autoAxis, ent.axis );
- }
-
- // the weapons have their origin where they attatch to player
- // models, so we need to offset them or they will rotate
- // eccentricly
- wi = NULL;
- if ( item->giType == IT_WEAPON ) {
-
- wi = &cg_weapons[item->giTag];
- cent->lerpOrigin[0] -=
- wi->weaponMidpoint[0] * ent.axis[0][0] +
- wi->weaponMidpoint[1] * ent.axis[1][0] +
- wi->weaponMidpoint[2] * ent.axis[2][0];
- cent->lerpOrigin[1] -=
- wi->weaponMidpoint[0] * ent.axis[0][1] +
- wi->weaponMidpoint[1] * ent.axis[1][1] +
- wi->weaponMidpoint[2] * ent.axis[2][1];
- cent->lerpOrigin[2] -=
- wi->weaponMidpoint[0] * ent.axis[0][2] +
- wi->weaponMidpoint[1] * ent.axis[1][2] +
- wi->weaponMidpoint[2] * ent.axis[2][2];
-
- cent->lerpOrigin[2] += 8; // an extra height boost
- }
-
- ent.hModel = cg_items[es->modelindex].models[0];
-
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
-
- ent.nonNormalizedAxes = qfalse;
-
- // if just respawned, slowly scale up
- msec = cg.time - cent->miscTime;
- if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) {
- frac = (float)msec / ITEM_SCALEUP_TIME;
- VectorScale( ent.axis[0], frac, ent.axis[0] );
- VectorScale( ent.axis[1], frac, ent.axis[1] );
- VectorScale( ent.axis[2], frac, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- } else {
- frac = 1.0;
- }
-
- // items without glow textures need to keep a minimum light value
- // so they are always visible
- if ( ( item->giType == IT_WEAPON ) ||
- ( item->giType == IT_ARMOR ) ) {
- ent.renderfx |= RF_MINLIGHT;
- }
-
- // increase the size of the weapons when they are presented as items
- if ( item->giType == IT_WEAPON ) {
- VectorScale( ent.axis[0], 1.5, ent.axis[0] );
- VectorScale( ent.axis[1], 1.5, ent.axis[1] );
- VectorScale( ent.axis[2], 1.5, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- }
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
-
- // accompanying rings / spheres for powerups
- if ( !cg_simpleItems.integer )
- {
- vec3_t spinAngles;
-
- VectorClear( spinAngles );
-
- if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP )
- {
- if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 )
- {
- if ( item->giType == IT_POWERUP )
- {
- ent.origin[2] += 12;
- spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f;
- }
- AnglesToAxis( spinAngles, ent.axis );
-
- // scale up if respawning
- if ( frac != 1.0 ) {
- VectorScale( ent.axis[0], frac, ent.axis[0] );
- VectorScale( ent.axis[1], frac, ent.axis[1] );
- VectorScale( ent.axis[2], frac, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- }
- trap_R_AddRefEntityToScene( &ent );
- }
- }
- }
-}
-
-
-/*
-==================
-CG_Buildable
-==================
-*/
-static void CG_Buildable( centity_t *cent ) {
- refEntity_t ent;
- refEntity_t ent2;
- entityState_t *es;
- gitem_t *item;
- int msec;
- float frac;
- float scale;
-
- es = &cent->currentState;
- if ( es->modelindex >= bg_numItems ) {
- CG_Error( "Bad item index %i on entity", es->modelindex );
- }
-
- // if set to invisible, skip
- if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) {
- return;
- }
-
- item = &bg_itemlist[ es->modelindex ];
-
- memset (&ent, 0, sizeof(ent));
-
- VectorCopy( es->angles, cent->lerpAngles );
- AnglesToAxis( cent->lerpAngles, ent.axis );
-
- ent.hModel = cg_items[es->modelindex].models[0];
-
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
-
- ent.nonNormalizedAxes = qfalse;
-
- // if just respawned, slowly scale up
- msec = cg.time - cent->miscTime;
- if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) {
- frac = (float)msec / ITEM_SCALEUP_TIME;
- VectorScale( ent.axis[0], frac, ent.axis[0] );
- VectorScale( ent.axis[1], frac, ent.axis[1] );
- VectorScale( ent.axis[2], frac, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- } else {
- frac = 1.0;
- }
-
-
- //TA: might be useful later:
- // items without glow textures need to keep a minimum light value
- // so they are always visible
- /*if ( ( item->giType == IT_WEAPON ) ||
- ( item->giType == IT_ARMOR ) ) {
- ent.renderfx |= RF_MINLIGHT;
- }*/
-
- //turret barrel bit
- if( cg_items[ es->modelindex ].models[ 1 ] != 0 )
- {
- vec3_t turretOrigin;
-
- memset( &ent2, 0, sizeof( ent2 ) );
-
- AnglesToAxis( es->angles2, ent2.axis );
-
- ent2.hModel = cg_items[ es->modelindex ].models[ 1 ];
-
- VectorCopy( cent->lerpOrigin, turretOrigin );
- turretOrigin[ 2 ] += 5;
-
- VectorCopy( turretOrigin, ent2.origin );
- VectorCopy( turretOrigin, ent2.oldorigin );
-
- ent2.nonNormalizedAxes = qfalse;
-
- trap_R_AddRefEntityToScene( &ent2 );
- }
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
-}
-
-
-//============================================================================
-
-/*
-===============
-CG_Missile
-===============
-*/
-static void CG_Missile( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *s1;
- const weaponInfo_t *weapon;
-
- s1 = &cent->currentState;
- if ( s1->weapon > WP_NUM_WEAPONS ) {
- s1->weapon = 0;
- }
- weapon = &cg_weapons[s1->weapon];
-
- // calculate the axis
- VectorCopy( s1->angles, cent->lerpAngles);
-
- // add trails
- if ( weapon->missileTrailFunc )
- {
- weapon->missileTrailFunc( cent, weapon );
- }
-
- // add dynamic light
- if ( weapon->missileDlight ) {
- trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
- weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
- }
-
- // add missile sound
- if ( weapon->missileSound ) {
- vec3_t velocity;
-
- BG_EvaluateTrajectoryDelta( &cent->currentState.pos, cg.time, velocity );
-
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound );
- }
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
-
- if( cent->currentState.weapon == WP_PLASMAGUN )
- {
- ent.reType = RT_SPRITE;
- ent.radius = 16;
- ent.rotation = 0;
- ent.customShader = cgs.media.plasmaBallShader;
- trap_R_AddRefEntityToScene( &ent );
- return;
- }
-
- if( cent->currentState.weapon == WP_FLAMER )
- {
- ent.reType = RT_SPRITE;
- ent.radius = ( ( cg.time - s1->pos.trTime ) * ( cg.time - s1->pos.trTime ) ) / 6000;
- ent.rotation = 0;
- ent.customShader = cgs.media.flameShader;
- trap_R_AddRefEntityToScene( &ent );
- return;
- }
-
- // flicker between two skins
- ent.skinNum = cg.clientFrame & 1;
- ent.hModel = weapon->missileModel;
- ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
-
- // convert direction of travel into axis
- if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
- ent.axis[0][2] = 1;
- }
-
- // spin as it moves
- if ( s1->pos.trType != TR_STATIONARY ) {
- RotateAroundDirection( ent.axis, cg.time / 4 );
- } else {
- RotateAroundDirection( ent.axis, s1->time );
- }
-
- // add to refresh list, possibly with quad glow
- CG_AddRefEntityWithPowerups( &ent, s1->powerups, TEAM_FREE );
-}
-
-/*
-===============
-CG_Grapple
-
-This is called when the grapple is sitting up against the wall
-===============
-*/
-static void CG_Grapple( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *s1;
- const weaponInfo_t *weapon;
-
- s1 = &cent->currentState;
- if ( s1->weapon > WP_NUM_WEAPONS ) {
- s1->weapon = 0;
- }
- weapon = &cg_weapons[s1->weapon];
-
- // calculate the axis
- VectorCopy( s1->angles, cent->lerpAngles);
-
-#if 0 // FIXME add grapple pull sound here..?
- // add missile sound
- if ( weapon->missileSound ) {
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound );
- }
-#endif
-
- // Will draw cable if needed
- CG_GrappleTrail ( cent, weapon );
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
-
- // flicker between two skins
- ent.skinNum = cg.clientFrame & 1;
- ent.hModel = weapon->missileModel;
- ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
-
- // convert direction of travel into axis
- if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
- ent.axis[0][2] = 1;
- }
-
- trap_R_AddRefEntityToScene( &ent );
-}
-
-/*
-===============
-CG_Mover
-===============
-*/
-static void CG_Mover( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *s1;
-
- s1 = &cent->currentState;
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
- AnglesToAxis( cent->lerpAngles, ent.axis );
-
- ent.renderfx = RF_NOSHADOW;
-
- // flicker between two skins (FIXME?)
- ent.skinNum = ( cg.time >> 6 ) & 1;
-
- // get the model, either as a bmodel or a modelindex
- if ( s1->solid == SOLID_BMODEL ) {
- ent.hModel = cgs.inlineDrawModel[s1->modelindex];
- } else {
- ent.hModel = cgs.gameModels[s1->modelindex];
- }
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
-
- // add the secondary model
- if ( s1->modelindex2 ) {
- ent.skinNum = 0;
- ent.hModel = cgs.gameModels[s1->modelindex2];
- trap_R_AddRefEntityToScene(&ent);
- }
-
-}
-
-/*
-===============
-CG_Beam
-
-Also called as an event
-===============
-*/
-void CG_Beam( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *s1;
-
- s1 = &cent->currentState;
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( s1->pos.trBase, ent.origin );
- VectorCopy( s1->origin2, ent.oldorigin );
- AxisClear( ent.axis );
- ent.reType = RT_BEAM;
-
- ent.renderfx = RF_NOSHADOW;
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
-}
-
-
-/*
-===============
-CG_Portal
-===============
-*/
-static void CG_Portal( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *s1;
-
- s1 = &cent->currentState;
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( cent->lerpOrigin, ent.origin );
- VectorCopy( s1->origin2, ent.oldorigin );
- ByteToDir( s1->eventParm, ent.axis[0] );
- PerpendicularVector( ent.axis[1], ent.axis[0] );
-
- // negating this tends to get the directions like they want
- // we really should have a camera roll value
- VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );
-
- CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
- ent.reType = RT_PORTALSURFACE;
- ent.oldframe = s1->powerups;
- ent.frame = s1->frame; // rotation speed
- ent.skinNum = s1->clientNum/256.0 * 360; // roll offset
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
-}
-
-//============================================================================
-
-/*
-===============
-CG_TorchLight
-===============
-*/
-static void CG_TorchLight( centity_t *cent )
-{
- float r, g, b;
- int i, j, k;
- byte lum;
-
- r = ( (float)( cent->currentState.constantLight & 0xFF ) ) / 255.0;
- g = ( (float)( ( cent->currentState.constantLight >> 8 ) & 0xFF ) ) / 255.0;
- b = ( (float)( ( cent->currentState.constantLight >> 16 ) & 0xFF ) ) / 255.0;
- i = ( cent->currentState.constantLight >> 24 ) & 0xFF;
-
- lum = CG_AmbientLight( cent->lerpOrigin );
-
- if( lum > 32 )
- {
- k = 1;
- }
- else if( lum <= 32 )
- {
- k = 2;
- r *= 1.0f - ( (float)lum / 64.0f );
- g *= 1.0f - ( (float)lum / 64.0f );
- b *= 1.0f - ( (float)lum / 64.0f );
- }
-
- for( j = 0; j <= k; j++ )
- trap_R_AddLightToScene(cent->lerpOrigin, i*2, r, g, b );
-}
-
-/*
-=========================
-CG_AdjustPositionForMover
-
-Also called by client movement prediction code
-=========================
-*/
-void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) {
- centity_t *cent;
- vec3_t oldOrigin, origin, deltaOrigin;
- vec3_t oldAngles, angles, deltaAngles;
-
- if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
- VectorCopy( in, out );
- return;
- }
-
- cent = &cg_entities[ moverNum ];
- if ( cent->currentState.eType != ET_MOVER ) {
- VectorCopy( in, out );
- return;
- }
-
- BG_EvaluateTrajectory( &cent->currentState.pos, fromTime, oldOrigin );
- BG_EvaluateTrajectory( &cent->currentState.apos, fromTime, oldAngles );
-
- BG_EvaluateTrajectory( &cent->currentState.pos, toTime, origin );
- BG_EvaluateTrajectory( &cent->currentState.apos, toTime, angles );
-
- VectorSubtract( origin, oldOrigin, deltaOrigin );
- VectorSubtract( angles, oldAngles, deltaAngles );
-
- VectorAdd( in, deltaOrigin, out );
-
- // FIXME: origin change when on a rotating object
-}
-
-
-/*
-=============================
-CG_InterpolateEntityPosition
-=============================
-*/
-static void CG_InterpolateEntityPosition( centity_t *cent ) {
- vec3_t current, next;
- float f;
-
- // it would be an internal error to find an entity that interpolates without
- // a snapshot ahead of the current one
- if ( cg.nextSnap == NULL ) {
- CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" );
- }
-
- f = cg.frameInterpolation;
-
- // this will linearize a sine or parabolic curve, but it is important
- // to not extrapolate player positions if more recent data is available
- BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, current );
- BG_EvaluateTrajectory( &cent->nextState.pos, cg.nextSnap->serverTime, next );
-
- cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
- cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
- cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
-
- BG_EvaluateTrajectory( &cent->currentState.apos, cg.snap->serverTime, current );
- BG_EvaluateTrajectory( &cent->nextState.apos, cg.nextSnap->serverTime, next );
-
- cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
- cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
- cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );
-
-}
-
-/*
-===============
-CG_CalcEntityLerpPositions
-
-===============
-*/
-static void CG_CalcEntityLerpPositions( centity_t *cent ) {
- // if this player does not want to see extrapolated players
- if ( !cg_smoothClients.integer ) {
- // make sure the clients use TR_INTERPOLATE
- if ( cent->currentState.number < MAX_CLIENTS ) {
- cent->currentState.pos.trType = TR_INTERPOLATE;
- cent->nextState.pos.trType = TR_INTERPOLATE;
- }
- }
-
- if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
- CG_InterpolateEntityPosition( cent );
- return;
- }
-
- // first see if we can interpolate between two snaps for
- // linear extrapolated clients
- if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP &&
- cent->currentState.number < MAX_CLIENTS) {
- CG_InterpolateEntityPosition( cent );
- return;
- }
-
- // just use the current frame and evaluate as best we can
- BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
- BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
-
- // adjust for riding a mover if it wasn't rolled into the predicted
- // player state
- if ( cent != &cg.predictedPlayerEntity ) {
- CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
- cg.snap->serverTime, cg.time, cent->lerpOrigin );
- }
-}
-
-
-
-/*
-===============
-CG_AddCEntity
-
-===============
-*/
-static void CG_AddCEntity( centity_t *cent ) {
- // event-only entities will have been dealt with already
- if ( cent->currentState.eType >= ET_EVENTS ) {
- return;
- }
-
- // calculate the current origin
- CG_CalcEntityLerpPositions( cent );
-
- // add automatic effects
- CG_EntityEffects( cent );
-
- switch ( cent->currentState.eType ) {
- default:
- CG_Error( "Bad entity type: %i\n", cent->currentState.eType );
- break;
- case ET_INVISIBLE:
- case ET_PUSH_TRIGGER:
- case ET_TELEPORT_TRIGGER:
- break;
- case ET_GENERAL:
- CG_General( cent );
- break;
- case ET_CORPSE:
- CG_Corpse( cent );
- break;
- case ET_PLAYER:
- CG_Player( cent );
- break;
- case ET_ITEM:
- CG_Item( cent );
- break;
- case ET_BUILDABLE:
- CG_Buildable( cent );
- break;
- case ET_CREEP:
- CG_Creep( cent );
- break;
- case ET_MISSILE:
- CG_Missile( cent );
- break;
- case ET_TORCH:
- CG_TorchLight( cent );
- break;
- case ET_MOVER:
- CG_Mover( cent );
- break;
- case ET_BEAM:
- CG_Beam( cent );
- break;
- case ET_PORTAL:
- CG_Portal( cent );
- break;
- case ET_SPEAKER:
- CG_Speaker( cent );
- break;
- case ET_GRAPPLE:
- CG_Grapple( cent );
- break;
- }
-}
-
-/*
-===============
-CG_AddPacketEntities
-
-===============
-*/
-void CG_AddPacketEntities( void ) {
- int num;
- centity_t *cent;
- playerState_t *ps;
-
- // set cg.frameInterpolation
- if ( cg.nextSnap ) {
- int delta;
-
- delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
- if ( delta == 0 ) {
- cg.frameInterpolation = 0;
- } else {
- cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
- }
- } else {
- cg.frameInterpolation = 0; // actually, it should never be used, because
- // no entities should be marked as interpolating
- }
-
- // the auto-rotating items will all have the same axis
- cg.autoAngles[0] = 0;
- cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0;
- cg.autoAngles[2] = 0;
-
- cg.autoAnglesFast[0] = 0;
- cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
- cg.autoAnglesFast[2] = 0;
-
- AnglesToAxis( cg.autoAngles, cg.autoAxis );
- AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
-
- // generate and add the entity from the playerstate
- ps = &cg.predictedPlayerState;
- BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse );
- CG_AddCEntity( &cg.predictedPlayerEntity );
-
- // lerp the non-predicted value for lightning gun origins
- CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
-
- //TA: "empty" item position arrays
- cgIP.numDroidItems = 0;
- cgIP.numHumanItems = 0;
- cgIP.numDroidClients = 0;
- cgIP.numHumanClients = 0;
-
- for ( num = 0 ; num < cg.snap->numEntities ; num++ )
- {
- cent = &cg_entities[ cg.snap->entities[ num ].number ];
-
- if( cent->currentState.eType == ET_BUILDABLE )
- {
- //TA: add to list of item positions (for creep)
- if( cent->currentState.modelindex2 == BIT_DROIDS )
- {
- VectorCopy( cent->lerpOrigin, cgIP.droidItemPositions[ cgIP.numDroidItems ] );
- cgIP.droidItemTimes[ cgIP.numDroidItems ] = cent->miscTime;
- cgIP.numDroidItems++;
- }
- else if( cent->currentState.modelindex2 == BIT_HUMANS )
- {
- VectorCopy( cent->lerpOrigin, cgIP.humanItemPositions[ cgIP.numHumanItems ] );
- cgIP.numHumanItems++;
- }
- }
-
- if( cent->currentState.eType == ET_PLAYER )
- {
- int team = cent->currentState.powerups & 0x00FF;
- int class = ( cent->currentState.powerups & 0xFF00 ) >> 8;
-
- if( team == PTE_DROIDS )
- {
- VectorCopy( cent->lerpOrigin, cgIP.droidClientPositions[ cgIP.numDroidClients ] );
- cgIP.droidClientClass = class;
- cgIP.numDroidClients++;
- }
- else if( team == PTE_HUMANS )
- {
- VectorCopy( cent->lerpOrigin, cgIP.humanClientPositions[ cgIP.numHumanClients ] );
- cgIP.humanClientClass = class;
- cgIP.numHumanClients++;
- }
- }
- }
-
- //Com_Printf( "%d %d\n", cgIP.numDroidClients, cgIP.numHumanClients );
-
- // add each entity sent over by the server
- for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
- cent = &cg_entities[ cg.snap->entities[ num ].number ];
- CG_AddCEntity( cent );
- }
-}
-
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
deleted file mode 100644
index d1372885..00000000
--- a/src/cgame/cg_event.c
+++ /dev/null
@@ -1,1018 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_event.c -- handle entity events at snapshot or playerstate transitions
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-// for the voice chats
-#include "../ta_ui/menudef.h"
-
-//==========================================================================
-
-/*
-===================
-CG_PlaceString
-
-Also called by scoreboard drawing
-===================
-*/
-const char *CG_PlaceString( int rank ) {
- static char str[64];
- char *s, *t;
-
- if ( rank & RANK_TIED_FLAG ) {
- rank &= ~RANK_TIED_FLAG;
- t = "Tied for ";
- } else {
- t = "";
- }
-
- if ( rank == 1 ) {
- s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
- } else if ( rank == 2 ) {
- s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
- } else if ( rank == 3 ) {
- s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
- } else if ( rank == 11 ) {
- s = "11th";
- } else if ( rank == 12 ) {
- s = "12th";
- } else if ( rank == 13 ) {
- s = "13th";
- } else if ( rank % 10 == 1 ) {
- s = va("%ist", rank);
- } else if ( rank % 10 == 2 ) {
- s = va("%ind", rank);
- } else if ( rank % 10 == 3 ) {
- s = va("%ird", rank);
- } else {
- s = va("%ith", rank);
- }
-
- Com_sprintf( str, sizeof( str ), "%s%s", t, s );
- return str;
-}
-
-/*
-=============
-CG_Obituary
-=============
-*/
-static void CG_Obituary( entityState_t *ent ) {
- int mod;
- int target, attacker;
- char *message;
- char *message2;
- const char *targetInfo;
- const char *attackerInfo;
- char targetName[32];
- char attackerName[32];
- gender_t gender;
- clientInfo_t *ci;
-
- target = ent->otherEntityNum;
- attacker = ent->otherEntityNum2;
- mod = ent->eventParm;
-
- if ( target < 0 || target >= MAX_CLIENTS ) {
- CG_Error( "CG_Obituary: target out of range" );
- }
- ci = &cgs.clientinfo[target];
-
- if ( attacker < 0 || attacker >= MAX_CLIENTS ) {
- attacker = ENTITYNUM_WORLD;
- attackerInfo = NULL;
- } else {
- attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
- }
-
- targetInfo = CG_ConfigString( CS_PLAYERS + target );
- if ( !targetInfo ) {
- return;
- }
- Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2);
- strcat( targetName, S_COLOR_WHITE );
-
- message2 = "";
-
- // check for single client messages
-
- switch( mod ) {
- case MOD_SUICIDE:
- message = "suicides";
- break;
- case MOD_FALLING:
- message = "cratered";
- break;
- case MOD_CRUSH:
- message = "was squished";
- break;
- case MOD_WATER:
- message = "sank like a rock";
- break;
- case MOD_SLIME:
- message = "melted";
- break;
- case MOD_LAVA:
- message = "does a back flip into the lava";
- break;
- case MOD_TARGET_LASER:
- message = "saw the light";
- break;
- case MOD_TRIGGER_HURT:
- message = "was in the wrong place";
- break;
- case MOD_HSPAWN:
- message = "should have run further";
- break;
- case MOD_ASPAWN:
- message = "was melted by the acid blood";
- break;
- default:
- message = NULL;
- break;
- }
-
- if (attacker == target) {
- gender = ci->gender;
- switch (mod) {
- case MOD_GRENADE_SPLASH:
- if ( gender == GENDER_FEMALE )
- message = "tripped on her own grenade";
- else if ( gender == GENDER_NEUTER )
- message = "tripped on its own grenade";
- else
- message = "tripped on his own grenade";
- break;
- case MOD_ROCKET_SPLASH:
- if ( gender == GENDER_FEMALE )
- message = "blew herself up";
- else if ( gender == GENDER_NEUTER )
- message = "blew itself up";
- else
- message = "blew himself up";
- break;
- case MOD_FLAMER_SPLASH:
- if ( gender == GENDER_FEMALE )
- message = "toasted herself";
- else if ( gender == GENDER_NEUTER )
- message = "toasted itself";
- else
- message = "toasted himself";
- break;
- case MOD_BFG_SPLASH:
- message = "should have used a smaller gun";
- break;
- default:
- if ( gender == GENDER_FEMALE )
- message = "killed herself";
- else if ( gender == GENDER_NEUTER )
- message = "killed itself";
- else
- message = "killed himself";
- break;
- }
- }
-
- if (message) {
- CG_Printf( "%s %s.\n", targetName, message);
- return;
- }
-
- // check for kill messages from the current clientNum
- if ( attacker == cg.snap->ps.clientNum ) {
- char *s;
-
- if ( cgs.gametype < GT_TEAM ) {
- s = va("You fragged %s\n%s place with %i", targetName,
- CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
- cg.snap->ps.persistant[PERS_SCORE] );
- } else {
- s = va("You fragged %s", targetName );
- }
- CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
-
- // print the text message as well
- }
-
- // check for double client messages
- if ( !attackerInfo ) {
- attacker = ENTITYNUM_WORLD;
- strcpy( attackerName, "noname" );
- } else {
- Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2);
- strcat( attackerName, S_COLOR_WHITE );
- // check for kill messages about the current clientNum
- if ( target == cg.snap->ps.clientNum ) {
- Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
- }
- }
-
- if ( attacker != ENTITYNUM_WORLD ) {
- switch (mod) {
- case MOD_GRAPPLE:
- message = "was caught by";
- break;
- case MOD_GAUNTLET:
- message = "was pummeled by";
- break;
- case MOD_MACHINEGUN:
- message = "was machinegunned by";
- break;
- case MOD_CHAINGUN:
- message = "was chaingunned by";
- break;
- case MOD_SHOTGUN:
- message = "was gunned down by";
- break;
- case MOD_GRENADE:
- message = "ate";
- message2 = "'s grenade";
- break;
- case MOD_GRENADE_SPLASH:
- message = "was shredded by";
- message2 = "'s shrapnel";
- break;
- case MOD_ROCKET:
- message = "ate";
- message2 = "'s rocket";
- break;
- case MOD_ROCKET_SPLASH:
- message = "almost dodged";
- message2 = "'s rocket";
- break;
- case MOD_FLAMER:
- message = "was toasted by";
- message2 = "'s flamer";
- break;
- case MOD_FLAMER_SPLASH:
- message = "was toasted by";
- message2 = "'s flamer";
- break;
- case MOD_RAILGUN:
- message = "was railed by";
- break;
- case MOD_LIGHTNING:
- message = "was electrocuted by";
- break;
- case MOD_VENOM:
- message = "was biten by";
- break;
- case MOD_BFG:
- case MOD_BFG_SPLASH:
- message = "was blasted by";
- message2 = "'s BFG";
- break;
- case MOD_TELEFRAG:
- message = "tried to invade";
- message2 = "'s personal space";
- break;
- default:
- message = "was killed by";
- break;
- }
-
- if (message) {
- CG_Printf( "%s %s %s%s\n",
- targetName, message, attackerName, message2);
- return;
- }
- }
-
- // we don't know what it was
- CG_Printf( "%s died.\n", targetName );
-}
-
-//==========================================================================
-
-/*
-===============
-CG_UseItem
-===============
-*/
-static void CG_UseItem( centity_t *cent ) {
- clientInfo_t *ci;
- int itemNum, clientNum;
- gitem_t *item;
- entityState_t *es;
-
- es = &cent->currentState;
-
- itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
- if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
- itemNum = 0;
- }
-
- // print a message if the local player
- if ( es->number == cg.snap->ps.clientNum ) {
- if ( !itemNum ) {
- CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
- } else {
- item = BG_FindItemForHoldable( itemNum );
- CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
- }
- }
-
- switch ( itemNum ) {
- default:
- case HI_NONE:
- trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
- break;
-
- case HI_TELEPORTER:
- break;
-
- case HI_MEDKIT:
- clientNum = cent->currentState.clientNum;
- if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
- ci = &cgs.clientinfo[ clientNum ];
- ci->medkitUsageTime = cg.time;
- }
- trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
- break;
- }
-
-}
-
-/*
-================
-CG_ItemPickup
-
-A new item was picked up this frame
-================
-*/
-static void CG_ItemPickup( int itemNum ) {
- cg.itemPickup = itemNum;
- cg.itemPickupTime = cg.time;
- cg.itemPickupBlendTime = cg.time;
- // see if it should be the grabbed weapon
- if ( bg_itemlist[itemNum].giType == IT_WEAPON ) {
- // select it immediately
- if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) {
- cg.weaponSelectTime = cg.time;
- cg.weaponSelect = bg_itemlist[itemNum].giTag;
- }
- }
-
-}
-
-
-/*
-================
-CG_PainEvent
-
-Also called by playerstate transition
-================
-*/
-void CG_PainEvent( centity_t *cent, int health ) {
- char *snd;
-
- // don't do more than two pain sounds a second
- if ( cg.time - cent->pe.painTime < 500 ) {
- return;
- }
-
- if ( health < 25 ) {
- snd = "*pain25_1.wav";
- } else if ( health < 50 ) {
- snd = "*pain50_1.wav";
- } else if ( health < 75 ) {
- snd = "*pain75_1.wav";
- } else {
- snd = "*pain100_1.wav";
- }
- trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE,
- CG_CustomSound( cent->currentState.number, snd ) );
-
- // save pain time for programitic twitch animation
- cent->pe.painTime = cg.time;
- cent->pe.painDirection ^= 1;
-}
-
-
-/*
-==============
-CG_Menu
-==============
-*/
-void CG_Menu( centity_t *cent, int eventParm )
-{
- switch( eventParm )
- {
- case MN_TEAM:
- trap_SendConsoleCommand( "menu teammenu\n" );
- break;
-
- case MN_DROID:
- trap_SendConsoleCommand( "menu aclassmenu\n" );
- break;
-
- case MN_HUMAN:
- trap_SendConsoleCommand( "menu hsitemmenu\n" );
- break;
-
- case MN_ABUILD:
- trap_SendConsoleCommand( "menu abuildmenu\n" );
- break;
-
- case MN_HBUILD:
- trap_SendConsoleCommand( "menu hbuildmenu\n" );
- break;
-
- default:
- Com_Printf( "cgame: debug: no such menu no %d\n", eventParm );
-
- }
-}
-
-/*
-==============
-CG_EntityEvent
-
-An entity has an event value
-also called by CG_CheckPlayerstateEvents
-==============
-*/
-#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
-void CG_EntityEvent( centity_t *cent, vec3_t position ) {
- entityState_t *es;
- int event;
- vec3_t dir;
- const char *s;
- int clientNum;
- clientInfo_t *ci;
- int steptime;
-
- BG_unpackAttributes( NULL, NULL, &steptime, cg.predictedPlayerState.stats );
-
- es = &cent->currentState;
- event = es->event & ~EV_EVENT_BITS;
-
- if ( cg_debugEvents.integer ) {
- CG_Printf( "ent:%3i event:%3i ", es->number, event );
- }
-
- if ( !event ) {
- DEBUGNAME("ZEROEVENT");
- return;
- }
-
- clientNum = es->clientNum;
- if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
- clientNum = 0;
- }
- ci = &cgs.clientinfo[ clientNum ];
-
- switch ( event ) {
- //
- // movement generated events
- //
- case EV_FOOTSTEP:
- DEBUGNAME("EV_FOOTSTEP");
- if (cg_footsteps.integer) {
- trap_S_StartSound (NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ ci->footsteps ][rand()&3] );
- }
- break;
- case EV_FOOTSTEP_METAL:
- DEBUGNAME("EV_FOOTSTEP_METAL");
- if (cg_footsteps.integer) {
- trap_S_StartSound (NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
- }
- break;
- case EV_FOOTSTEP_SQUELCH:
- DEBUGNAME("EV_FOOTSTEP_SQUELCH");
- if (cg_footsteps.integer) {
- trap_S_StartSound (NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_FLESH ][rand()&3] );
- }
- break;
- case EV_FOOTSPLASH:
- DEBUGNAME("EV_FOOTSPLASH");
- if (cg_footsteps.integer) {
- trap_S_StartSound (NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
- }
- break;
- case EV_FOOTWADE:
- DEBUGNAME("EV_FOOTWADE");
- if (cg_footsteps.integer) {
- trap_S_StartSound (NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
- }
- break;
- case EV_SWIM:
- DEBUGNAME("EV_SWIM");
- if (cg_footsteps.integer) {
- trap_S_StartSound (NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
- }
- break;
-
-
- case EV_FALL_SHORT:
- DEBUGNAME("EV_FALL_SHORT");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );
- if ( clientNum == cg.predictedPlayerState.clientNum ) {
- // smooth landing z changes
- cg.landChange = -8;
- cg.landTime = cg.time;
- }
- break;
- case EV_FALL_MEDIUM:
- DEBUGNAME("EV_FALL_MEDIUM");
- // use normal pain sound
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );
- if ( clientNum == cg.predictedPlayerState.clientNum ) {
- // smooth landing z changes
- cg.landChange = -16;
- cg.landTime = cg.time;
- }
- break;
- case EV_FALL_FAR:
- DEBUGNAME("EV_FALL_FAR");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
- cent->pe.painTime = cg.time; // don't play a pain sound right after this
- if ( clientNum == cg.predictedPlayerState.clientNum ) {
- // smooth landing z changes
- cg.landChange = -24;
- cg.landTime = cg.time;
- }
- break;
-
- case EV_STEP_4:
- case EV_STEP_8:
- case EV_STEP_12:
- case EV_STEP_16: // smooth out step up transitions
- DEBUGNAME("EV_STEP");
- {
- float oldStep;
- int delta;
- int step;
-
- if ( clientNum != cg.predictedPlayerState.clientNum ) {
- break;
- }
- // if we are interpolating, we don't need to smooth steps
- if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ||
- cg_nopredict.integer || cg_synchronousClients.integer ) {
- break;
- }
- // check for stepping up before a previous step is completed
- delta = cg.time - cg.stepTime;
- if (delta < steptime) {
- oldStep = cg.stepChange * (steptime - delta) / steptime;
- } else {
- oldStep = 0;
- }
-
- // add this amount
- step = 4 * (event - EV_STEP_4 + 1 );
- cg.stepChange = oldStep + step;
- if ( cg.stepChange > MAX_STEP_CHANGE ) {
- cg.stepChange = MAX_STEP_CHANGE;
- }
- cg.stepTime = cg.time;
- break;
- }
-
- case EV_JUMP_PAD:
- DEBUGNAME("EV_JUMP_PAD");
-// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm );
- {
- localEntity_t *smoke;
- vec3_t up = {0, 0, 1};
-
-
- smoke = CG_SmokePuff( cent->lerpOrigin, up,
- 32,
- 1, 1, 1, 0.33f,
- 1000,
- cg.time, 0,
- LEF_PUFF_DONT_SCALE,
- cgs.media.smokePuffShader );
- }
- // boing sound at origin, jump sound on player
- trap_S_StartSound ( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound );
- trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
- break;
-
- case EV_JUMP:
- DEBUGNAME("EV_JUMP");
- trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
- break;
- case EV_TAUNT:
- DEBUGNAME("EV_TAUNT");
- trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) );
- break;
- case EV_WATER_TOUCH:
- DEBUGNAME("EV_WATER_TOUCH");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
- break;
- case EV_WATER_LEAVE:
- DEBUGNAME("EV_WATER_LEAVE");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
- break;
- case EV_WATER_UNDER:
- DEBUGNAME("EV_WATER_UNDER");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
- break;
- case EV_WATER_CLEAR:
- DEBUGNAME("EV_WATER_CLEAR");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) );
- break;
-
- case EV_ITEM_PICKUP:
- DEBUGNAME("EV_ITEM_PICKUP");
- {
- gitem_t *item;
- int index;
-
- index = es->eventParm; // player predicted
-
- if ( index < 1 || index >= bg_numItems ) {
- break;
- }
- item = &bg_itemlist[ index ];
-
- // powerups and team items will have a separate global sound, this one
- // will be played at prediction time
- if ( item->giType == IT_POWERUP || item->giType == IT_TEAM) {
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound );
- } else {
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
- }
-
- // show icon and name on status bar
- if ( es->number == cg.snap->ps.clientNum ) {
- CG_ItemPickup( index );
- }
- }
- break;
-
- case EV_GLOBAL_ITEM_PICKUP:
- DEBUGNAME("EV_GLOBAL_ITEM_PICKUP");
- {
- gitem_t *item;
- int index;
-
- index = es->eventParm; // player predicted
-
- if ( index < 1 || index >= bg_numItems ) {
- break;
- }
- item = &bg_itemlist[ index ];
- // powerup pickups are global
- if( item->pickup_sound ) {
- trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
- }
-
- // show icon and name on status bar
- if ( es->number == cg.snap->ps.clientNum ) {
- CG_ItemPickup( index );
- }
- }
- break;
-
- //
- // weapon events
- //
- case EV_NOAMMO:
- DEBUGNAME("EV_NOAMMO");
-// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
- if ( es->number == cg.snap->ps.clientNum ) {
- CG_OutOfAmmoChange();
- }
- break;
- case EV_CHANGE_WEAPON:
- DEBUGNAME("EV_CHANGE_WEAPON");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
- break;
- case EV_FIRE_WEAPON:
- DEBUGNAME("EV_FIRE_WEAPON");
- CG_FireWeapon( cent );
- break;
-
- case EV_USE_ITEM0:
- DEBUGNAME("EV_USE_ITEM0");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM1:
- DEBUGNAME("EV_USE_ITEM1");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM2:
- DEBUGNAME("EV_USE_ITEM2");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM3:
- DEBUGNAME("EV_USE_ITEM3");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM4:
- DEBUGNAME("EV_USE_ITEM4");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM5:
- DEBUGNAME("EV_USE_ITEM5");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM6:
- DEBUGNAME("EV_USE_ITEM6");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM7:
- DEBUGNAME("EV_USE_ITEM7");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM8:
- DEBUGNAME("EV_USE_ITEM8");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM9:
- DEBUGNAME("EV_USE_ITEM9");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM10:
- DEBUGNAME("EV_USE_ITEM10");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM11:
- DEBUGNAME("EV_USE_ITEM11");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM12:
- DEBUGNAME("EV_USE_ITEM12");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM13:
- DEBUGNAME("EV_USE_ITEM13");
- CG_UseItem( cent );
- break;
- case EV_USE_ITEM14:
- DEBUGNAME("EV_USE_ITEM14");
- CG_UseItem( cent );
- break;
-
- //=================================================================
-
- //
- // other events
- //
- case EV_PLAYER_TELEPORT_IN:
- DEBUGNAME("EV_PLAYER_TELEPORT_IN");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleInSound );
- CG_SpawnEffect( position);
- break;
-
- case EV_PLAYER_TELEPORT_OUT:
- DEBUGNAME("EV_PLAYER_TELEPORT_OUT");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound );
- CG_SpawnEffect( position);
- break;
-
- case EV_ITEM_POP:
- DEBUGNAME("EV_ITEM_POP");
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
- break;
- case EV_ITEM_RESPAWN:
- DEBUGNAME("EV_ITEM_RESPAWN");
- cent->miscTime = cg.time; // scale up from this
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
- break;
-
- //TA: make droid items "grow"
- case EV_ITEM_GROW:
- DEBUGNAME("EV_ITEM_GROW");
- cent->miscTime = cg.time; // scale up from this
- break;
-
- case EV_GRENADE_BOUNCE:
- DEBUGNAME("EV_GRENADE_BOUNCE");
- if ( rand() & 1 ) {
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound );
- } else {
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound );
- }
- break;
-
- //
- // missile impacts
- //
- case EV_MISSILE_HIT:
- DEBUGNAME("EV_MISSILE_HIT");
- ByteToDir( es->eventParm, dir );
- CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum );
- break;
-
- case EV_MISSILE_MISS:
- DEBUGNAME("EV_MISSILE_MISS");
- ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT );
- break;
-
- case EV_MISSILE_MISS_METAL:
- DEBUGNAME("EV_MISSILE_MISS_METAL");
- ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL );
- break;
-
- case EV_ITEM_EXPLOSION:
- DEBUGNAME("EV_ITEM_EXPLOSION");
- ByteToDir( es->eventParm, dir );
- CG_Explosion( 0, position, dir );
- break;
-
- case EV_RAILTRAIL:
- DEBUGNAME("EV_RAILTRAIL");
- cent->currentState.weapon = WP_RAILGUN;
- // if the end was on a nomark surface, don't make an explosion
- if ( es->eventParm != 255 ) {
- ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
- }
- CG_RailTrail( ci, es->origin2, es->pos.trBase );
- break;
-
- case EV_BULLET_HIT_WALL:
- DEBUGNAME("EV_BULLET_HIT_WALL");
- ByteToDir( es->eventParm, dir );
- CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
- break;
-
- case EV_BULLET_HIT_FLESH:
- DEBUGNAME("EV_BULLET_HIT_FLESH");
- CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
- break;
-
- case EV_SHOTGUN:
- DEBUGNAME("EV_SHOTGUN");
- CG_ShotgunFire( es );
- break;
-
- case EV_GENERAL_SOUND:
- DEBUGNAME("EV_GENERAL_SOUND");
- if ( cgs.gameSounds[ es->eventParm ] ) {
- trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
- } else {
- s = CG_ConfigString( CS_SOUNDS + es->eventParm );
- trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
- }
- break;
-
- case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
- DEBUGNAME("EV_GLOBAL_SOUND");
- if ( cgs.gameSounds[ es->eventParm ] ) {
- trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
- } else {
- s = CG_ConfigString( CS_SOUNDS + es->eventParm );
- trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
- }
- break;
-
- case EV_PAIN:
- // local player sounds are triggered in CG_CheckLocalSounds,
- // so ignore events on the player
- DEBUGNAME("EV_PAIN");
- if ( cent->currentState.number != cg.snap->ps.clientNum ) {
- CG_PainEvent( cent, es->eventParm );
- }
- break;
-
- case EV_DEATH1:
- case EV_DEATH2:
- case EV_DEATH3:
- DEBUGNAME("EV_DEATHx");
- trap_S_StartSound( NULL, es->number, CHAN_VOICE,
- CG_CustomSound( es->number, va("*death%i.wav", event - EV_DEATH1 + 1) ) );
- break;
-
-
- case EV_OBITUARY:
- DEBUGNAME("EV_OBITUARY");
- CG_Obituary( es );
- break;
-
- //
- // powerup events
- //
- case EV_POWERUP_QUAD:
- DEBUGNAME("EV_POWERUP_QUAD");
- if ( es->number == cg.snap->ps.clientNum ) {
- cg.powerupActive = PW_QUAD;
- cg.powerupTime = cg.time;
- }
- trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound );
- break;
- case EV_POWERUP_BATTLESUIT:
- DEBUGNAME("EV_POWERUP_BATTLESUIT");
- if ( es->number == cg.snap->ps.clientNum ) {
- cg.powerupActive = PW_BATTLESUIT;
- cg.powerupTime = cg.time;
- }
- trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound );
- break;
- case EV_POWERUP_REGEN:
- DEBUGNAME("EV_POWERUP_REGEN");
- if ( es->number == cg.snap->ps.clientNum ) {
- cg.powerupActive = PW_REGEN;
- cg.powerupTime = cg.time;
- }
- trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound );
- break;
-
- case EV_GIB_PLAYER:
- DEBUGNAME("EV_GIB_PLAYER");
- trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
- CG_GibPlayer( cent->lerpOrigin );
- break;
-
- case EV_GIB_GENERIC:
- DEBUGNAME("EV_GIB_GENERIC");
- trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
- CG_GenericGib( cent->lerpOrigin );
- break;
-
- case EV_STOPLOOPINGSOUND:
- DEBUGNAME("EV_STOPLOOPINGSOUND");
- trap_S_StopLoopingSound( es->number );
- es->loopSound = 0;
- break;
-
- case EV_DEBUG_LINE:
- DEBUGNAME("EV_DEBUG_LINE");
- CG_Beam( cent );
- break;
-
- case EV_MENU:
- DEBUGNAME("EV_MENU");
- CG_Menu( cent, es->eventParm );
- break;
-
- default:
- DEBUGNAME("UNKNOWN");
- CG_Error( "Unknown event: %i", event );
- break;
- }
-
-}
-
-
-/*
-==============
-CG_CheckEvents
-
-==============
-*/
-void CG_CheckEvents( centity_t *cent ) {
- // check for event-only entities
- if ( cent->currentState.eType > ET_EVENTS ) {
- if ( cent->previousEvent ) {
- return; // already fired
- }
- cent->previousEvent = 1;
-
- cent->currentState.event = cent->currentState.eType - ET_EVENTS;
- } else {
- // check for events riding with another entity
- if ( cent->currentState.event == cent->previousEvent ) {
- return;
- }
- cent->previousEvent = cent->currentState.event;
- if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) {
- return;
- }
- }
-
- // calculate the position at exactly the frame time
- BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
- CG_SetEntitySoundPosition( cent );
-
- CG_EntityEvent( cent, cent->lerpOrigin );
-}
-
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
deleted file mode 100644
index bbf15533..00000000
--- a/src/cgame/cg_local.h
+++ /dev/null
@@ -1,1630 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "../game/q_shared.h"
-#include "tr_types.h"
-#include "../game/bg_public.h"
-#include "cg_public.h"
-
-// The entire cgame module is unloaded and reloaded on each level change,
-// so there is NO persistant data between levels on the client side.
-// If you absolutely need something stored, it can either be kept
-// by the server in the server stored userinfos, or stashed in a cvar.
-
-
-#define POWERUP_BLINKS 5
-
-#define POWERUP_BLINK_TIME 1000
-#define FADE_TIME 200
-#define PULSE_TIME 200
-#define DAMAGE_DEFLECT_TIME 100
-#define DAMAGE_RETURN_TIME 400
-#define DAMAGE_TIME 500
-#define LAND_DEFLECT_TIME 150
-#define LAND_RETURN_TIME 300
-#define STEP_TIME 200
-#define DUCK_TIME 100
-#define PAIN_TWITCH_TIME 200
-#define WEAPON_SELECT_TIME 1400
-#define ITEM_SCALEUP_TIME 1000
-#define ZOOM_TIME 150
-#define ITEM_BLOB_TIME 200
-#define MUZZLE_FLASH_TIME 20
-#define SINK_TIME 1000 // time for fragments to sink into ground before going away
-#define ATTACKER_HEAD_TIME 10000
-#define REWARD_TIME 3000
-
-#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
-
-#define MAX_STEP_CHANGE 32
-
-#define MAX_VERTS_ON_POLY 10
-#define MAX_MARK_POLYS 256
-
-#define STAT_MINUS 10 // num frame for '-' stats digit
-
-#define ICON_SIZE 48
-#define CHAR_WIDTH 32
-#define CHAR_HEIGHT 48
-#define TEXT_ICON_SPACE 4
-
-#define TEAMCHAT_WIDTH 80
-#define TEAMCHAT_HEIGHT 8
-
-// very large characters
-#define GIANT_WIDTH 32
-#define GIANT_HEIGHT 48
-
-#define NUM_CROSSHAIRS 10
-
-#define TEAM_OVERLAY_MAXNAME_WIDTH 12
-#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
-
-#define DEFAULT_MODEL "sarge"
-#define DEFAULT_TEAM_MODEL "sarge"
-#define DEFAULT_TEAM_HEAD "sarge"
-
-#define DEFAULT_REDTEAM_NAME "Stroggs"
-#define DEFAULT_BLUETEAM_NAME "Pagans"
-
-typedef enum {
- FOOTSTEP_NORMAL,
- FOOTSTEP_BOOT,
- FOOTSTEP_FLESH,
- FOOTSTEP_MECH,
- FOOTSTEP_ENERGY,
- FOOTSTEP_METAL,
- FOOTSTEP_SPLASH,
-
- FOOTSTEP_TOTAL
-} footstep_t;
-
-typedef enum {
- IMPACTSOUND_DEFAULT,
- IMPACTSOUND_METAL,
- IMPACTSOUND_FLESH
-} impactSound_t;
-
-
-//=================================================
-
-// player entities need to track more information
-// than any other type of entity.
-
-// note that not every player entity is a client entity,
-// because corpses after respawn are outside the normal
-// client numbering range
-
-// when changing animation, set animationTime to frameTime + lerping time
-// The current lerp will finish out, then it will lerp to the new animation
-typedef struct {
- int oldFrame;
- int oldFrameTime; // time when ->oldFrame was exactly on
-
- int frame;
- int frameTime; // time when ->frame will be exactly on
-
- float backlerp;
-
- float yawAngle;
- qboolean yawing;
- float pitchAngle;
- qboolean pitching;
-
- int animationNumber; // may include ANIM_TOGGLEBIT
- animation_t *animation;
- int animationTime; // time when the first frame of the animation will be exact
-} lerpFrame_t;
-
-
-typedef struct {
- lerpFrame_t legs, torso, flag;
- int painTime;
- int painDirection; // flip from 0 to 1
- int lightningFiring;
-
- // railgun trail spawning
- vec3_t railgunImpact;
- qboolean railgunFlash;
-
- // machinegun spinning
- float barrelAngle;
- int barrelTime;
- qboolean barrelSpinning;
-} playerEntity_t;
-
-//=================================================
-
-
-
-// centity_t have a direct corespondence with gentity_t in the game, but
-// only the entityState_t is directly communicated to the cgame
-typedef struct centity_s {
- entityState_t currentState; // from cg.frame
- entityState_t nextState; // from cg.nextFrame, if available
- qboolean interpolate; // true if next is valid to interpolate to
- qboolean currentValid; // true if cg.frame holds this entity
-
- int muzzleFlashTime; // move to playerEntity?
- int previousEvent;
- int teleportFlag;
-
- int trailTime; // so missile trails can handle dropped initial packets
- int dustTrailTime;
- int miscTime;
-
- playerEntity_t pe;
-
- int errorTime; // decay the error from this time
- vec3_t errorOrigin;
- vec3_t errorAngles;
-
- qboolean extrapolated; // false if origin / angles is an interpolation
- vec3_t rawOrigin;
- vec3_t rawAngles;
-
- vec3_t beamEnd;
-
- // exact interpolated position of entity on this frame
- vec3_t lerpOrigin;
- vec3_t lerpAngles;
-
- //TA: value to store corpse number
- int corpseNum;
-} centity_t;
-
-
-//======================================================================
-
-// local entities are created as a result of events or predicted actions,
-// and live independantly from all server transmitted entities
-
-typedef struct markPoly_s {
- struct markPoly_s *prevMark, *nextMark;
- int time;
- qhandle_t markShader;
- qboolean alphaFade; // fade alpha instead of rgb
- float color[4];
- poly_t poly;
- polyVert_t verts[MAX_VERTS_ON_POLY];
-} markPoly_t;
-
-
-typedef enum {
- LE_MARK,
- LE_EXPLOSION,
- LE_SPRITE_EXPLOSION,
- LE_FRAGMENT,
- LE_MOVE_SCALE_FADE,
- LE_FALL_SCALE_FADE,
- LE_FADE_RGB,
- LE_SCALE_FADE
-} leType_t;
-
-typedef enum {
- LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time
- LEF_TUMBLE = 0x0002 // tumble over time, used for ejecting shells
-} leFlag_t;
-
-typedef enum {
- LEMT_NONE,
- LEMT_BURN,
- LEMT_BLOOD,
- LEMT_GREENBLOOD, //TA: when droids are injured
- LEMT_BANG //TA: human item explosions
-} leMarkType_t; // fragment local entities can leave marks on walls
-
-typedef enum {
- LEBS_NONE,
- LEBS_BLOOD,
- LEBS_BANG, //TA: human item explosions
- LEBS_BRASS
-} leBounceSoundType_t; // fragment local entities can make sounds on impacts
-
-typedef struct localEntity_s {
- struct localEntity_s *prev, *next;
- leType_t leType;
- int leFlags;
-
- int startTime;
- int endTime;
- int fadeInTime;
-
- float lifeRate; // 1.0 / (endTime - startTime)
-
- trajectory_t pos;
- trajectory_t angles;
-
- float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
-
- float color[4];
-
- float radius;
-
- float light;
- vec3_t lightColor;
-
- leMarkType_t leMarkType; // mark to leave on fragment impact
- leBounceSoundType_t leBounceSoundType;
-
- refEntity_t refEntity;
-} localEntity_t;
-
-//======================================================================
-
-
-typedef struct {
- int client;
- int score;
- int ping;
- int time;
- int scoreFlags;
- int powerUps;
- int accuracy;
- int impressiveCount;
- int excellentCount;
- int guantletCount;
- int defendCount;
- int assistCount;
- int captures;
- qboolean perfect;
- int team;
-} score_t;
-
-// each client has an associated clientInfo_t
-// that contains media references necessary to present the
-// client model and other color coded effects
-// this is regenerated each time a client's configstring changes,
-// usually as a result of a userinfo (name, model, etc) change
-#define MAX_CUSTOM_SOUNDS 32
-typedef struct {
- qboolean infoValid;
-
- char name[MAX_QPATH];
- team_t team;
-
- int botSkill; // 0 = not bot, 1-5 = bot
-
- vec3_t color;
-
- int score; // updated by score servercmds
- int location; // location index for team mode
- int health; // you only get this info about your teammates
- int armor;
- int curWeapon;
-
- int handicap;
- int wins, losses; // in tourney mode
-
- int teamTask; // task in teamplay (offence/defence)
- qboolean teamLeader; // true when this is a team leader
-
- int powerups; // so can display quad/flag status
-
- int medkitUsageTime;
- int invulnerabilityStartTime;
- int invulnerabilityStopTime;
-
- int breathPuffTime;
-
- // when clientinfo is changed, the loading of models/skins/sounds
- // can be deferred until you are dead, to prevent hitches in
- // gameplay
- char modelName[MAX_QPATH];
- char skinName[MAX_QPATH];
- char headModelName[MAX_QPATH];
- char headSkinName[MAX_QPATH];
- char redTeam[MAX_TEAMNAME];
- char blueTeam[MAX_TEAMNAME];
-
- qboolean deferred;
-
- qboolean newAnims; // true if using the new mission pack animations
-
- vec3_t headOffset; // move head in icon views
- footstep_t footsteps;
- gender_t gender; // from model
-
- qhandle_t legsModel;
- qhandle_t legsSkin;
-
- qhandle_t torsoModel;
- qhandle_t torsoSkin;
-
- qhandle_t headModel;
- qhandle_t headSkin;
-
- qhandle_t modelIcon;
-
- animation_t animations[MAX_TOTALANIMATIONS];
-
- sfxHandle_t sounds[MAX_CUSTOM_SOUNDS];
-} clientInfo_t;
-
-
-// each WP_* weapon enum has an associated weaponInfo_t
-// that contains media references necessary to present the
-// weapon and its effects
-typedef struct weaponInfo_s {
- qboolean registered;
- gitem_t *item;
-
- qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
- qhandle_t weaponModel;
- qhandle_t barrelModel;
- qhandle_t flashModel;
-
- vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
-
- float flashDlight;
- vec3_t flashDlightColor;
- sfxHandle_t flashSound[4]; // fast firing weapons randomly choose
-
- qhandle_t weaponIcon;
- qhandle_t ammoIcon;
-
- qhandle_t ammoModel;
-
- qhandle_t missileModel;
- sfxHandle_t missileSound;
- void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
- float missileDlight;
- vec3_t missileDlightColor;
- int missileRenderfx;
-
- void (*ejectBrassFunc)( centity_t * );
-
- float trailRadius;
- float wiTrailTime;
-
- sfxHandle_t readySound;
- sfxHandle_t firingSound;
- qboolean loopFireSound;
-} weaponInfo_t;
-
-typedef struct upgradeInfo_s {
- qboolean registered;
- gitem_t *item;
-
- qhandle_t upgradeIcon;
-} upgradeInfo_t;
-
-
-// each IT_* item has an associated itemInfo_t
-// that constains media references necessary to present the
-// item and its effects
-typedef struct {
- qboolean registered;
- qhandle_t models[MAX_ITEM_MODELS];
- qhandle_t icon;
-} itemInfo_t;
-
-
-typedef struct {
- int itemNum;
-} powerupInfo_t;
-
-#define MAX_SKULLTRAIL 10
-
-typedef struct {
- vec3_t positions[MAX_SKULLTRAIL];
- int numpositions;
-} skulltrail_t;
-
-
-#define MAX_REWARDSTACK 10
-#define MAX_SOUNDBUFFER 20
-
-//======================================================================
-
-// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
-// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
-
-#define MAX_PREDICTED_EVENTS 16
-
-typedef struct {
- int clientFrame; // incremented each frame
-
- int clientNum;
-
- qboolean demoPlayback;
- qboolean levelShot; // taking a level menu screenshot
- int deferredPlayerLoading;
- qboolean loading; // don't defer players at initial startup
- qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
-
- // there are only one or two snapshot_t that are relevent at a time
- int latestSnapshotNum; // the number of snapshots the client system has received
- int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
-
- snapshot_t *snap; // cg.snap->serverTime <= cg.time
- snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
- snapshot_t activeSnapshots[2];
-
- float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
-
- qboolean thisFrameTeleport;
- qboolean nextFrameTeleport;
-
- int frametime; // cg.time - cg.oldTime
-
- int time; // this is the time value that the client
- // is rendering at.
- int oldTime; // time at last frame, used for missile trails and prediction checking
-
- int physicsTime; // either cg.snap->time or cg.nextSnap->time
-
- int timelimitWarnings; // 5 min, 1 min, overtime
- int fraglimitWarnings;
-
- qboolean mapRestart; // set on a map restart to set back the weapon
-
- qboolean renderingThirdPerson; // during deaths, chasecams, etc
-
- // prediction state
- qboolean hyperspace; // true if prediction has hit a trigger_teleport
- playerState_t predictedPlayerState;
- centity_t predictedPlayerEntity;
- qboolean validPPS; // clear until the first call to CG_PredictPlayerState
- int predictedErrorTime;
- vec3_t predictedError;
-
- int eventSequence;
- int predictableEvents[MAX_PREDICTED_EVENTS];
-
- float stepChange; // for stair up smoothing
- int stepTime;
-
- float duckChange; // for duck viewheight smoothing
- int duckTime;
-
- float landChange; // for landing hard
- int landTime;
-
- // input state sent to server
- int weaponSelect;
-
- // auto rotating items
- vec3_t autoAngles;
- vec3_t autoAxis[3];
- vec3_t autoAnglesFast;
- vec3_t autoAxisFast[3];
-
- // view rendering
- refdef_t refdef;
- vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
-
- // zoom key
- qboolean zoomed;
- int zoomTime;
- float zoomSensitivity;
-
- // information screen text during loading
- char infoScreenText[MAX_STRING_CHARS];
-
- // scoreboard
- int scoresRequestTime;
- int numScores;
- int selectedScore;
- int teamScores[2];
- score_t scores[MAX_CLIENTS];
- qboolean showScores;
- qboolean scoreBoardShowing;
- int scoreFadeTime;
- char killerName[MAX_NAME_LENGTH];
- char spectatorList[MAX_STRING_CHARS]; // list of names
- int spectatorLen; // length of list
- float spectatorWidth; // width in device units
- int spectatorTime; // next time to offset
- int spectatorPaintX; // current paint x
- int spectatorPaintX2; // current paint x
- int spectatorOffset; // current offset from start
- int spectatorPaintLen; // current offset from start
-
- // skull trails
- skulltrail_t skulltrails[MAX_CLIENTS];
-
- // centerprinting
- int centerPrintTime;
- int centerPrintCharWidth;
- int centerPrintY;
- char centerPrint[1024];
- int centerPrintLines;
-
- // low ammo warning state
- int lowAmmoWarning; // 1 = low, 2 = empty
-
- // kill timers for carnage reward
- int lastKillTime;
-
- // crosshair client ID
- int crosshairClientNum;
- int crosshairClientTime;
-
- // powerup active flashing
- int powerupActive;
- int powerupTime;
-
- // attacking player
- int attackerTime;
- int voiceTime;
-
- // reward medals
- int rewardStack;
- int rewardTime;
- int rewardCount[MAX_REWARDSTACK];
- qhandle_t rewardShader[MAX_REWARDSTACK];
- qhandle_t rewardSound[MAX_REWARDSTACK];
-
- // sound buffer mainly for announcer sounds
- int soundBufferIn;
- int soundBufferOut;
- int soundTime;
- qhandle_t soundBuffer[MAX_SOUNDBUFFER];
-
- // warmup countdown
- int warmup;
- int warmupCount;
-
- //==========================
-
- int itemPickup;
- int itemPickupTime;
- int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
-
- int weaponSelectTime;
- int weaponAnimation;
- int weaponAnimationTime;
-
- // blend blobs
- float damageTime;
- float damageX, damageY, damageValue;
-
- // status bar head
- float headYaw;
- float headEndPitch;
- float headEndYaw;
- int headEndTime;
- float headStartPitch;
- float headStartYaw;
- int headStartTime;
-
- // view movement
- float v_dmg_time;
- float v_dmg_pitch;
- float v_dmg_roll;
-
- vec3_t kick_angles; // weapon kicks
- vec3_t kick_origin;
-
- // temp working variables for player view
- float bobfracsin;
- int bobcycle;
- float xyspeed;
- int nextOrbitTime;
-
- // development tool
- refEntity_t testModelEntity;
- char testModelName[MAX_QPATH];
- qboolean testGun;
-
-} cg_t;
-
-
-// all of the model, shader, and sound references that are
-// loaded at gamestate time are stored in cgMedia_t
-// Other media that can be tied to clients, weapons, or items are
-// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
-typedef struct {
- qhandle_t charsetShader;
- qhandle_t charsetProp;
- qhandle_t charsetPropGlow;
- qhandle_t charsetPropB;
- qhandle_t whiteShader;
-
- qhandle_t redCubeModel;
- qhandle_t blueCubeModel;
- qhandle_t redCubeIcon;
- qhandle_t blueCubeIcon;
-
- qhandle_t redFlagModel;
- qhandle_t blueFlagModel;
- qhandle_t neutralFlagModel;
- qhandle_t redFlagShader[3];
- qhandle_t blueFlagShader[3];
- qhandle_t flagShader[4];
-#ifdef NEW_ANIMS
- qhandle_t flagPoleModel;
- qhandle_t flagFlapModel;
-
- qhandle_t redFlagFlapSkin;
- qhandle_t blueFlagFlapSkin;
- qhandle_t neutralFlagFlapSkin;
-
- qhandle_t redFlagBaseModel;
- qhandle_t blueFlagBaseModel;
- qhandle_t neutralFlagBaseModel;
-
- qhandle_t overloadBaseModel;
- qhandle_t overloadTargetModel;
- qhandle_t overloadLightsModel;
- qhandle_t overloadEnergyModel;
-
- qhandle_t harvesterModel;
- qhandle_t harvesterRedSkin;
- qhandle_t harvesterBlueSkin;
- qhandle_t harvesterNeutralModel;
-#endif
-
- qhandle_t armorModel;
- qhandle_t armorIcon;
-
- qhandle_t teamStatusBar;
-
- qhandle_t deferShader;
-
- // gib explosions
- qhandle_t gibAbdomen;
- qhandle_t gibArm;
- qhandle_t gibChest;
- qhandle_t gibFist;
- qhandle_t gibFoot;
- qhandle_t gibForearm;
- qhandle_t gibIntestine;
- qhandle_t gibLeg;
- qhandle_t gibSkull;
- qhandle_t gibBrain;
-
- qhandle_t smoke2;
-
- qhandle_t machinegunBrassModel;
- qhandle_t shotgunBrassModel;
-
- qhandle_t railRingsShader;
- qhandle_t railCoreShader;
-
- qhandle_t lightningShader;
-
- qhandle_t friendShader;
-
- qhandle_t balloonShader;
- qhandle_t connectionShader;
-
- qhandle_t selectShader;
- qhandle_t viewBloodShader;
- qhandle_t tracerShader;
- qhandle_t crosshairShader[NUM_CROSSHAIRS];
- qhandle_t lagometerShader;
- qhandle_t backTileShader;
- qhandle_t noammoShader;
-
- qhandle_t smokePuffShader;
- qhandle_t smokePuffRageProShader;
- qhandle_t shotgunSmokePuffShader;
- qhandle_t plasmaBallShader;
- qhandle_t waterBubbleShader;
- qhandle_t bloodTrailShader;
-
- //TA: extra stuff
- qhandle_t explosionShader;
- qhandle_t greenBloodTrailShader;
- qhandle_t greenBloodMarkShader;
- qhandle_t greenBloodExplosionShader;
- qhandle_t explosionTrailShader;
-
- qhandle_t humanNV;
- qhandle_t droidNav10;
- qhandle_t droidNav15;
- qhandle_t droidNav20;
- qhandle_t droidNav25;
- qhandle_t droidNav30;
- qhandle_t droidNav35;
- qhandle_t droidNav40;
- qhandle_t droidNav45;
- qhandle_t droidNav50;
- qhandle_t droidNav55;
- qhandle_t droidNav60;
- qhandle_t droidNav65;
- qhandle_t droidNav70;
- qhandle_t droidNav75;
- qhandle_t droidNav80;
- qhandle_t droidHealth;
-
- qhandle_t flameShader;
- qhandle_t flameExplShader;
- qhandle_t creepShader;
-
- qhandle_t scannerShader;
- qhandle_t scannerBlipShader;
- qhandle_t scannerLineShader;
-
-
- qhandle_t numberShaders[11];
-
- qhandle_t shadowMarkShader;
-
- qhandle_t botSkillShaders[5];
-
- // wall mark shaders
- qhandle_t wakeMarkShader;
- qhandle_t bloodMarkShader;
- qhandle_t bulletMarkShader;
- qhandle_t burnMarkShader;
- qhandle_t holeMarkShader;
- qhandle_t energyMarkShader;
-
- // powerup shaders
- qhandle_t quadShader;
- qhandle_t redQuadShader;
- qhandle_t quadWeaponShader;
- qhandle_t invisShader;
- qhandle_t regenShader;
- qhandle_t battleSuitShader;
- qhandle_t battleWeaponShader;
- qhandle_t hastePuffShader;
- qhandle_t redKamikazeShader;
- qhandle_t blueKamikazeShader;
-
- // weapon effect models
- qhandle_t bulletFlashModel;
- qhandle_t ringFlashModel;
- qhandle_t dishFlashModel;
- qhandle_t lightningExplosionModel;
-
- // weapon effect shaders
- qhandle_t railExplosionShader;
- qhandle_t plasmaExplosionShader;
- qhandle_t bulletExplosionShader;
- qhandle_t rocketExplosionShader;
- qhandle_t grenadeExplosionShader;
- qhandle_t bfgExplosionShader;
- qhandle_t bloodExplosionShader;
-
- // special effects models
- qhandle_t teleportEffectModel;
- qhandle_t teleportEffectShader;
-
- // scoreboard headers
- qhandle_t scoreboardName;
- qhandle_t scoreboardPing;
- qhandle_t scoreboardScore;
- qhandle_t scoreboardTime;
-
- // medals shown during gameplay
- qhandle_t medalImpressive;
- qhandle_t medalExcellent;
- qhandle_t medalGauntlet;
- qhandle_t medalDefend;
- qhandle_t medalAssist;
- qhandle_t medalCapture;
-
- // sounds
- sfxHandle_t quadSound;
- sfxHandle_t tracerSound;
- sfxHandle_t selectSound;
- sfxHandle_t useNothingSound;
- sfxHandle_t wearOffSound;
- sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
- sfxHandle_t sfx_lghit1;
- sfxHandle_t sfx_lghit2;
- sfxHandle_t sfx_lghit3;
- sfxHandle_t sfx_ric1;
- sfxHandle_t sfx_ric2;
- sfxHandle_t sfx_ric3;
- sfxHandle_t sfx_railg;
- sfxHandle_t sfx_rockexp;
- sfxHandle_t sfx_plasmaexp;
- sfxHandle_t gibSound;
- sfxHandle_t gibBounce1Sound;
- sfxHandle_t gibBounce2Sound;
- sfxHandle_t gibBounce3Sound;
- sfxHandle_t teleInSound;
- sfxHandle_t teleOutSound;
- sfxHandle_t noAmmoSound;
- sfxHandle_t respawnSound;
- sfxHandle_t talkSound;
- sfxHandle_t landSound;
- sfxHandle_t fallSound;
- sfxHandle_t jumpPadSound;
-
- sfxHandle_t oneMinuteSound;
- sfxHandle_t fiveMinuteSound;
- sfxHandle_t suddenDeathSound;
-
- sfxHandle_t threeFragSound;
- sfxHandle_t twoFragSound;
- sfxHandle_t oneFragSound;
-
- sfxHandle_t hitSound;
- sfxHandle_t hitSoundHighArmor;
- sfxHandle_t hitSoundLowArmor;
- sfxHandle_t hitTeamSound;
- sfxHandle_t impressiveSound;
- sfxHandle_t excellentSound;
- sfxHandle_t deniedSound;
- sfxHandle_t humiliationSound;
- sfxHandle_t assistSound;
- sfxHandle_t defendSound;
- sfxHandle_t firstImpressiveSound;
- sfxHandle_t firstExcellentSound;
- sfxHandle_t firstHumiliationSound;
-
- sfxHandle_t takenLeadSound;
- sfxHandle_t tiedLeadSound;
- sfxHandle_t lostLeadSound;
-
- sfxHandle_t voteNow;
- sfxHandle_t votePassed;
- sfxHandle_t voteFailed;
-
- sfxHandle_t watrInSound;
- sfxHandle_t watrOutSound;
- sfxHandle_t watrUnSound;
-
- sfxHandle_t flightSound;
- sfxHandle_t medkitSound;
-
- sfxHandle_t weaponHoverSound;
-
- // teamplay sounds
- sfxHandle_t captureAwardSound;
- sfxHandle_t redScoredSound;
- sfxHandle_t blueScoredSound;
- sfxHandle_t redLeadsSound;
- sfxHandle_t blueLeadsSound;
- sfxHandle_t teamsTiedSound;
-
- sfxHandle_t captureYourTeamSound;
- sfxHandle_t captureOpponentSound;
- sfxHandle_t returnYourTeamSound;
- sfxHandle_t returnOpponentSound;
- sfxHandle_t takenYourTeamSound;
- sfxHandle_t takenOpponentSound;
-
- sfxHandle_t redFlagReturnedSound;
- sfxHandle_t blueFlagReturnedSound;
- sfxHandle_t neutralFlagReturnedSound;
- sfxHandle_t enemyTookYourFlagSound;
- sfxHandle_t enemyTookTheFlagSound;
- sfxHandle_t yourTeamTookEnemyFlagSound;
- sfxHandle_t yourTeamTookTheFlagSound;
- sfxHandle_t youHaveFlagSound;
- sfxHandle_t yourBaseIsUnderAttackSound;
- sfxHandle_t holyShitSound;
-
- // tournament sounds
- sfxHandle_t count3Sound;
- sfxHandle_t count2Sound;
- sfxHandle_t count1Sound;
- sfxHandle_t countFightSound;
- sfxHandle_t countPrepareSound;
-
- qhandle_t cursor;
- qhandle_t selectCursor;
- qhandle_t sizeCursor;
-
- sfxHandle_t regenSound;
- sfxHandle_t protectSound;
- sfxHandle_t n_healthSound;
- sfxHandle_t hgrenb1aSound;
- sfxHandle_t hgrenb2aSound;
- sfxHandle_t wstbimplSound;
- sfxHandle_t wstbimpmSound;
- sfxHandle_t wstbimpdSound;
- sfxHandle_t wstbactvSound;
-
-} cgMedia_t;
-
-
-// The client game static (cgs) structure hold everything
-// loaded or calculated from the gamestate. It will NOT
-// be cleared when a tournement restart is done, allowing
-// all clients to begin playing instantly
-typedef struct {
- gameState_t gameState; // gamestate from server
- glconfig_t glconfig; // rendering configuration
- float screenXScale; // derived from glconfig
- float screenYScale;
- float screenXBias;
-
- int serverCommandSequence; // reliable command stream counter
- int processedSnapshotNum;// the number of snapshots cgame has requested
-
- qboolean localServer; // detected on startup by checking sv_running
-
- // parsed from serverinfo
- gametype_t gametype;
- int dmflags;
- int teamflags;
- int fraglimit;
- int capturelimit;
- int timelimit;
- int maxclients;
- char mapname[MAX_QPATH];
- char redTeam[MAX_QPATH];
- char blueTeam[MAX_QPATH];
-
- int voteTime;
- int voteYes;
- int voteNo;
- qboolean voteModified; // beep whenever changed
- char voteString[MAX_STRING_TOKENS];
-
- int teamVoteTime[2];
- int teamVoteYes[2];
- int teamVoteNo[2];
- qboolean teamVoteModified[2]; // beep whenever changed
- char teamVoteString[2][MAX_STRING_TOKENS];
-
- int levelStartTime;
-
- int scores1, scores2; // from configstrings
- int redflag, blueflag; // flag status from configstrings
- int flagStatus;
-
- qboolean newHud;
-
- int hBuildPoints, aBuildPoints;
-
- //
- // locally derived information from gamestate
- //
- qhandle_t gameModels[MAX_MODELS];
- sfxHandle_t gameSounds[MAX_SOUNDS];
-
- int numInlineModels;
- qhandle_t inlineDrawModel[MAX_MODELS];
- vec3_t inlineModelMidpoints[MAX_MODELS];
-
- clientInfo_t clientinfo[MAX_CLIENTS];
- //TA: corpse info
- clientInfo_t corpseinfo[MAX_CLIENTS];
-
- // teamchat width is *3 because of embedded color codes
- char teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1];
- int teamChatMsgTimes[TEAMCHAT_HEIGHT];
- int teamChatPos;
- int teamLastChatPos;
-
- int cursorX;
- int cursorY;
- qboolean eventHandling;
- qboolean mouseCaptured;
- qboolean sizingHud;
- void *capturedItem;
- qhandle_t activeCursor;
-
- // orders
- int currentOrder;
- qboolean orderPending;
- int orderTime;
- int currentVoiceClient;
- int acceptOrderTime;
- int acceptTask;
- int acceptLeader;
- char acceptVoice[MAX_NAME_LENGTH];
-
- // media
- cgMedia_t media;
-} cgs_t;
-
-//==============================================================================
-
-extern cgs_t cgs;
-extern cg_t cg;
-extern centity_t cg_entities[MAX_GENTITIES];
-
-//TA: weapon limit expanded:
-//extern weaponInfo_t cg_weapons[MAX_WEAPONS];
-extern weaponInfo_t cg_weapons[32];
-//TA: upgrade infos:
-extern upgradeInfo_t cg_upgrades[32];
-
-extern itemInfo_t cg_items[MAX_ITEMS];
-extern markPoly_t cg_markPolys[MAX_MARK_POLYS];
-
-//TA:
-typedef struct
-{
- vec3_t droidItemPositions[ MAX_ITEMS ];
- int droidItemTimes[ MAX_ITEMS ];
- int numDroidItems;
-
- vec3_t humanItemPositions[ MAX_ITEMS ];
- int numHumanItems;
-
- vec3_t droidClientPositions[ MAX_CLIENTS ];
- int droidClientClass;
- int numDroidClients;
-
- vec3_t humanClientPositions[ MAX_CLIENTS ];
- int humanClientClass;
- int numHumanClients;
-
-} cgItemPos_t;
-
-extern cgItemPos_t cgIP;
-
-
-extern vmCvar_t cg_centertime;
-extern vmCvar_t cg_runpitch;
-extern vmCvar_t cg_runroll;
-extern vmCvar_t cg_bobup;
-extern vmCvar_t cg_bobpitch;
-extern vmCvar_t cg_bobroll;
-extern vmCvar_t cg_swingSpeed;
-extern vmCvar_t cg_shadows;
-extern vmCvar_t cg_gibs;
-extern vmCvar_t cg_drawTimer;
-extern vmCvar_t cg_drawFPS;
-extern vmCvar_t cg_drawSnapshot;
-extern vmCvar_t cg_draw3dIcons;
-extern vmCvar_t cg_drawIcons;
-extern vmCvar_t cg_drawAmmoWarning;
-extern vmCvar_t cg_drawCrosshair;
-extern vmCvar_t cg_drawCrosshairNames;
-extern vmCvar_t cg_drawRewards;
-extern vmCvar_t cg_drawTeamOverlay;
-extern vmCvar_t cg_teamOverlayUserinfo;
-extern vmCvar_t cg_crosshairX;
-extern vmCvar_t cg_crosshairY;
-extern vmCvar_t cg_crosshairSize;
-extern vmCvar_t cg_crosshairHealth;
-extern vmCvar_t cg_drawStatus;
-extern vmCvar_t cg_draw2D;
-extern vmCvar_t cg_animSpeed;
-extern vmCvar_t cg_debugAnim;
-extern vmCvar_t cg_debugPosition;
-extern vmCvar_t cg_debugEvents;
-extern vmCvar_t cg_railTrailTime;
-extern vmCvar_t cg_errorDecay;
-extern vmCvar_t cg_nopredict;
-extern vmCvar_t cg_noPlayerAnims;
-extern vmCvar_t cg_showmiss;
-extern vmCvar_t cg_footsteps;
-extern vmCvar_t cg_addMarks;
-extern vmCvar_t cg_brassTime;
-extern vmCvar_t cg_gun_frame;
-extern vmCvar_t cg_gun_x;
-extern vmCvar_t cg_gun_y;
-extern vmCvar_t cg_gun_z;
-extern vmCvar_t cg_drawGun;
-extern vmCvar_t cg_viewsize;
-extern vmCvar_t cg_tracerChance;
-extern vmCvar_t cg_tracerWidth;
-extern vmCvar_t cg_tracerLength;
-extern vmCvar_t cg_autoswitch;
-extern vmCvar_t cg_ignore;
-extern vmCvar_t cg_simpleItems;
-extern vmCvar_t cg_fov;
-extern vmCvar_t cg_zoomFov;
-extern vmCvar_t cg_thirdPersonRange;
-extern vmCvar_t cg_thirdPersonAngle;
-extern vmCvar_t cg_thirdPerson;
-extern vmCvar_t cg_stereoSeparation;
-extern vmCvar_t cg_lagometer;
-extern vmCvar_t cg_drawAttacker;
-extern vmCvar_t cg_synchronousClients;
-extern vmCvar_t cg_teamChatTime;
-extern vmCvar_t cg_teamChatHeight;
-extern vmCvar_t cg_stats;
-extern vmCvar_t cg_forceModel;
-extern vmCvar_t cg_buildScript;
-extern vmCvar_t cg_paused;
-extern vmCvar_t cg_blood;
-extern vmCvar_t cg_predictItems;
-extern vmCvar_t cg_deferPlayers;
-extern vmCvar_t cg_drawFriend;
-extern vmCvar_t cg_teamChatsOnly;
-extern vmCvar_t cg_noVoiceChats;
-extern vmCvar_t cg_noVoiceText;
-extern vmCvar_t cg_scorePlum;
-extern vmCvar_t cg_smoothClients;
-extern vmCvar_t pmove_fixed;
-extern vmCvar_t pmove_msec;
-//extern vmCvar_t cg_pmove_fixed;
-extern vmCvar_t cg_cameraOrbit;
-extern vmCvar_t cg_cameraOrbitDelay;
-extern vmCvar_t cg_timescaleFadeEnd;
-extern vmCvar_t cg_timescaleFadeSpeed;
-extern vmCvar_t cg_timescale;
-extern vmCvar_t cg_cameraMode;
-extern vmCvar_t cg_smallFont;
-extern vmCvar_t cg_bigFont;
-extern vmCvar_t cg_noTaunt;
-extern vmCvar_t cg_creepRes;
-extern vmCvar_t cg_drawSurfNormal;
-
-//
-// cg_main.c
-//
-const char *CG_ConfigString( int index );
-const char *CG_Argv( int arg );
-
-void QDECL CG_Printf( const char *msg, ... );
-void QDECL CG_Error( const char *msg, ... );
-
-void CG_StartMusic( void );
-
-void CG_UpdateCvars( void );
-
-int CG_CrosshairPlayer( void );
-int CG_LastAttacker( void );
-void CG_LoadMenus(const char *menuFile);
-void CG_KeyEvent(int key, qboolean down);
-void CG_MouseEvent(int x, int y);
-void CG_EventHandling(int type);
-void CG_RankRunFrame( void );
-void CG_SetScoreSelection(void *menu);
-score_t *CG_GetSelectedScore();
-void CG_BuildSpectatorString();
-
-
-//
-// cg_view.c
-//
-void CG_TestModel_f (void);
-void CG_TestGun_f (void);
-void CG_TestModelNextFrame_f (void);
-void CG_TestModelPrevFrame_f (void);
-void CG_TestModelNextSkin_f (void);
-void CG_TestModelPrevSkin_f (void);
-void CG_ZoomDown_f( void );
-void CG_ZoomUp_f( void );
-void CG_AddBufferedSound( sfxHandle_t sfx);
-void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
-
-
-//
-// cg_drawtools.c
-//
-void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
-void CG_FillRect( float x, float y, float width, float height, const float *color );
-void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
-//TA: draw a pic weighted between two colors. <- hmm me is turning into a yank.
-void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, vec4_t tcolor, float amount, qhandle_t hShader );
-void CG_DrawString( float x, float y, const char *string,
- float charWidth, float charHeight, const float *modulate );
-
-
-void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
- qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
-void CG_DrawBigString( int x, int y, const char *s, float alpha );
-void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
-void CG_DrawSmallString( int x, int y, const char *s, float alpha );
-void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
-
-int CG_DrawStrlen( const char *str );
-
-float *CG_FadeColor( int startMsec, int totalMsec );
-float *CG_TeamColor( int team );
-void CG_TileClear( void );
-void CG_ColorForHealth( vec4_t hcolor );
-void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
-
-void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
-void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
-void CG_DrawSides(float x, float y, float w, float h, float size);
-void CG_DrawTopBottom(float x, float y, float w, float h, float size);
-
-
-//
-// cg_draw.c
-//
-extern int sortedTeamPlayers[TEAM_MAXOVERLAY];
-extern int numSortedTeamPlayers;
-extern int drawTeamOverlayModificationCount;
-extern char systemChat[256];
-extern char teamChat1[256];
-extern char teamChat2[256];
-
-void CG_AddLagometerFrameInfo( void );
-void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
-void CG_CenterPrint( const char *str, int y, int charWidth );
-void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles );
-void CG_DrawActive( stereoFrame_t stereoView );
-void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D );
-void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team );
-void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle);
-void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style);
-int CG_Text_Width(const char *text, float scale, int limit);
-int CG_Text_Height(const char *text, float scale, int limit);
-void CG_SelectPrevPlayer();
-void CG_SelectNextPlayer();
-float CG_GetValue(int ownerDraw);
-qboolean CG_OwnerDrawVisible(int flags);
-void CG_RunMenuScript(char **args);
-void CG_ShowResponseHead();
-void CG_SetPrintString(int type, const char *p);
-void CG_InitTeamChat();
-void CG_GetTeamColor(vec4_t *color);
-const char *CG_GetGameStatusText();
-const char *CG_GetKillerText();
-void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles );
-void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader);
-void CG_CheckOrderPending();
-const char *CG_GameTypeString();
-qboolean CG_YourTeamHasFlag();
-qboolean CG_OtherTeamHasFlag();
-qhandle_t CG_StatusHandle(int task);
-
-//
-// cg_player.c
-//
-void CG_Player( centity_t *cent );
-void CG_Corpse( centity_t *cent );
-void CG_ResetPlayerEntity( centity_t *cent );
-void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team );
-void CG_NewClientInfo( int clientNum );
-void CG_PrecacheClientInfo( int clientNum );
-sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
-
-//
-// cg_predict.c
-//
-void CG_BuildSolidList( void );
-int CG_PointContents( const vec3_t point, int passEntityNum );
-void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
- int skipNumber, int mask );
-void CG_PredictPlayerState( void );
-void CG_LoadDeferredPlayers( void );
-
-
-//
-// cg_events.c
-//
-void CG_CheckEvents( centity_t *cent );
-const char *CG_PlaceString( int rank );
-void CG_EntityEvent( centity_t *cent, vec3_t position );
-void CG_PainEvent( centity_t *cent, int health );
-
-
-//
-// cg_ents.c
-//
-void CG_SetEntitySoundPosition( centity_t *cent );
-void CG_AddPacketEntities( void );
-void CG_Beam( centity_t *cent );
-void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out );
-
-void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
- qhandle_t parentModel, char *tagName );
-void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
- qhandle_t parentModel, char *tagName );
-
-
-
-
-//
-// cg_weapons.c
-//
-void CG_NextWeapon_f( void );
-void CG_PrevWeapon_f( void );
-void CG_Weapon_f( void );
-
-void CG_RegisterWeapon( int weaponNum );
-void CG_RegisterItemVisuals( int itemNum );
-
-void CG_FireWeapon( centity_t *cent );
-void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType );
-void CG_Explosion( int clientNum, vec3_t origin, vec3_t dir );
-void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum );
-void CG_ShotgunFire( entityState_t *es );
-void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
-
-void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end );
-void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi );
-void CG_AddViewWeapon (playerState_t *ps);
-void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
-void CG_DrawWeaponSelect( void );
-
-void CG_OutOfAmmoChange( void ); // should this be in pmove?
-
-
-//
-// cg_creep.c
-//
-void CG_Creep( centity_t *cent );
-
-//
-// cg_scanner.c
-//
-void CG_Scanner( void );
-
-//
-// cg_marks.c
-//
-void CG_InitMarkPolys( void );
-void CG_AddMarks( void );
-void CG_ImpactMark( qhandle_t markShader,
- const vec3_t origin, const vec3_t dir,
- float orientation,
- float r, float g, float b, float a,
- qboolean alphaFade,
- float radius, qboolean temporary );
-
-//
-// cg_localents.c
-//
-void CG_InitLocalEntities( void );
-localEntity_t *CG_AllocLocalEntity( void );
-void CG_AddLocalEntities( void );
-
-//
-// cg_effects.c
-//
-localEntity_t *CG_SmokePuff( const vec3_t p,
- const vec3_t vel,
- float radius,
- float r, float g, float b, float a,
- float duration,
- int startTime,
- int fadeInTime,
- int leFlags,
- qhandle_t hShader );
-void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing );
-void CG_SpawnEffect( vec3_t org );
-void CG_GibPlayer( vec3_t playerOrigin );
-void CG_BigExplode( vec3_t playerOrigin );
-
-void CG_Bleed( vec3_t origin, int entityNum );
-
-localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
- qhandle_t hModel, qhandle_t shader, int msec,
- qboolean isSprite );
-
-//
-// cg_snapshot.c
-//
-void CG_ProcessSnapshots( void );
-
-//
-// cg_info.c
-//
-void CG_LoadingString( const char *s );
-void CG_LoadingItem( int itemNum );
-void CG_LoadingClient( int clientNum );
-void CG_DrawInformation( void );
-
-//
-// cg_scoreboard.c
-//
-qboolean CG_DrawOldScoreboard( void );
-void CG_DrawOldTourneyScoreboard( void );
-
-//
-// cg_consolecmds.c
-//
-qboolean CG_ConsoleCommand( void );
-void CG_InitConsoleCommands( void );
-
-//
-// cg_servercmds.c
-//
-void CG_ExecuteNewServerCommands( int latestSequence );
-void CG_ParseServerinfo( void );
-void CG_SetConfigValues( void );
-void CG_LoadVoiceChats( void );
-void CG_ShaderStateChanged(void);
-void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd );
-void CG_PlayBufferedVoiceChats( void );
-
-//
-// cg_playerstate.c
-//
-void CG_Respawn( void );
-void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
-void CG_CheckChangedPredictableEvents( playerState_t *ps );
-
-//
-//cg_mem.c
-//
-void *CG_Alloc( int size );
-
-//===============================================
-
-//
-// system traps
-// These functions are how the cgame communicates with the main game system
-//
-
-
-// print message on the local console
-void trap_Print( const char *fmt );
-
-// abort the game
-void trap_Error( const char *fmt );
-
-// milliseconds should only be used for performance tuning, never
-// for anything game related. Get time from the CG_DrawActiveFrame parameter
-int trap_Milliseconds( void );
-
-// console variable interaction
-void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
-void trap_Cvar_Update( vmCvar_t *vmCvar );
-void trap_Cvar_Set( const char *var_name, const char *value );
-void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
-
-// ServerCommand and ConsoleCommand parameter access
-int trap_Argc( void );
-void trap_Argv( int n, char *buffer, int bufferLength );
-void trap_Args( char *buffer, int bufferLength );
-
-// filesystem access
-// returns length of file
-int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
-void trap_FS_Read( void *buffer, int len, fileHandle_t f );
-void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
-void trap_FS_FCloseFile( fileHandle_t f );
-
-// add commands to the local console as if they were typed in
-// for map changing, etc. The command is not executed immediately,
-// but will be executed in order the next time console commands
-// are processed
-void trap_SendConsoleCommand( const char *text );
-
-// register a command name so the console can perform command completion.
-// FIXME: replace this with a normal console command "defineCommand"?
-void trap_AddCommand( const char *cmdName );
-
-// send a string to the server over the network
-void trap_SendClientCommand( const char *s );
-
-// force a screen update, only used during gamestate load
-void trap_UpdateScreen( void );
-
-// model collision
-void trap_CM_LoadMap( const char *mapname );
-int trap_CM_NumInlineModels( void );
-clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
-clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
-int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
-int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
-void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
- const vec3_t mins, const vec3_t maxs,
- clipHandle_t model, int brushmask );
-void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
- const vec3_t mins, const vec3_t maxs,
- clipHandle_t model, int brushmask,
- const vec3_t origin, const vec3_t angles );
-
-// Returns the projection of a polygon onto the solid brushes in the world
-int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
- const vec3_t projection,
- int maxPoints, vec3_t pointBuffer,
- int maxFragments, markFragment_t *fragmentBuffer );
-
-// normal sounds will have their volume dynamically changed as their entity
-// moves and the listener moves
-void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
-void trap_S_StopLoopingSound(int entnum);
-
-// a local sound is always played full volume
-void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
-void trap_S_ClearLoopingSounds( qboolean killall );
-void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
-void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
-void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
-
-// repatialize recalculates the volumes of sound as they should be heard by the
-// given entityNum and position
-void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
-sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found
-void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
-void trap_S_StopBackgroundTrack( void );
-
-
-void trap_R_LoadWorldMap( const char *mapname );
-
-// all media should be registered during level startup to prevent
-// hitches during gameplay
-qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
-qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
-qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
-qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
-
-// a scene is built up by calls to R_ClearScene and the various R_Add functions.
-// Nothing is drawn until R_RenderScene is called.
-void trap_R_ClearScene( void );
-void trap_R_AddRefEntityToScene( const refEntity_t *re );
-
-// polys are intended for simple wall marks, not really for doing
-// significant construction
-void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
-void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
-int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
-void trap_R_RenderScene( const refdef_t *fd );
-void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
-void trap_R_DrawStretchPic( float x, float y, float w, float h,
- float s1, float t1, float s2, float t2, qhandle_t hShader );
-void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
-int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
- float frac, const char *tagName );
-void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
-
-// The glconfig_t will not change during the life of a cgame.
-// If it needs to change, the entire cgame will be restarted, because
-// all the qhandle_t are then invalid.
-void trap_GetGlconfig( glconfig_t *glconfig );
-
-// the gamestate should be grabbed at startup, and whenever a
-// configstring changes
-void trap_GetGameState( gameState_t *gamestate );
-
-// cgame will poll each frame to see if a newer snapshot has arrived
-// that it is interested in. The time is returned seperately so that
-// snapshot latency can be calculated.
-void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
-
-// a snapshot get can fail if the snapshot (or the entties it holds) is so
-// old that it has fallen out of the client system queue
-qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
-
-// retrieve a text command from the server stream
-// the current snapshot will hold the number of the most recent command
-// qfalse can be returned if the client system handled the command
-// argc() / argv() can be used to examine the parameters of the command
-qboolean trap_GetServerCommand( int serverCommandNumber );
-
-// returns the most recent command number that can be passed to GetUserCmd
-// this will always be at least one higher than the number in the current
-// snapshot, and it may be quite a few higher if it is a fast computer on
-// a lagged connection
-int trap_GetCurrentCmdNumber( void );
-
-qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
-
-// used for the weapon select and zoom
-void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
-
-// aids for VM testing
-void testPrintInt( char *string, int i );
-void testPrintFloat( char *string, float f );
-
-int trap_MemoryRemaining( void );
-void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
-qboolean trap_Key_IsDown( int keynum );
-int trap_Key_GetCatcher( void );
-void trap_Key_SetCatcher( int catcher );
-int trap_Key_GetKey( const char *binding );
-
-//TA: um...
-//typedef enum {
-// SYSTEM_PRINT,
-// CHAT_PRINT,
-// TEAMCHAT_PRINT
-//};
-
-
-int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
-e_status trap_CIN_StopCinematic(int handle);
-e_status trap_CIN_RunCinematic (int handle);
-void trap_CIN_DrawCinematic (int handle);
-void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
-
-void trap_SnapVector( float *v );
-
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
deleted file mode 100644
index da803ac0..00000000
--- a/src/cgame/cg_main.c
+++ /dev/null
@@ -1,1132 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_main.c -- initialization and primary entry point for cgame
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-int forceModelModificationCount = -1;
-
-void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum );
-void CG_Shutdown( void );
-
-/*
-================
-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, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
- switch ( command ) {
- case CG_INIT:
- CG_Init( arg0, arg1, arg2 );
- return 0;
- case CG_SHUTDOWN:
- CG_Shutdown();
- return 0;
- case CG_CONSOLE_COMMAND:
- return CG_ConsoleCommand();
- case CG_DRAW_ACTIVE_FRAME:
- CG_DrawActiveFrame( arg0, arg1, arg2 );
- return 0;
- case CG_CROSSHAIR_PLAYER:
- return CG_CrosshairPlayer();
- case CG_LAST_ATTACKER:
- return CG_LastAttacker();
- case CG_KEY_EVENT:
- CG_KeyEvent(arg0, arg1);
- return 0;
- case CG_MOUSE_EVENT:
- CG_MouseEvent(arg0, arg1);
- return 0;
- case CG_EVENT_HANDLING:
- CG_EventHandling(arg0);
- return 0;
- default:
- CG_Error( "vmMain: unknown command %i", command );
- break;
- }
- return -1;
-}
-
-
-cg_t cg;
-cgs_t cgs;
-centity_t cg_entities[MAX_GENTITIES];
-
-//TA: weapons limit expanded:
-//weaponInfo_t cg_weapons[MAX_WEAPONS];
-weaponInfo_t cg_weapons[32];
-upgradeInfo_t cg_upgrades[32];
-
-itemInfo_t cg_items[MAX_ITEMS];
-
-//TA:
-cgItemPos_t cgIP;
-
-
-vmCvar_t cg_railTrailTime;
-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_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_brassTime;
-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_tracerChance;
-vmCvar_t cg_tracerWidth;
-vmCvar_t cg_tracerLength;
-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;
-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_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 cg_drawFriend;
-vmCvar_t cg_teamChatsOnly;
-vmCvar_t cg_noVoiceChats;
-vmCvar_t cg_noVoiceText;
-vmCvar_t cg_hudFiles;
-vmCvar_t cg_scorePlum;
-vmCvar_t cg_smoothClients;
-vmCvar_t pmove_fixed;
-//vmCvar_t cg_pmove_fixed;
-vmCvar_t pmove_msec;
-vmCvar_t cg_pmove_msec;
-vmCvar_t cg_cameraMode;
-vmCvar_t cg_cameraOrbit;
-vmCvar_t cg_cameraOrbitDelay;
-vmCvar_t cg_timescaleFadeEnd;
-vmCvar_t cg_timescaleFadeSpeed;
-vmCvar_t cg_timescale;
-vmCvar_t cg_smallFont;
-vmCvar_t cg_bigFont;
-vmCvar_t cg_noTaunt;
-vmCvar_t cg_creepRes;
-vmCvar_t cg_drawSurfNormal;
-
-
-typedef struct {
- vmCvar_t *vmCvar;
- char *cvarName;
- char *defaultString;
- int cvarFlags;
-} cvarTable_t;
-
-cvarTable_t cvarTable[] = {
- { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging
- { &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", "90", CVAR_ARCHIVE },
- { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
- { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE },
- { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
- { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
- { &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", "1", CVAR_ARCHIVE },
- { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
- { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE },
- { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE },
- { &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_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
- { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
- { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
- { &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE },
- { &cg_railTrailTime, "cg_railTrailTime", "400", 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", "0.3", CVAR_CHEAT },
- { &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_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT },
- { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT },
- { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT },
- { &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT },
- { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT },
- { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_CHEAT },
- { &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_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE },
- { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE },
- { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE },
- { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE },
- { &cg_creepRes, "cg_creepRes", "16", CVAR_ARCHIVE },
- { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT },
-
- // 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", "1", CVAR_ARCHIVE },
- { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo
- { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT},
- { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE},
- { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0},
- { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0},
- { &cg_timescale, "timescale", "1", 0},
- { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE},
- { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE},
- { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT},
-
- { &pmove_fixed, "pmove_fixed", "0", 0},
- { &pmove_msec, "pmove_msec", "8", 0},
- { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE},
- { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
- { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},
-
-// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
-};
-
-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 );
- forceModelModificationCount = cg_forceModel.modificationCount;
-
- trap_Cvar_Register(NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
- trap_Cvar_Register(NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
- trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
- trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE );
-}
-
-
-/*
-===================
-CG_ForceModelChange
-===================
-*/
-static void CG_ForceModelChange( void ) {
- int i;
-
- for (i=0 ; i<MAX_CLIENTS ; i++) {
- const char *clientInfo;
-
- clientInfo = CG_ConfigString( CS_PLAYERS+i );
- if ( !clientInfo[0] ) {
- continue;
- }
- CG_NewClientInfo( i );
- }
-}
-
-
-/*
-=================
-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" );
- }
- // FIXME E3 HACK
- trap_Cvar_Set( "teamoverlay", "1" );
- }
-
- // if force model changed
- if ( forceModelModificationCount != cg_forceModel.modificationCount ) {
- forceModelModificationCount = cg_forceModel.modificationCount;
- CG_ForceModelChange();
- }
-}
-
-
-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];
-
- va_start (argptr, msg);
- vsprintf (text, msg, argptr);
- va_end (argptr);
-
- 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, qfalse );
- }
-
- // 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, qfalse );
- }
- }
-}
-
-
-/*
-=================
-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;
-
- // voice commands
-
- cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav", qfalse );
- cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qfalse );
- cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qfalse );
- cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qfalse );
- cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qfalse );
- cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qfalse );
- cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qfalse );
- cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qfalse );
- cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qfalse );
- cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qfalse );
- cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qfalse );
-
- if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
- cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse );
- cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qfalse );
- cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qfalse );
- cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qfalse );
- cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qfalse );
-
- cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qfalse );
- cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qfalse );
-
- cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse );
- cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qfalse );
-
- cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qfalse );
- cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse );
-
- cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qfalse );
- cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qfalse );
-
- if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
- cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qfalse );
- cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qfalse );
- cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qfalse );
- cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qfalse );
- }
-
- cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qfalse );
- cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qfalse);
- cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse );
- cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qfalse );
- cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qfalse );
- }
-
- cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse );
- cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse );
- cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav", qfalse );
- cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav", qfalse );
- cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse );
- cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse );
- cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse );
- cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse );
-
- cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse );
- cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse );
- cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse );
-
- cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav", qfalse );
-
- cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse );
- cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse);
-
- cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav", qfalse );
-
- cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav", qfalse );
- cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qfalse );
- cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qfalse );
- cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qfalse );
- cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qfalse );
- cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qfalse );
-
- cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qfalse);
- cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qfalse);
- cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qfalse);
-
- cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse);
- cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse);
- cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse);
-
- cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav", qfalse );
-
- 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, qfalse);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name, qfalse);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name, qfalse);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name, qfalse);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name, qfalse);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name, qfalse);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name, qfalse);
- }
-
- // 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, qfalse );
- }
-
- // FIXME: only needed with item
- cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav", qfalse );
- cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav", qfalse);
- cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav", qfalse);
- cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse);
- cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse);
- cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse);
- cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
- cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
- cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
-
- cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse);
- cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse);
- cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse );
- cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse);
- cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse);
- cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse);
- cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse);
- cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse);
- cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse);
-}
-
-
-//===================================================================================
-
-
-/*
-=================
-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];
- static char *sb_nums[11] = {
- "gfx/2d/numbers/zero_32b",
- "gfx/2d/numbers/one_32b",
- "gfx/2d/numbers/two_32b",
- "gfx/2d/numbers/three_32b",
- "gfx/2d/numbers/four_32b",
- "gfx/2d/numbers/five_32b",
- "gfx/2d/numbers/six_32b",
- "gfx/2d/numbers/seven_32b",
- "gfx/2d/numbers/eight_32b",
- "gfx/2d/numbers/nine_32b",
- "gfx/2d/numbers/minus_32b",
- };
-
- // clear any references to old media
- memset( &cg.refdef, 0, sizeof( cg.refdef ) );
- trap_R_ClearScene();
-
- CG_LoadingString( cgs.mapname );
-
- trap_R_LoadWorldMap( cgs.mapname );
-
- // precache status bar pics
- CG_LoadingString( "game media" );
-
- for ( i=0 ; i<11 ; i++) {
- cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
- }
-
- cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" );
- cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" );
- cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" );
- cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" );
- cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" );
-
- cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );
-
- cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );
-
- cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" );
- cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" );
- cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" );
- cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );
-
- cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
- cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
- cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
- cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
- cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
- cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
- cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
-
-
- //TA: extra stuff
- cgs.media.explosionShader = trap_R_RegisterShader( "grenadeExplosion" );
- cgs.media.greenBloodTrailShader = trap_R_RegisterShader( "greenBloodTrail" );
- cgs.media.greenBloodExplosionShader = trap_R_RegisterShader( "greenBloodExplosion" );
- cgs.media.greenBloodMarkShader = trap_R_RegisterShader( "greenBloodMark" );
- cgs.media.explosionTrailShader = trap_R_RegisterShader( "explosionTrail" );
-
- cgs.media.flameShader = trap_R_RegisterShader( "sprites/flameball" );
- cgs.media.creepShader = trap_R_RegisterShader( "creep" );
-
- cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/droidhealth" );
- cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/func/mult2" );
- cgs.media.scannerShader = trap_R_RegisterShader( "gfx/2d/scanner" );
-
- cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
-
- cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
- cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
-
- for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
- cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
- }
-
- 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" );
-
- if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
- cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" );
- cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" );
- cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" );
- cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" );
- }
-
- if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
- cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" );
- cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" );
- 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" );
- }
-
- if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
- cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" );
- cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" );
- cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" );
- }
-
- //TA: screenfades
- cgs.media.humanNV = trap_R_RegisterShader( "humanNV" );
- cgs.media.droidNav10 = trap_R_RegisterShader( "droidNav10" );
- cgs.media.droidNav15 = trap_R_RegisterShader( "droidNav15" );
- cgs.media.droidNav20 = trap_R_RegisterShader( "droidNav20" );
- cgs.media.droidNav25 = trap_R_RegisterShader( "droidNav25" );
- cgs.media.droidNav30 = trap_R_RegisterShader( "droidNav30" );
- cgs.media.droidNav35 = trap_R_RegisterShader( "droidNav35" );
- cgs.media.droidNav40 = trap_R_RegisterShader( "droidNav40" );
- cgs.media.droidNav45 = trap_R_RegisterShader( "droidNav45" );
- cgs.media.droidNav50 = trap_R_RegisterShader( "droidNav50" );
- cgs.media.droidNav55 = trap_R_RegisterShader( "droidNav55" );
- cgs.media.droidNav60 = trap_R_RegisterShader( "droidNav60" );
- cgs.media.droidNav65 = trap_R_RegisterShader( "droidNav65" );
- cgs.media.droidNav70 = trap_R_RegisterShader( "droidNav70" );
- cgs.media.droidNav75 = trap_R_RegisterShader( "droidNav75" );
- cgs.media.droidNav80 = trap_R_RegisterShader( "droidNav80" );
- cgs.media.droidHealth = trap_R_RegisterShader( "gfx/2d/droidhealth.tga" );
-
- cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
- cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );
-
- cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
- cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
-
- cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
- cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
- cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" );
- cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" );
- cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" );
- cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" );
- cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" );
- cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" );
- cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" );
- cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" );
-
- cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
-
- cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );
-
- cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );
-
- cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3");
- cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
- cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3");
- cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
- cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" );
-
- cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" );
- cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" );
- cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" );
- cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" );
- cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" );
- cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" );
-
-
- memset( cg_items, 0, sizeof( cg_items ) );
- memset( cg_weapons, 0, sizeof( cg_weapons ) );
- memset( cg_upgrades, 0, sizeof( cg_upgrades ) );
-
- // 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.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
- cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
- 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" );
- cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );
-
- // 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] );
- }
- }
-
- // 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 );
- }
-}
-
-
-/*
-=======================
-CG_BuildSpectatorString
-
-=======================
-*/
-void CG_BuildSpectatorString() {
- int i;
- cg.spectatorList[0] = 0;
- for (i = 0; i < MAX_CLIENTS; i++) {
- if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) {
- Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s ", cgs.clientinfo[i].name));
- }
- }
- i = strlen(cg.spectatorList);
- if (i != cg.spectatorLen) {
- cg.spectatorLen = i;
- cg.spectatorWidth = -1;
- }
-}
-
-
-
-/*
-===================
-CG_RegisterClients
-
-===================
-*/
-static void CG_RegisterClients( void ) {
- int i;
-
- CG_LoadingClient(cg.clientNum);
- CG_NewClientInfo(cg.clientNum);
-
- for (i=0 ; i<MAX_CLIENTS+MAX_PRECACHES; i++) {
- const char *clientInfo;
-
- if (cg.clientNum == i) {
- continue;
- }
-
- clientInfo = CG_ConfigString( CS_PLAYERS+i );
- if ( !clientInfo[0] ) {
- continue;
- }
- CG_LoadingClient( i );
-
- if( i < MAX_CLIENTS )
- {
- CG_NewClientInfo( i );
- }
- else
- {
- CG_PrecacheClientInfo( i );
- }
- }
-
- CG_BuildSpectatorString();
-}
-
-//===========================================================================
-
-/*
-=================
-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 );
-}
-
-
-/*
-=================
-CG_Init
-
-Called after every level change or subsystem restart
-Will perform callbacks to make the loading info screen update.
-=================
-*/
-void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
- const char *s;
-
- // clear everything
- memset( &cgs, 0, sizeof( cgs ) );
- memset( &cg, 0, sizeof( cg ) );
- memset( cg_entities, 0, sizeof(cg_entities) );
- memset( cg_upgrades, 0, sizeof(cg_upgrades) );
- memset( cg_items, 0, sizeof(cg_items) );
-
- cg.clientNum = clientNum;
-
- cgs.processedSnapshotNum = serverMessageNum;
- cgs.serverCommandSequence = serverCommandSequence;
-
- // load a few needed things before we do any screen updates
- cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" );
- cgs.media.whiteShader = trap_R_RegisterShader( "white" );
- cgs.media.charsetProp = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
- cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
- cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );
-
- //TA: dyn memory
- CG_InitMemory( );
-
- CG_RegisterCvars();
-
- CG_InitConsoleCommands();
-
- //cg.weaponSelect = WP_MACHINEGUN;
- //TA: if it does weird things, this is why:
- cg.weaponSelect = WP_NONE;
-
- cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
- cgs.flagStatus = -1;
- // old servers
-
- // get the rendering configuration from the client system
- trap_GetGlconfig( &cgs.glconfig );
- cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
- cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;
-
- // get the gamestate from the client system
- trap_GetGameState( &cgs.gameState );
-
- // 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_LoadingString( "sounds" );
-
- CG_RegisterSounds();
-
- CG_LoadingString( "graphics" );
-
- CG_RegisterGraphics();
-
- CG_LoadingString( "clients" );
-
- 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( "" );
-
- CG_ShaderStateChanged();
-
- trap_S_ClearLoopingSounds( qtrue );
-}
-
-/*
-=================
-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
-}
-
-/*
-==================
-CG_EventHandling
-==================
- type 0 - no event handling
- 1 - team menu
- 2 - hud editor
-
-*/
-void CG_EventHandling(int type) {
-}
-
-
-
-void CG_KeyEvent(int key, qboolean down) {
-}
-
-void CG_MouseEvent(int x, int y) {
-}
-
diff --git a/src/cgame/cg_marks.c b/src/cgame/cg_marks.c
deleted file mode 100644
index 00fc89c2..00000000
--- a/src/cgame/cg_marks.c
+++ /dev/null
@@ -1,298 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_marks.c -- wall marks
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-/*
-===================================================================
-
-MARK POLYS
-
-===================================================================
-*/
-
-
-markPoly_t cg_activeMarkPolys; // double linked list
-markPoly_t *cg_freeMarkPolys; // single linked list
-markPoly_t cg_markPolys[MAX_MARK_POLYS];
-static int markTotal;
-
-/*
-===================
-CG_InitMarkPolys
-
-This is called at startup and for tournement restarts
-===================
-*/
-void CG_InitMarkPolys( void ) {
- int i;
-
- memset( cg_markPolys, 0, sizeof(cg_markPolys) );
-
- cg_activeMarkPolys.nextMark = &cg_activeMarkPolys;
- cg_activeMarkPolys.prevMark = &cg_activeMarkPolys;
- cg_freeMarkPolys = cg_markPolys;
- for ( i = 0 ; i < MAX_MARK_POLYS - 1 ; i++ ) {
- cg_markPolys[i].nextMark = &cg_markPolys[i+1];
- }
-}
-
-
-/*
-==================
-CG_FreeMarkPoly
-==================
-*/
-void CG_FreeMarkPoly( markPoly_t *le ) {
- if ( !le->prevMark ) {
- CG_Error( "CG_FreeLocalEntity: not active" );
- }
-
- // remove from the doubly linked active list
- le->prevMark->nextMark = le->nextMark;
- le->nextMark->prevMark = le->prevMark;
-
- // the free list is only singly linked
- le->nextMark = cg_freeMarkPolys;
- cg_freeMarkPolys = le;
-}
-
-/*
-===================
-CG_AllocMark
-
-Will allways succeed, even if it requires freeing an old active mark
-===================
-*/
-markPoly_t *CG_AllocMark( void ) {
- markPoly_t *le;
- int time;
-
- if ( !cg_freeMarkPolys ) {
- // no free entities, so free the one at the end of the chain
- // remove the oldest active entity
- time = cg_activeMarkPolys.prevMark->time;
- while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) {
- CG_FreeMarkPoly( cg_activeMarkPolys.prevMark );
- }
- }
-
- le = cg_freeMarkPolys;
- cg_freeMarkPolys = cg_freeMarkPolys->nextMark;
-
- memset( le, 0, sizeof( *le ) );
-
- // link into the active list
- le->nextMark = cg_activeMarkPolys.nextMark;
- le->prevMark = &cg_activeMarkPolys;
- cg_activeMarkPolys.nextMark->prevMark = le;
- cg_activeMarkPolys.nextMark = le;
- return le;
-}
-
-
-
-/*
-=================
-CG_ImpactMark
-
-origin should be a point within a unit of the plane
-dir should be the plane normal
-
-temporary marks will not be stored or randomly oriented, but immediately
-passed to the renderer.
-=================
-*/
-#define MAX_MARK_FRAGMENTS 128
-#define MAX_MARK_POINTS 384
-
-void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir,
- float orientation, float red, float green, float blue, float alpha,
- qboolean alphaFade, float radius, qboolean temporary ) {
- vec3_t axis[3];
- float texCoordScale;
- vec3_t originalPoints[4];
- byte colors[4];
- int i, j;
- int numFragments;
- markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf;
- vec3_t markPoints[MAX_MARK_POINTS];
- vec3_t projection;
-
- if ( !cg_addMarks.integer ) {
- return;
- }
-
- if ( radius <= 0 ) {
- CG_Error( "CG_ImpactMark called with <= 0 radius" );
- }
-
- //if ( markTotal >= MAX_MARK_POLYS ) {
- // return;
- //}
-
- // create the texture axis
- VectorNormalize2( dir, axis[0] );
- PerpendicularVector( axis[1], axis[0] );
- RotatePointAroundVector( axis[2], axis[0], axis[1], orientation );
- CrossProduct( axis[0], axis[2], axis[1] );
-
- texCoordScale = 0.5 * 1.0 / radius;
-
- // create the full polygon
- for ( i = 0 ; i < 3 ; i++ ) {
- originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
- originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
- originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
- originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
- }
-
- // get the fragments
- VectorScale( dir, -20, projection );
- numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints,
- projection, MAX_MARK_POINTS, markPoints[0],
- MAX_MARK_FRAGMENTS, markFragments );
-
- colors[0] = red * 255;
- colors[1] = green * 255;
- colors[2] = blue * 255;
- colors[3] = alpha * 255;
-
- for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) {
- polyVert_t *v;
- polyVert_t verts[MAX_VERTS_ON_POLY];
- markPoly_t *mark;
-
- // we have an upper limit on the complexity of polygons
- // that we store persistantly
- if ( mf->numPoints > MAX_VERTS_ON_POLY ) {
- mf->numPoints = MAX_VERTS_ON_POLY;
- }
- for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) {
- vec3_t delta;
-
- VectorCopy( markPoints[mf->firstPoint + j], v->xyz );
-
- VectorSubtract( v->xyz, origin, delta );
- v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
- v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
- *(int *)v->modulate = *(int *)colors;
- }
-
- // if it is a temporary (shadow) mark, add it immediately and forget about it
- if ( temporary ) {
- trap_R_AddPolyToScene( markShader, mf->numPoints, verts );
- continue;
- }
-
- // otherwise save it persistantly
- mark = CG_AllocMark();
- mark->time = cg.time;
- mark->alphaFade = alphaFade;
- mark->markShader = markShader;
- mark->poly.numVerts = mf->numPoints;
- mark->color[0] = red;
- mark->color[1] = green;
- mark->color[2] = blue;
- mark->color[3] = alpha;
- memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) );
- markTotal++;
- }
-}
-
-
-/*
-===============
-CG_AddMarks
-===============
-*/
-#define MARK_TOTAL_TIME 10000
-#define MARK_FADE_TIME 1000
-
-void CG_AddMarks( void ) {
- int j;
- markPoly_t *mp, *next;
- int t;
- int fade;
-
- if ( !cg_addMarks.integer ) {
- return;
- }
-
- mp = cg_activeMarkPolys.nextMark;
- for ( ; mp != &cg_activeMarkPolys ; mp = next ) {
- // grab next now, so if the local entity is freed we
- // still have it
- next = mp->nextMark;
-
- // see if it is time to completely remove it
- if ( cg.time > mp->time + MARK_TOTAL_TIME ) {
- CG_FreeMarkPoly( mp );
- continue;
- }
-
- // fade out the energy bursts
- if ( mp->markShader == cgs.media.energyMarkShader ) {
-
- fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 );
- if ( fade < 255 ) {
- if ( fade < 0 ) {
- fade = 0;
- }
- if ( mp->verts[0].modulate[0] != 0 ) {
- for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
- mp->verts[j].modulate[0] = mp->color[0] * fade;
- mp->verts[j].modulate[1] = mp->color[1] * fade;
- mp->verts[j].modulate[2] = mp->color[2] * fade;
- }
- }
- }
- }
-
- // fade all marks out with time
- t = mp->time + MARK_TOTAL_TIME - cg.time;
- if ( t < MARK_FADE_TIME ) {
- fade = 255 * t / MARK_FADE_TIME;
- if ( mp->alphaFade ) {
- for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
- mp->verts[j].modulate[3] = fade;
- }
- } else {
- for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
- mp->verts[j].modulate[0] = mp->color[0] * fade;
- mp->verts[j].modulate[1] = mp->color[1] * fade;
- mp->verts[j].modulate[2] = mp->color[2] * fade;
- }
- }
- }
-
-
- trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts );
- }
-}
-
diff --git a/src/cgame/cg_mem.c b/src/cgame/cg_mem.c
deleted file mode 100644
index 1b0b2093..00000000
--- a/src/cgame/cg_mem.c
+++ /dev/null
@@ -1,62 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-//
-// g_mem.c
-//
-//TA: hack to provide dynanmic allocation clientside
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-
-#define POOLSIZE (256 * 1024)
-
-static char memoryPool[POOLSIZE];
-static int allocPoint;
-
-void *CG_Alloc( int size ) {
- char *p;
-
- /*if ( g_debugAlloc.integer ) {
- G_Printf( "CG_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) );
- }*/
-
- if ( allocPoint + size > POOLSIZE ) {
- CG_Error( "CG_Alloc: failed on allocation of %u bytes\n", size );
- return NULL;
- }
-
- p = &memoryPool[allocPoint];
-
- allocPoint += ( size + 31 ) & ~31;
-
- return p;
-}
-
-void CG_InitMemory( void ) {
- allocPoint = 0;
-}
-
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
deleted file mode 100644
index 2b1b42bf..00000000
--- a/src/cgame/cg_players.c
+++ /dev/null
@@ -1,2092 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_players.c -- handle the media and animation for player entities
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
- "*death1.wav",
- "*death2.wav",
- "*death3.wav",
- "*jump1.wav",
- "*pain25_1.wav",
- "*pain50_1.wav",
- "*pain75_1.wav",
- "*pain100_1.wav",
- "*falling1.wav",
- "*gasp.wav",
- "*drown.wav",
- "*fall1.wav",
- "*taunt.wav"
-};
-
-
-/*
-================
-CG_CustomSound
-
-================
-*/
-sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) {
- clientInfo_t *ci;
- int i;
-
- if ( soundName[0] != '*' ) {
- return trap_S_RegisterSound( soundName, qfalse );
- }
-
- if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
- clientNum = 0;
- }
- ci = &cgs.clientinfo[ clientNum ];
-
- for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) {
- if ( !strcmp( soundName, cg_customSoundNames[i] ) ) {
- return ci->sounds[i];
- }
- }
-
- CG_Error( "Unknown custom sound: %s", soundName );
- return 0;
-}
-
-
-
-/*
-=============================================================================
-
-CLIENT INFO
-
-=============================================================================
-*/
-
-/*
-======================
-CG_ParseAnimationFile
-
-Read a configuration file containing animation coutns and rates
-models/players/visor/animation.cfg, etc
-======================
-*/
-static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
- char *text_p, *prev;
- int len;
- int i;
- char *token;
- float fps;
- int skip;
- char text[20000];
- fileHandle_t f;
- animation_t *animations;
-
- animations = ci->animations;
-
- // load the file
- len = trap_FS_FOpenFile( filename, &f, FS_READ );
- if ( len <= 0 ) {
- return qfalse;
- }
- if ( len >= sizeof( text ) - 1 ) {
- CG_Printf( "File %s too long\n", filename );
- return qfalse;
- }
- trap_FS_Read( text, len, f );
- text[len] = 0;
- trap_FS_FCloseFile( f );
-
- // parse the text
- text_p = text;
- skip = 0; // quite the compiler warning
-
- ci->footsteps = FOOTSTEP_NORMAL;
- VectorClear( ci->headOffset );
- ci->gender = GENDER_MALE;
-
- // read optional parameters
- while ( 1 ) {
- prev = text_p; // so we can unget
- token = COM_Parse( &text_p );
- if ( !token ) {
- break;
- }
- if ( !Q_stricmp( token, "footsteps" ) ) {
- token = COM_Parse( &text_p );
- if ( !token ) {
- break;
- }
- if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) {
- ci->footsteps = FOOTSTEP_NORMAL;
- } else if ( !Q_stricmp( token, "boot" ) ) {
- ci->footsteps = FOOTSTEP_BOOT;
- } else if ( !Q_stricmp( token, "flesh" ) ) {
- ci->footsteps = FOOTSTEP_FLESH;
- } else if ( !Q_stricmp( token, "mech" ) ) {
- ci->footsteps = FOOTSTEP_MECH;
- } else if ( !Q_stricmp( token, "energy" ) ) {
- ci->footsteps = FOOTSTEP_ENERGY;
- } else {
- CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
- }
- continue;
- } else if ( !Q_stricmp( token, "headoffset" ) ) {
- for ( i = 0 ; i < 3 ; i++ ) {
- token = COM_Parse( &text_p );
- if ( !token ) {
- break;
- }
- ci->headOffset[i] = atof( token );
- }
- continue;
- } else if ( !Q_stricmp( token, "sex" ) ) {
- token = COM_Parse( &text_p );
- if ( !token ) {
- break;
- }
- if ( token[0] == 'f' || token[0] == 'F' ) {
- ci->gender = GENDER_FEMALE;
- } else if ( token[0] == 'n' || token[0] == 'N' ) {
- ci->gender = GENDER_NEUTER;
- } else {
- ci->gender = GENDER_MALE;
- }
- continue;
- }
-
- // if it is a number, start parsing animations
- if ( token[0] >= '0' && token[0] <= '9' ) {
- text_p = prev; // unget the token
- break;
- }
- Com_Printf( "unknown token '%s' is %s\n", token, filename );
- }
-
- // read information for each frame
- for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
-
- token = COM_Parse( &text_p );
- if ( !*token ) {
-#ifdef NEW_ANIMS
- if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) {
- animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame;
- animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp;
- animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp;
- animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames;
- animations[i].numFrames = animations[TORSO_GESTURE].numFrames;
- animations[i].reversed = qfalse;
- animations[i].flipflop = qfalse;
- continue;
- }
-#endif
- break;
- }
- animations[i].firstFrame = atoi( token );
- // leg only frames are adjusted to not count the upper body only frames
- if ( i == LEGS_WALKCR ) {
- skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
- }
- if ( i >= LEGS_WALKCR && i<TORSO_GETFLAG ) {
- animations[i].firstFrame -= skip;
- }
-
- token = COM_Parse( &text_p );
- if ( !*token ) {
- break;
- }
- animations[i].numFrames = atoi( token );
- animations[i].reversed = qfalse;
- animations[i].flipflop = qfalse;
- // if numFrames is negative the animation is reversed
- if (animations[i].numFrames < 0) {
- animations[i].numFrames = -animations[i].numFrames;
- animations[i].reversed = qtrue;
- }
-
- token = COM_Parse( &text_p );
- if ( !*token ) {
- break;
- }
- animations[i].loopFrames = atoi( token );
-
- token = COM_Parse( &text_p );
- if ( !*token ) {
- break;
- }
- fps = atof( token );
- if ( fps == 0 ) {
- fps = 1;
- }
- animations[i].frameLerp = 1000 / fps;
- animations[i].initialLerp = 1000 / fps;
- }
-
- if ( i != MAX_ANIMATIONS ) {
- CG_Printf( "Error parsing animation file: %s", filename );
- return qfalse;
- }
- // crouch backward animation
- memcpy(&animations[LEGS_BACKCR], &animations[LEGS_WALKCR], sizeof(animation_t));
- animations[LEGS_BACKCR].reversed = qtrue;
- // walk backward animation
- memcpy(&animations[LEGS_BACKWALK], &animations[LEGS_WALK], sizeof(animation_t));
- animations[LEGS_BACKWALK].reversed = qtrue;
- // flag moving fast
- animations[FLAG_RUN].firstFrame = 0;
- animations[FLAG_RUN].numFrames = 16;
- animations[FLAG_RUN].loopFrames = 16;
- animations[FLAG_RUN].frameLerp = 1000 / 15;
- animations[FLAG_RUN].initialLerp = 1000 / 15;
- animations[FLAG_RUN].reversed = qfalse;
- // flag not moving or moving slowly
- animations[FLAG_STAND].firstFrame = 16;
- animations[FLAG_STAND].numFrames = 5;
- animations[FLAG_STAND].loopFrames = 0;
- animations[FLAG_STAND].frameLerp = 1000 / 20;
- animations[FLAG_STAND].initialLerp = 1000 / 20;
- animations[FLAG_STAND].reversed = qfalse;
- // flag speeding up
- animations[FLAG_STAND2RUN].firstFrame = 16;
- animations[FLAG_STAND2RUN].numFrames = 5;
- animations[FLAG_STAND2RUN].loopFrames = 1;
- animations[FLAG_STAND2RUN].frameLerp = 1000 / 15;
- animations[FLAG_STAND2RUN].initialLerp = 1000 / 15;
- animations[FLAG_STAND2RUN].reversed = qtrue;
- //
- // new anims changes
- //
-// animations[TORSO_GETFLAG].flipflop = qtrue;
-// animations[TORSO_GUARDBASE].flipflop = qtrue;
-// animations[TORSO_PATROL].flipflop = qtrue;
-// animations[TORSO_AFFIRMATIVE].flipflop = qtrue;
-// animations[TORSO_NEGATIVE].flipflop = qtrue;
- //
- return qtrue;
-}
-
-/*
-==========================
-CG_RegisterClientSkin
-==========================
-*/
-static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName ) {
- char filename[MAX_QPATH];
-
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
- ci->legsSkin = trap_R_RegisterSkin( filename );
- if (!ci->legsSkin) {
- Com_Printf( "Leg skin load failure: %s\n", filename );
- }
-
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
- ci->torsoSkin = trap_R_RegisterSkin( filename );
- if (!ci->torsoSkin) {
- Com_Printf( "Torso skin load failure: %s\n", filename );
- }
-
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName );
- ci->headSkin = trap_R_RegisterSkin( filename );
- if (!ci->headSkin) {
- Com_Printf( "Head skin load failure: %s\n", filename );
- }
-
- if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) {
- return qfalse;
- }
-
- return qtrue;
-}
-
-/*
-==========================
-CG_RegisterClientModelname
-==========================
-*/
-static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName ) {
- char filename[MAX_QPATH];
-
- // load cmodels before models so filecache works
-
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
- ci->legsModel = trap_R_RegisterModel( filename );
- if ( !ci->legsModel ) {
- Com_Printf( "Failed to load model file %s\n", filename );
- return qfalse;
- }
-
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
- ci->torsoModel = trap_R_RegisterModel( filename );
- if ( !ci->torsoModel ) {
- Com_Printf( "Failed to load model file %s\n", filename );
- return qfalse;
- }
-
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName );
- ci->headModel = trap_R_RegisterModel( filename );
- if ( !ci->headModel ) {
- Com_Printf( "Failed to load model file %s\n", filename );
- return qfalse;
- }
-
- // if any skins failed to load, return failure
- if ( !CG_RegisterClientSkin( ci, modelName, skinName ) ) {
- Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
- return qfalse;
- }
-
- // load the animations
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
- if ( !CG_ParseAnimationFile( filename, ci ) ) {
- Com_Printf( "Failed to load animation file %s\n", filename );
- return qfalse;
- }
-
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/icon_%s.tga", modelName, skinName );
- ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
- if ( !ci->modelIcon ) {
- Com_Printf( "Failed to load icon file: %s\n", filename );
- return qfalse;
- }
-
- return qtrue;
-}
-
-/*
-====================
-CG_ColorFromString
-====================
-*/
-static void CG_ColorFromString( const char *v, vec3_t color ) {
- int val;
-
- VectorClear( color );
-
- val = atoi( v );
-
- if ( val < 1 || val > 7 ) {
- VectorSet( color, 1, 1, 1 );
- return;
- }
-
- if ( val & 1 ) {
- color[2] = 1.0f;
- }
- if ( val & 2 ) {
- color[1] = 1.0f;
- }
- if ( val & 4 ) {
- color[0] = 1.0f;
- }
-}
-
-
-/*
-===================
-CG_LoadClientInfo
-
-Load it now, taking the disk hits.
-This will usually be deferred to a safe time
-===================
-*/
-static void CG_LoadClientInfo( clientInfo_t *ci ) {
- const char *dir, *fallback;
- int i;
- const char *s;
- int clientNum;
-
- if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName ) ) {
- if ( cg_buildScript.integer ) {
- CG_Error( "CG_RegisterClientModelname( %s, %s ) failed", ci->modelName, ci->skinName );
- }
-
- // fall back
- if ( cgs.gametype >= GT_TEAM ) {
- // keep skin name
- if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, ci->skinName ) ) {
- CG_Error( "DEFAULT_MODEL / skin (%s/%s) failed to register",
- DEFAULT_MODEL, ci->skinName );
- }
- } else {
- if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default" ) ) {
- CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
- }
- }
- }
-
- // sounds
- dir = ci->modelName;
- fallback = DEFAULT_MODEL;
-
- for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) {
- s = cg_customSoundNames[i];
- if ( !s ) {
- break;
- }
- ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", dir, s + 1), qfalse );
- if ( !ci->sounds[i] ) {
- ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1), qfalse );
- }
- }
-
- ci->deferred = qfalse;
-
- // reset any existing players and bodies, because they might be in bad
- // frames for this new model
- if( clientNum <= MAX_CLIENTS )
- {
- clientNum = ci - cgs.clientinfo;
- for ( i = 0 ; i < MAX_GENTITIES ; i++ ) {
- if ( cg_entities[i].currentState.clientNum == clientNum
- && cg_entities[i].currentState.eType == ET_PLAYER ) {
- CG_ResetPlayerEntity( &cg_entities[i] );
- }
- }
- }
-}
-
-/*
-======================
-CG_CopyClientInfoModel
-======================
-*/
-static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) {
- VectorCopy( from->headOffset, to->headOffset );
- to->footsteps = from->footsteps;
- to->gender = from->gender;
-
- to->legsModel = from->legsModel;
- to->legsSkin = from->legsSkin;
- to->torsoModel = from->torsoModel;
- to->torsoSkin = from->torsoSkin;
- to->headModel = from->headModel;
- to->headSkin = from->headSkin;
- to->modelIcon = from->modelIcon;
-
- memcpy( to->animations, from->animations, sizeof( to->animations ) );
- memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
-}
-
-
-/*
-======================
-CG_GetCorpseNum
-======================
-*/
-static int CG_GetCorpseNum( clientInfo_t *ci ) {
- int i;
- clientInfo_t *match;
-
- for ( i = 0 ; i < cgs.maxclients ; i++ ) {
- match = &cgs.corpseinfo[ i ];
- if ( !match->infoValid ) {
- continue;
- }
- if ( match->deferred ) {
- continue;
- }
- if ( !Q_stricmp( ci->modelName, match->modelName )
- && !Q_stricmp( ci->skinName, match->skinName ) ) {
- // this clientinfo is identical, so use it's handles
-
- return i;
- }
- }
-
- //something has gone badly wrong
- return -1;
-}
-
-
-/*
-======================
-CG_ScanForExistingClientInfo
-======================
-*/
-static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) {
- int i;
- clientInfo_t *match;
-
- for ( i = 0 ; i < cgs.maxclients ; i++ ) {
- match = &cgs.clientinfo[ i ];
- if ( !match->infoValid ) {
- continue;
- }
- if ( match->deferred ) {
- continue;
- }
- if ( !Q_stricmp( ci->modelName, match->modelName )
- && !Q_stricmp( ci->skinName, match->skinName ) ) {
- // this clientinfo is identical, so use it's handles
-
- ci->deferred = qfalse;
-
- CG_CopyClientInfoModel( match, ci );
-
- return qtrue;
- }
- }
-
- // nothing matches, so defer the load
- return qfalse;
-}
-
-/*
-======================
-CG_SetDeferredClientInfo
-
-We aren't going to load it now, so grab some other
-client's info to use until we have some spare time.
-======================
-*/
-static void CG_SetDeferredClientInfo( clientInfo_t *ci ) {
- int i;
- clientInfo_t *match;
-
- // if we are in teamplay, only grab a model if the skin is correct
- if ( cgs.gametype >= GT_TEAM ) {
- for ( i = 0 ; i < cgs.maxclients ; i++ ) {
- match = &cgs.clientinfo[ i ];
- if ( !match->infoValid ) {
- continue;
- }
- if ( Q_stricmp( ci->skinName, match->skinName ) ) {
- continue;
- }
- ci->deferred = qtrue;
- CG_CopyClientInfoModel( match, ci );
- return;
- }
-
- // load the full model, because we don't ever want to show
- // an improper team skin. This will cause a hitch for the first
- // player, when the second enters. Combat shouldn't be going on
- // yet, so it shouldn't matter
- CG_LoadClientInfo( ci );
- return;
- }
-
- // find the first valid clientinfo and grab its stuff
- for ( i = 0 ; i < cgs.maxclients ; i++ ) {
- match = &cgs.clientinfo[ i ];
- if ( !match->infoValid ) {
- continue;
- }
-
- ci->deferred = qtrue;
- CG_CopyClientInfoModel( match, ci );
- return;
- }
-
- // we should never get here...
- CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" );
-
- CG_LoadClientInfo( ci );
-}
-
-
-/*
-======================
-CG_PrecacheClientInfo
-======================
-*/
-void CG_PrecacheClientInfo( int clientNum ) {
- clientInfo_t *ci;
- clientInfo_t newInfo;
- const char *configstring;
- const char *v;
- char *slash;
-
- ci = &cgs.corpseinfo[ clientNum - MAX_CLIENTS ];
-
- //CG_Printf( "%d %d\n", clientNum, (clientNum - MAX_CLIENTS ) );
-
- configstring = CG_ConfigString( clientNum + CS_PLAYERS );
- if ( !configstring[0] ) {
- return; // player just left
- }
-
- // build into a temp buffer so the defer checks can use
- // the old value
- memset( &newInfo, 0, sizeof( newInfo ) );
-
- // isolate the player's name
- v = Info_ValueForKey(configstring, "n");
- Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
-
- // colors
- v = Info_ValueForKey( configstring, "c1" );
- CG_ColorFromString( v, newInfo.color );
-
- // bot skill
- v = Info_ValueForKey( configstring, "skill" );
- newInfo.botSkill = atoi( v );
-
- // handicap
- v = Info_ValueForKey( configstring, "hc" );
- newInfo.handicap = atoi( v );
-
- // wins
- v = Info_ValueForKey( configstring, "w" );
- newInfo.wins = atoi( v );
-
- // losses
- v = Info_ValueForKey( configstring, "l" );
- newInfo.losses = atoi( v );
-
- // team
- v = Info_ValueForKey( configstring, "t" );
- newInfo.team = atoi( v );
-
- // team task
- v = Info_ValueForKey( configstring, "tt" );
- newInfo.teamTask = atoi(v);
-
- // team leader
- v = Info_ValueForKey( configstring, "tl" );
- newInfo.teamLeader = atoi(v);
-
- v = Info_ValueForKey( configstring, "g_redteam" );
- Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME);
-
- v = Info_ValueForKey( configstring, "g_blueteam" );
- Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME);
-
- // model
- v = Info_ValueForKey( configstring, "model" );
- Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
-
- slash = strchr( newInfo.modelName, '/' );
- if ( !slash ) {
- // modelName didn not include a skin name
- Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
- } else {
- Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
- // truncate modelName
- *slash = 0;
- }
-
- //CG_Printf( "PCI: %s\n", v );
-
- // head model
- v = Info_ValueForKey( configstring, "hmodel" );
- Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
-
- slash = strchr( newInfo.headModelName, '/' );
- if ( !slash ) {
- // modelName didn not include a skin name
- Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
- } else {
- Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
- // truncate modelName
- *slash = 0;
- }
-
- newInfo.deferred = qfalse;
- newInfo.infoValid = qtrue;
- CG_LoadClientInfo( &newInfo );
- *ci = newInfo;
-}
-
-
-/*
-======================
-CG_NewClientInfo
-======================
-*/
-void CG_NewClientInfo( int clientNum ) {
- clientInfo_t *ci;
- clientInfo_t newInfo;
- const char *configstring;
- const char *v;
- char *slash;
-
- ci = &cgs.clientinfo[clientNum];
-
- configstring = CG_ConfigString( clientNum + CS_PLAYERS );
- if ( !configstring[0] ) {
- memset( ci, 0, sizeof( *ci ) );
- return; // player just left
- }
-
- // build into a temp buffer so the defer checks can use
- // the old value
- memset( &newInfo, 0, sizeof( newInfo ) );
-
- // isolate the player's name
- v = Info_ValueForKey(configstring, "n");
- Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
-
- // colors
- v = Info_ValueForKey( configstring, "c1" );
- CG_ColorFromString( v, newInfo.color );
-
- // bot skill
- v = Info_ValueForKey( configstring, "skill" );
- newInfo.botSkill = atoi( v );
-
- // handicap
- v = Info_ValueForKey( configstring, "hc" );
- newInfo.handicap = atoi( v );
-
- // wins
- v = Info_ValueForKey( configstring, "w" );
- newInfo.wins = atoi( v );
-
- // losses
- v = Info_ValueForKey( configstring, "l" );
- newInfo.losses = atoi( v );
-
- // team
- v = Info_ValueForKey( configstring, "t" );
- newInfo.team = atoi( v );
-
- // team task
- v = Info_ValueForKey( configstring, "tt" );
- newInfo.teamTask = atoi(v);
-
- // team leader
- v = Info_ValueForKey( configstring, "tl" );
- newInfo.teamLeader = atoi(v);
-
- v = Info_ValueForKey( configstring, "g_redteam" );
- Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME);
-
- v = Info_ValueForKey( configstring, "g_blueteam" );
- Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME);
-
- // model
- v = Info_ValueForKey( configstring, "model" );
- Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
-
- slash = strchr( newInfo.modelName, '/' );
- if ( !slash ) {
- // modelName didn not include a skin name
- Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
- } else {
- Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
- // truncate modelName
- *slash = 0;
- }
-
- //CG_Printf( "NCI: %s\n", v );
-
- // head model
- v = Info_ValueForKey( configstring, "hmodel" );
- Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
-
- slash = strchr( newInfo.headModelName, '/' );
- if ( !slash ) {
- // modelName didn not include a skin name
- Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
- } else {
- Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
- // truncate modelName
- *slash = 0;
- }
-
- // scan for an existing clientinfo that matches this modelname
- // so we can avoid loading checks if possible
- if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
- qboolean forceDefer;
-
- forceDefer = trap_MemoryRemaining() < 4000000;
-
- // if we are defering loads, just have it pick the first valid
- //TA: we should only defer models when ABSOLUTELY TOTALLY necessary since models are precached
- if ( forceDefer ) //|| ( cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) )
- {
- // keep whatever they had if it won't violate team skins
- if ( ci->infoValid &&
- ( cgs.gametype < GT_TEAM || !Q_stricmp( newInfo.skinName, ci->skinName ) ) )
- {
- CG_CopyClientInfoModel( ci, &newInfo );
- newInfo.deferred = qtrue;
- }
- else
- {
- // use whatever is available
- CG_SetDeferredClientInfo( &newInfo );
- }
-
- // if we are low on memory, leave them with this model
- if ( forceDefer )
- {
- CG_Printf( "Memory is low. Using deferred model.\n" );
- newInfo.deferred = qfalse;
- }
- }
- else
- {
- CG_LoadClientInfo( &newInfo );
- }
- }
-
- // replace whatever was there with the new one
- newInfo.infoValid = qtrue;
- *ci = newInfo;
-}
-
-
-
-/*
-======================
-CG_LoadDeferredPlayers
-
-Called each frame when a player is dead
-and the scoreboard is up
-so deferred players can be loaded
-======================
-*/
-void CG_LoadDeferredPlayers( void ) {
- int i;
- clientInfo_t *ci;
-
- // scan for a deferred player to load
- for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) {
- if ( ci->infoValid && ci->deferred ) {
- // if we are low on memory, leave it deferred
- if ( trap_MemoryRemaining() < 4000000 ) {
- CG_Printf( "Memory is low. Using deferred model.\n" );
- ci->deferred = qfalse;
- continue;
- }
- CG_LoadClientInfo( ci );
-// break;
- }
- }
-}
-
-/*
-=============================================================================
-
-PLAYER ANIMATION
-
-=============================================================================
-*/
-
-
-/*
-===============
-CG_SetLerpFrameAnimation
-
-may include ANIM_TOGGLEBIT
-===============
-*/
-static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
- animation_t *anim;
-
- lf->animationNumber = newAnimation;
- newAnimation &= ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING );
-
- if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) {
- CG_Error( "Bad animation number: %i", newAnimation );
- }
-
- anim = &ci->animations[ newAnimation ];
-
- lf->animation = anim;
- lf->animationTime = lf->frameTime + anim->initialLerp;
-
- if ( cg_debugAnim.integer ) {
- CG_Printf( "Anim: %i\n", newAnimation );
- }
-}
-
-/*
-===============
-CG_RunLerpFrame
-
-Sets cg.snap, cg.oldFrame, and cg.backlerp
-cg.time should be between oldFrameTime and frameTime after exit
-===============
-*/
-static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
- int f, numFrames;
- animation_t *anim;
-
- // debugging tool to get no animations
- if ( cg_animSpeed.integer == 0 ) {
- lf->oldFrame = lf->frame = lf->backlerp = 0;
- return;
- }
-
- // see if the animation sequence is switching
- if ( newAnimation != lf->animationNumber || !lf->animation ) {
- CG_SetLerpFrameAnimation( ci, lf, newAnimation );
- }
-
- // if we have passed the current frame, move it to
- // oldFrame and calculate a new frame
- if ( cg.time >= lf->frameTime ) {
- lf->oldFrame = lf->frame;
- lf->oldFrameTime = lf->frameTime;
-
- // get the next frame based on the animation
- anim = lf->animation;
- if ( !anim->frameLerp ) {
- return; // shouldn't happen
- }
- if ( cg.time < lf->animationTime ) {
- lf->frameTime = lf->animationTime; // initial lerp
- } else {
- lf->frameTime = lf->oldFrameTime + anim->frameLerp;
- }
- f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
- f *= speedScale; // adjust for haste, etc
- numFrames = anim->numFrames;
- if (anim->flipflop) {
- numFrames *= 2;
- }
- if ( f >= numFrames ) {
- f -= numFrames;
- if ( anim->loopFrames ) {
- f %= anim->loopFrames;
- f += anim->numFrames - anim->loopFrames;
- } else {
- f = numFrames - 1;
- // the animation is stuck at the end, so it
- // can immediately transition to another sequence
- lf->frameTime = cg.time;
- }
- }
- if ( anim->reversed ) {
- lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
- }
- else if (anim->flipflop && f>=anim->numFrames) {
- lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
- }
- else {
- lf->frame = anim->firstFrame + f;
- }
- if ( cg.time > lf->frameTime ) {
- lf->frameTime = cg.time;
- if ( cg_debugAnim.integer ) {
- CG_Printf( "Clamp lf->frameTime\n");
- }
- }
- }
-
- if ( lf->frameTime > cg.time + 200 ) {
- lf->frameTime = cg.time;
- }
-
- if ( lf->oldFrameTime > cg.time ) {
- lf->oldFrameTime = cg.time;
- }
- // calculate current lerp value
- if ( lf->frameTime == lf->oldFrameTime ) {
- lf->backlerp = 0;
- } else {
- lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
- }
-}
-
-
-/*
-===============
-CG_ClearLerpFrame
-===============
-*/
-static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) {
- lf->frameTime = lf->oldFrameTime = cg.time;
- CG_SetLerpFrameAnimation( ci, lf, animationNumber );
- lf->oldFrame = lf->frame = lf->animation->firstFrame;
-}
-
-
-/*
-===============
-CG_PlayerAnimation
-===============
-*/
-static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
- int *torsoOld, int *torso, float *torsoBackLerp ) {
- clientInfo_t *ci;
- int clientNum;
- float speedScale;
-
- clientNum = cent->currentState.clientNum;
-
- if ( cg_noPlayerAnims.integer ) {
- *legsOld = *legs = *torsoOld = *torso = 0;
- return;
- }
-
- /*if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) {
- speedScale = 1.5;
- } else*/ {
- speedScale = 1;
- }
-
- ci = &cgs.clientinfo[ clientNum ];
-
- // do the shuffle turn frames locally
- if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) == LEGS_IDLE ) {
- CG_RunLerpFrame( ci, &cent->pe.legs, LEGS_TURN, speedScale );
- } else {
- CG_RunLerpFrame( ci, &cent->pe.legs, cent->currentState.legsAnim, speedScale );
- }
-
- *legsOld = cent->pe.legs.oldFrame;
- *legs = cent->pe.legs.frame;
- *legsBackLerp = cent->pe.legs.backlerp;
-
- CG_RunLerpFrame( ci, &cent->pe.torso, cent->currentState.torsoAnim, speedScale );
-
- *torsoOld = cent->pe.torso.oldFrame;
- *torso = cent->pe.torso.frame;
- *torsoBackLerp = cent->pe.torso.backlerp;
-}
-
-/*
-=============================================================================
-
-PLAYER ANGLES
-
-=============================================================================
-*/
-
-/*
-==================
-CG_SwingAngles
-==================
-*/
-static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
- float speed, float *angle, qboolean *swinging ) {
- float swing;
- float move;
- float scale;
-
- if ( !*swinging ) {
- // see if a swing should be started
- swing = AngleSubtract( *angle, destination );
- if ( swing > swingTolerance || swing < -swingTolerance ) {
- *swinging = qtrue;
- }
- }
-
- if ( !*swinging ) {
- return;
- }
-
- // modify the speed depending on the delta
- // so it doesn't seem so linear
- swing = AngleSubtract( destination, *angle );
- scale = fabs( swing );
- if ( scale < swingTolerance * 0.5 ) {
- scale = 0.5;
- } else if ( scale < swingTolerance ) {
- scale = 1.0;
- } else {
- scale = 2.0;
- }
-
- // swing towards the destination angle
- if ( swing >= 0 ) {
- move = cg.frametime * scale * speed;
- if ( move >= swing ) {
- move = swing;
- *swinging = qfalse;
- }
- *angle = AngleMod( *angle + move );
- } else if ( swing < 0 ) {
- move = cg.frametime * scale * -speed;
- if ( move <= swing ) {
- move = swing;
- *swinging = qfalse;
- }
- *angle = AngleMod( *angle + move );
- }
-
- // clamp to no more than tolerance
- swing = AngleSubtract( destination, *angle );
- if ( swing > clampTolerance ) {
- *angle = AngleMod( destination - (clampTolerance - 1) );
- } else if ( swing < -clampTolerance ) {
- *angle = AngleMod( destination + (clampTolerance - 1) );
- }
-}
-
-/*
-=================
-CG_AddPainTwitch
-=================
-*/
-static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
- int t;
- float f;
-
- t = cg.time - cent->pe.painTime;
- if ( t >= PAIN_TWITCH_TIME ) {
- return;
- }
-
- f = 1.0 - (float)t / PAIN_TWITCH_TIME;
-
- if ( cent->pe.painDirection ) {
- torsoAngles[ROLL] += 20 * f;
- } else {
- torsoAngles[ROLL] -= 20 * f;
- }
-}
-
-
-/*
-===============
-CG_PlayerAngles
-
-Handles seperate torso motion
-
- legs pivot based on direction of movement
-
- head always looks exactly at cent->lerpAngles
-
- if motion < 20 degrees, show in head only
- if < 45 degrees, also show in torso
-===============
-*/
-static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
- vec3_t legsAngles, torsoAngles, headAngles;
- float dest;
- static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
- vec3_t velocity;
- float speed;
- int dir;
-
- VectorCopy( cent->lerpAngles, headAngles );
- headAngles[YAW] = AngleMod( headAngles[YAW] );
- VectorClear( legsAngles );
- VectorClear( torsoAngles );
-
- // --------- yaw -------------
-
- // allow yaw to drift a bit
- if ( ( cent->currentState.legsAnim & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) != LEGS_IDLE
- || ( cent->currentState.torsoAnim & ~(ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) != TORSO_STAND ) {
- // if not standing still, always point all in the same direction
- cent->pe.torso.yawing = qtrue; // always center
- cent->pe.torso.pitching = qtrue; // always center
- cent->pe.legs.yawing = qtrue; // always center
- }
-
- // adjust legs for movement dir
- if ( cent->currentState.eFlags & EF_DEAD ) {
- // don't let dead bodies twitch
- dir = 0;
- } else {
- //TA: did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
- dir = cent->currentState.time2;
- if ( dir < 0 || dir > 7 ) {
- CG_Error( "Bad player movement angle" );
- }
- }
- legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ];
- torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ];
-
- // torso
- CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing );
- CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing );
-
- torsoAngles[YAW] = cent->pe.torso.yawAngle;
- legsAngles[YAW] = cent->pe.legs.yawAngle;
-
- // --------- pitch -------------
-
- // only show a fraction of the pitch angle in the torso
- if ( headAngles[PITCH] > 180 ) {
- dest = (-360 + headAngles[PITCH]) * 0.75f;
- } else {
- dest = headAngles[PITCH] * 0.75f;
- }
- CG_SwingAngles( dest, 15, 30, 0.1f, &cent->pe.torso.pitchAngle, &cent->pe.torso.pitching );
- torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
-
- // --------- roll -------------
-
-
- // lean towards the direction of travel
- VectorCopy( cent->currentState.pos.trDelta, velocity );
- speed = VectorNormalize( velocity );
- if ( speed ) {
- vec3_t axis[3];
- float side;
-
- speed *= 0.05f;
-
- AnglesToAxis( legsAngles, axis );
- side = speed * DotProduct( velocity, axis[1] );
- legsAngles[ROLL] -= side;
-
- side = speed * DotProduct( velocity, axis[0] );
- legsAngles[PITCH] += side;
- }
-
- // pain twitch
- CG_AddPainTwitch( cent, torsoAngles );
-
- // pull the angles back out of the hierarchial chain
- AnglesSubtract( headAngles, torsoAngles, headAngles );
- AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
- AnglesToAxis( legsAngles, legs );
- AnglesToAxis( torsoAngles, torso );
- AnglesToAxis( headAngles, head );
-}
-
-
-//==========================================================================
-
-/*
-===============
-CG_HasteTrail
-===============
-*/
-static void CG_HasteTrail( centity_t *cent ) {
- localEntity_t *smoke;
- vec3_t origin;
- int anim;
-
- if ( cent->trailTime > cg.time ) {
- return;
- }
- anim = cent->pe.legs.animationNumber & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING );
- if ( anim != LEGS_RUN && anim != LEGS_BACK ) {
- return;
- }
-
- cent->trailTime += 100;
- if ( cent->trailTime < cg.time ) {
- cent->trailTime = cg.time;
- }
-
- VectorCopy( cent->lerpOrigin, origin );
- origin[2] -= 16;
-
- smoke = CG_SmokePuff( origin, vec3_origin,
- 8,
- 1, 1, 1, 1,
- 500,
- cg.time,
- 0,
- 0,
- cgs.media.hastePuffShader );
-
- // use the optimized local entity add
- smoke->leType = LE_SCALE_FADE;
-}
-
-/*
-===============
-CG_TrailItem
-===============
-*/
-static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
- refEntity_t ent;
- vec3_t angles;
- vec3_t axis[3];
-
- VectorCopy( cent->lerpAngles, angles );
- angles[PITCH] = 0;
- angles[ROLL] = 0;
- AnglesToAxis( angles, axis );
-
- memset( &ent, 0, sizeof( ent ) );
- VectorMA( cent->lerpOrigin, -16, axis[0], ent.origin );
- ent.origin[2] += 16;
- angles[YAW] += 90;
- AnglesToAxis( angles, ent.axis );
-
- ent.hModel = hModel;
- trap_R_AddRefEntityToScene( &ent );
-}
-
-
-/*
-===============
-CG_PlayerPowerups
-===============
-*/
-#ifdef NEW_ANIMS
-static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
-#else
-static void CG_PlayerPowerups( centity_t *cent ) {
-#endif
- int powerups;
- clientInfo_t *ci;
-
- /*powerups = cent->currentState.powerups;
- if ( !powerups ) {
- return;
- }
-
- // quad gives a dlight
- if ( powerups & ( 1 << PW_QUAD ) ) {
- trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 0.2, 1 );
- }
-
- // flight plays a looped sound
- if ( powerups & ( 1 << PW_FLIGHT ) ) {
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound );
- }
-
- // redflag
- if ( powerups & ( 1 << PW_REDFLAG ) ) {
- CG_TrailItem( cent, cgs.media.redFlagModel );
- trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1, 0.2, 0.2 );
- }
-
- // blueflag
- if ( powerups & ( 1 << PW_BLUEFLAG ) ) {
- CG_TrailItem( cent, cgs.media.blueFlagModel );
- trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 0.2, 1 );
- }
-
- // haste leaves smoke trails
- if ( powerups & ( 1 << PW_HASTE ) ) {
- CG_HasteTrail( cent );
- }*/
-}
-
-
-/*
-===============
-CG_PlayerFloatSprite
-
-Float a sprite over the player's head
-===============
-*/
-static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) {
- int rf;
- refEntity_t ent;
-
- if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
- rf = RF_THIRD_PERSON; // only show in mirrors
- } else {
- rf = 0;
- }
-
- memset( &ent, 0, sizeof( ent ) );
- VectorCopy( cent->lerpOrigin, ent.origin );
- ent.origin[2] += 48;
- ent.reType = RT_SPRITE;
- ent.customShader = shader;
- ent.radius = 10;
- ent.renderfx = rf;
- ent.shaderRGBA[0] = 255;
- ent.shaderRGBA[1] = 255;
- ent.shaderRGBA[2] = 255;
- ent.shaderRGBA[3] = 255;
- trap_R_AddRefEntityToScene( &ent );
-}
-
-
-
-/*
-===============
-CG_PlayerSprites
-
-Float sprites over the player's head
-===============
-*/
-static void CG_PlayerSprites( centity_t *cent ) {
- int team;
-
- if ( cent->currentState.eFlags & EF_CONNECTION ) {
- CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
- return;
- }
-
- if ( cent->currentState.eFlags & EF_TALK ) {
- CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
- return;
- }
-
- if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) {
- CG_PlayerFloatSprite( cent, cgs.media.medalImpressive );
- return;
- }
-
- if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) {
- CG_PlayerFloatSprite( cent, cgs.media.medalExcellent );
- return;
- }
-
- if ( cent->currentState.eFlags & EF_AWARD_GAUNTLET ) {
- CG_PlayerFloatSprite( cent, cgs.media.medalGauntlet );
- return;
- }
-
- team = cgs.clientinfo[ cent->currentState.clientNum ].team;
- if ( !(cent->currentState.eFlags & EF_DEAD) &&
- cg.snap->ps.persistant[PERS_TEAM] == team &&
- cgs.gametype >= GT_TEAM) {
- if (cg_drawFriend.integer) {
- CG_PlayerFloatSprite( cent, cgs.media.friendShader );
- }
- return;
- }
-}
-
-/*
-===============
-CG_PlayerShadow
-
-Returns the Z component of the surface being shadowed
-
- should it return a full plane instead of a Z?
-===============
-*/
-#define SHADOW_DISTANCE 128
-static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
- vec3_t end, mins = {-15, -15, 0}, maxs = {15, 15, 2};
- trace_t trace;
- float alpha;
-
- *shadowPlane = 0;
-
- if ( cg_shadows.integer == 0 ) {
- return qfalse;
- }
-
- // no shadows when invisible
- /*if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) {
- return qfalse;
- }*/
-
- // send a trace down from the player to the ground
- VectorCopy( cent->lerpOrigin, end );
- end[2] -= SHADOW_DISTANCE;
-
- trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
-
- // no shadow if too high
- if ( trace.fraction == 1.0 ) {
- return qfalse;
- }
-
- *shadowPlane = trace.endpos[2] + 1;
-
- if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
- return qtrue;
- }
-
- // fade the shadow out with height
- alpha = 1.0 - trace.fraction;
-
- // add the mark as a temporary, so it goes directly to the renderer
- // without taking a spot in the cg_marks array
- CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
- cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
-
- return qtrue;
-}
-
-
-/*
-===============
-CG_PlayerSplash
-
-Draw a mark at the water surface
-===============
-*/
-static void CG_PlayerSplash( centity_t *cent ) {
- vec3_t start, end;
- trace_t trace;
- int contents;
- polyVert_t verts[4];
-
- if ( !cg_shadows.integer ) {
- return;
- }
-
- VectorCopy( cent->lerpOrigin, end );
- end[2] -= 24;
-
- // if the feet aren't in liquid, don't make a mark
- // this won't handle moving water brushes, but they wouldn't draw right anyway...
- contents = trap_CM_PointContents( end, 0 );
- if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
- return;
- }
-
- VectorCopy( cent->lerpOrigin, start );
- start[2] += 32;
-
- // if the head isn't out of liquid, don't make a mark
- contents = trap_CM_PointContents( start, 0 );
- if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
- return;
- }
-
- // trace down to find the surface
- trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
-
- if ( trace.fraction == 1.0 ) {
- return;
- }
-
- // create a mark polygon
- VectorCopy( trace.endpos, verts[0].xyz );
- verts[0].xyz[0] -= 32;
- verts[0].xyz[1] -= 32;
- verts[0].st[0] = 0;
- verts[0].st[1] = 0;
- verts[0].modulate[0] = 255;
- verts[0].modulate[1] = 255;
- verts[0].modulate[2] = 255;
- verts[0].modulate[3] = 255;
-
- VectorCopy( trace.endpos, verts[1].xyz );
- verts[1].xyz[0] -= 32;
- verts[1].xyz[1] += 32;
- verts[1].st[0] = 0;
- verts[1].st[1] = 1;
- verts[1].modulate[0] = 255;
- verts[1].modulate[1] = 255;
- verts[1].modulate[2] = 255;
- verts[1].modulate[3] = 255;
-
- VectorCopy( trace.endpos, verts[2].xyz );
- verts[2].xyz[0] += 32;
- verts[2].xyz[1] += 32;
- verts[2].st[0] = 1;
- verts[2].st[1] = 1;
- verts[2].modulate[0] = 255;
- verts[2].modulate[1] = 255;
- verts[2].modulate[2] = 255;
- verts[2].modulate[3] = 255;
-
- VectorCopy( trace.endpos, verts[3].xyz );
- verts[3].xyz[0] += 32;
- verts[3].xyz[1] -= 32;
- verts[3].st[0] = 1;
- verts[3].st[1] = 0;
- verts[3].modulate[0] = 255;
- verts[3].modulate[1] = 255;
- verts[3].modulate[2] = 255;
- verts[3].modulate[3] = 255;
-
- trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
-}
-
-
-
-/*
-===============
-CG_AddRefEntityWithPowerups
-
-Adds a piece with modifications or duplications for powerups
-Also called by CG_Missile for quad rockets, but nobody can tell...
-===============
-*/
-void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team ) {
-
- /*if ( powerups & ( 1 << PW_INVIS ) ) {
- ent->customShader = cgs.media.invisShader;
- trap_R_AddRefEntityToScene( ent );
- } else {*/
- trap_R_AddRefEntityToScene( ent );
-
- /*if ( powerups & ( 1 << PW_QUAD ) )
- {
- if (team == TEAM_HUMANS)
- ent->customShader = cgs.media.redQuadShader;
- else
- ent->customShader = cgs.media.quadShader;
- trap_R_AddRefEntityToScene( ent );
- }
- if ( powerups & ( 1 << PW_REGEN ) ) {
- if ( ( ( cg.time / 100 ) % 10 ) == 1 ) {
- ent->customShader = cgs.media.regenShader;
- trap_R_AddRefEntityToScene( ent );
- }
- }
- if ( powerups & ( 1 << PW_BATTLESUIT ) ) {
- ent->customShader = cgs.media.battleSuitShader;
- trap_R_AddRefEntityToScene( ent );
- }
- }*/
-}
-
-
-/*
-=================
-CG_LightVerts
-=================
-*/
-int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts )
-{
- int i, j;
- float incoming;
- vec3_t ambientLight;
- vec3_t lightDir;
- vec3_t directedLight;
-
- trap_R_LightForPoint( verts[0].xyz, ambientLight, directedLight, lightDir );
-
- for (i = 0; i < numVerts; i++) {
- incoming = DotProduct (normal, lightDir);
- if ( incoming <= 0 ) {
- verts[i].modulate[0] = ambientLight[0];
- verts[i].modulate[1] = ambientLight[1];
- verts[i].modulate[2] = ambientLight[2];
- verts[i].modulate[3] = 255;
- continue;
- }
- j = ( ambientLight[0] + incoming * directedLight[0] );
- if ( j > 255 ) {
- j = 255;
- }
- verts[i].modulate[0] = j;
-
- j = ( ambientLight[1] + incoming * directedLight[1] );
- if ( j > 255 ) {
- j = 255;
- }
- verts[i].modulate[1] = j;
-
- j = ( ambientLight[2] + incoming * directedLight[2] );
- if ( j > 255 ) {
- j = 255;
- }
- verts[i].modulate[2] = j;
-
- verts[i].modulate[3] = 255;
- }
- return qtrue;
-}
-
-
-/*
-=================
-CG_LightFromDirection
-=================
-*/
-int CG_LightFromDirection( vec3_t point, vec3_t direction )
-{
- int i, j;
- float incoming;
- vec3_t ambientLight;
- vec3_t lightDir;
- vec3_t directedLight;
- vec3_t result;
-
- trap_R_LightForPoint( point, ambientLight, directedLight, lightDir );
-
- incoming = DotProduct (direction, lightDir);
- if ( incoming <= 0 ) {
- result[0] = ambientLight[0];
- result[1] = ambientLight[1];
- result[2] = ambientLight[2];
- return (int)((float)( result[0] + result[1] + result[2] ) / 3.0f );
- }
-
- j = ( ambientLight[0] + incoming * directedLight[0] );
- if ( j > 255 ) {
- j = 255;
- }
- result[0] = j;
-
- j = ( ambientLight[1] + incoming * directedLight[1] );
- if ( j > 255 ) {
- j = 255;
- }
- result[1] = j;
-
- j = ( ambientLight[2] + incoming * directedLight[2] );
- if ( j > 255 ) {
- j = 255;
- }
- result[2] = j;
-
- return (int)((float)( result[0] + result[1] + result[2] ) / 3.0f );
-}
-
-
-/*
-=================
-CG_AmbientLight
-=================
-*/
-int CG_AmbientLight( vec3_t point )
-{
- vec3_t ambientLight;
- vec3_t lightDir;
- vec3_t directedLight;
- vec3_t result;
-
- trap_R_LightForPoint( point, ambientLight, directedLight, lightDir );
-
- result[0] = ambientLight[0];
- result[1] = ambientLight[1];
- result[2] = ambientLight[2];
- return (int)((float)( result[0] + result[1] + result[2] ) / 3.0f );
-}
-
-
-/*
-===============
-CG_Player
-===============
-*/
-void CG_Player( centity_t *cent ) {
- clientInfo_t *ci;
- refEntity_t legs;
- refEntity_t torso;
- refEntity_t head;
- int clientNum;
- int renderfx;
- qboolean shadow;
- float shadowPlane;
-
- // the client number is stored in clientNum. It can't be derived
- // from the entity number, because a single client may have
- // multiple corpses on the level using the same clientinfo
- clientNum = cent->currentState.clientNum;
- if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
- CG_Error( "Bad clientNum on player entity");
- }
- ci = &cgs.clientinfo[ clientNum ];
-
- // it is possible to see corpses from disconnected players that may
- // not have valid clientinfo
- if ( !ci->infoValid ) {
- return;
- }
-
- // get the player model information
- renderfx = 0;
- if ( cent->currentState.number == cg.snap->ps.clientNum) {
- if (!cg.renderingThirdPerson) {
- renderfx = RF_THIRD_PERSON; // only draw in mirrors
- } else {
- if (cg_cameraMode.integer) {
- return;
- }
- }
- }
-
- memset( &legs, 0, sizeof(legs) );
- memset( &torso, 0, sizeof(torso) );
- memset( &head, 0, sizeof(head) );
-
- // get the rotation information
- CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
-
- // get the animation state (after rotation, to allow feet shuffle)
- CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
- &torso.oldframe, &torso.frame, &torso.backlerp );
-
-#ifndef NEW_ANIMS
- // add powerups floating behind the player
- //CG_PlayerPowerups( cent );
-#endif
-
- // add the talk baloon or disconnect icon
- CG_PlayerSprites( cent );
-
- // add the shadow
- //TA: but only for humans
- if( ( cent->currentState.powerups & 0xFF ) == PTE_HUMANS )
- shadow = CG_PlayerShadow( cent, &shadowPlane );
-
- // add a water splash if partially in and out of water
- CG_PlayerSplash( cent );
-
- if ( cg_shadows.integer == 3 && shadow ) {
- renderfx |= RF_SHADOW_PLANE;
- }
- renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
-
- //
- // add the legs
- //
- legs.hModel = ci->legsModel;
- legs.customSkin = ci->legsSkin;
-
- VectorCopy( cent->lerpOrigin, legs.origin );
-
- VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
- legs.shadowPlane = shadowPlane;
- legs.renderfx = renderfx;
- VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
-
- //TA: rotate the model so it sits on a wall
- if( cent->currentState.legsAnim & ANIM_WALLCLIMBING &&
- !( cent->currentState.eFlags & EF_DEAD ) &&
- !( cg.intermissionStarted ) )
- {
- vec3_t forward, surfNormal;
- trace_t tr;
-
- VectorCopy( cent->currentState.angles2, surfNormal );
-
- /*CG_Printf( "%d: ", cent->currentState.number );
- CG_Printf( "%f ", surfNormal[ 0 ] );
- CG_Printf( "%f ", surfNormal[ 1 ] );
- CG_Printf( "%f ", surfNormal[ 2 ] );
- CG_Printf( "\n" );*/
-
- AngleVectors( cent->lerpAngles, forward, NULL, NULL );
- VectorCopy( surfNormal, legs.axis[2] );
- ProjectPointOnPlane( legs.axis[0], forward, legs.axis[2] );
- if( !VectorNormalize( legs.axis[0] ) )
- {
- AngleVectors( cent->lerpAngles, NULL, NULL, forward );
- ProjectPointOnPlane( legs.axis[0], forward, legs.axis[2] );
- VectorNormalize( legs.axis[0] );
- }
- CrossProduct( legs.axis[0], legs.axis[2], legs.axis[1] );
- legs.axis[1][0] = -legs.axis[1][0];
- legs.axis[1][1] = -legs.axis[1][1];
- legs.axis[1][2] = -legs.axis[1][2];
-
- VectorCopy( legs.origin, legs.lightingOrigin );
- VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
- }
-
-
- //CG_AddRefEntityWithPowerups( &legs, cent->currentState.powerups, ci->team );
- trap_R_AddRefEntityToScene( &legs );
-
- // if the model failed, allow the default nullmodel to be displayed
- if (!legs.hModel) {
- return;
- }
-
- //
- // add the torso
- //
- torso.hModel = ci->torsoModel;
- if (!torso.hModel) {
- return;
- }
-
- torso.customSkin = ci->torsoSkin;
-
- VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
-
- CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso");
-
- torso.shadowPlane = shadowPlane;
- torso.renderfx = renderfx;
-
- //CG_AddRefEntityWithPowerups( &torso, cent->currentState.powerups, ci->team );
- trap_R_AddRefEntityToScene( &torso );
-
- //
- // add the head
- //
- head.hModel = ci->headModel;
- if (!head.hModel) {
- return;
- }
- head.customSkin = ci->headSkin;
-
- VectorCopy( cent->lerpOrigin, head.lightingOrigin );
-
- CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
-
- head.shadowPlane = shadowPlane;
- head.renderfx = renderfx;
-
- //CG_AddRefEntityWithPowerups( &head, cent->currentState.powerups, ci->team );
- trap_R_AddRefEntityToScene( &head );
-
- //
- // add the gun / barrel / flash
- //
- CG_AddPlayerWeapon( &torso, NULL, cent );
-}
-
-/*
-===============
-CG_Corpse
-===============
-*/
-void CG_Corpse( centity_t *cent )
-{
- clientInfo_t *ci;
- refEntity_t legs;
- refEntity_t torso;
- refEntity_t head;
- int clientNum;
- int renderfx;
- qboolean shadow;
- float shadowPlane;
-
- //if this is the first time the function has been run set cent->corpseNum
- if( cent->corpseNum < 1 )
- {
- ci = &cgs.clientinfo[ cent->currentState.clientNum ];
- cent->corpseNum = CG_GetCorpseNum( ci ) + 1;
- if ( cent->corpseNum < 1 || cent->corpseNum >= MAX_CLIENTS + 1 )
- {
- CG_Error( "Bad corpseNum on corpse entity: %d", cent->corpseNum );
- }
- }
-
- ci = &cgs.corpseinfo[ cent->corpseNum - 1 ];
-
- // it is possible to see corpses from disconnected players that may
- // not have valid clientinfo
- if ( !ci->infoValid ) {
- return;
- }
-
- memset( &legs, 0, sizeof(legs) );
- memset( &torso, 0, sizeof(torso) );
- memset( &head, 0, sizeof(head) );
-
- // get the rotation information
- CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
-
- //set the correct frame (should always be dead)
- if ( cg_noPlayerAnims.integer )
- legs.oldframe = legs.frame = torso.oldframe = torso.frame = 0;
- else
- {
- CG_RunLerpFrame( ci, &cent->pe.legs, cent->currentState.legsAnim, 1 );
- legs.oldframe = cent->pe.legs.oldFrame;
- legs.frame = cent->pe.legs.frame;
- legs.backlerp = cent->pe.legs.backlerp;
-
- CG_RunLerpFrame( ci, &cent->pe.torso, cent->currentState.torsoAnim, 1 );
- torso.oldframe = cent->pe.torso.oldFrame;
- torso.frame = cent->pe.torso.frame;
- torso.backlerp = cent->pe.torso.backlerp;
- }
-
-
- // add the shadow
- shadow = CG_PlayerShadow( cent, &shadowPlane );
-
- // get the player model information
- renderfx = 0;
- if ( cg_shadows.integer == 3 && shadow ) {
- renderfx |= RF_SHADOW_PLANE;
- }
- renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
-
- //
- // add the legs
- //
- legs.hModel = ci->legsModel;
- legs.customSkin = ci->legsSkin;
-
- VectorCopy( cent->lerpOrigin, legs.origin );
-
- VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
- legs.shadowPlane = shadowPlane;
- legs.renderfx = renderfx;
- VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
-
- //CG_AddRefEntityWithPowerups( &legs, cent->currentState.powerups, ci->team );
- trap_R_AddRefEntityToScene( &legs );
-
- // if the model failed, allow the default nullmodel to be displayed
- if (!legs.hModel) {
- return;
- }
-
- //
- // add the torso
- //
- torso.hModel = ci->torsoModel;
- if (!torso.hModel) {
- return;
- }
-
- torso.customSkin = ci->torsoSkin;
-
- VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
-
- CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso");
-
- torso.shadowPlane = shadowPlane;
- torso.renderfx = renderfx;
-
- //CG_AddRefEntityWithPowerups( &torso, cent->currentState.powerups, ci->team );
- trap_R_AddRefEntityToScene( &torso );
-
- //
- // add the head
- //
- head.hModel = ci->headModel;
- if (!head.hModel) {
- return;
- }
- head.customSkin = ci->headSkin;
-
- VectorCopy( cent->lerpOrigin, head.lightingOrigin );
-
- CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
-
- head.shadowPlane = shadowPlane;
- head.renderfx = renderfx;
-
- //CG_AddRefEntityWithPowerups( &head, cent->currentState.powerups, ci->team );
- trap_R_AddRefEntityToScene( &head );
-}
-
-
-//=====================================================================
-
-/*
-===============
-CG_ResetPlayerEntity
-
-A player just came into view or teleported, so reset all animation info
-===============
-*/
-void CG_ResetPlayerEntity( centity_t *cent ) {
- cent->errorTime = -99999; // guarantee no error decay added
- cent->extrapolated = qfalse;
-
- CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.legs, cent->currentState.legsAnim );
- CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.torso, cent->currentState.torsoAnim );
-
- BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
- BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
-
- VectorCopy( cent->lerpOrigin, cent->rawOrigin );
- VectorCopy( cent->lerpAngles, cent->rawAngles );
-
- memset( &cent->pe.legs, 0, sizeof( cent->pe.legs ) );
- cent->pe.legs.yawAngle = cent->rawAngles[YAW];
- cent->pe.legs.yawing = qfalse;
- cent->pe.legs.pitchAngle = 0;
- cent->pe.legs.pitching = qfalse;
-
- memset( &cent->pe.torso, 0, sizeof( cent->pe.legs ) );
- cent->pe.torso.yawAngle = cent->rawAngles[YAW];
- cent->pe.torso.yawing = qfalse;
- cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
- cent->pe.torso.pitching = qfalse;
-
- if ( cg_debugPosition.integer ) {
- CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle );
- }
-}
-
diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c
deleted file mode 100644
index 3477f108..00000000
--- a/src/cgame/cg_playerstate.c
+++ /dev/null
@@ -1,502 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_playerstate.c -- this file acts on changes in a new playerState_t
-// With normal play, this will be done after local prediction, but when
-// following another player or playing back a demo, it will be checked
-// when the snapshot transitions like all the other entities
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-/*
-==============
-CG_CheckAmmo
-
-If the ammo has gone low enough to generate the warning, play a sound
-==============
-*/
-void CG_CheckAmmo( void ) {
- int i;
- int total;
- int previous;
- int ammo, clips, maxclips;
-
- // see about how many seconds of ammo we have remaining
- total = 0;
- for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
- if ( !BG_gotWeapon( i, cg.snap->ps.stats ) ) {
- continue;
- }
-
- BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
-
- switch ( i ) {
- case WP_ROCKET_LAUNCHER:
- case WP_GRENADE_LAUNCHER:
- case WP_RAILGUN:
- case WP_SHOTGUN:
- total += ammo * 1000;
- break;
- default:
- if( clips )
- total += 5000;
- total += ammo * 200;
- break;
- }
- if ( total >= 5000 || BG_infiniteAmmo( i ) ) {
- cg.lowAmmoWarning = 0;
- return;
- }
- }
-
- previous = cg.lowAmmoWarning;
-
- if ( total == 0 ) {
- cg.lowAmmoWarning = 2;
- } else {
- cg.lowAmmoWarning = 1;
- }
-
- // play a sound on transitions
- if ( cg.lowAmmoWarning != previous ) {
- trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
- }
-}
-
-/*
-==============
-CG_DamageFeedback
-==============
-*/
-void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
- float left, front, up;
- float kick;
- int health;
- float scale;
- vec3_t dir;
- vec3_t angles;
- float dist;
- float yaw, pitch;
-
- // show the attacking player's head and name in corner
- cg.attackerTime = cg.time;
-
- // the lower on health you are, the greater the view kick will be
- health = cg.snap->ps.stats[STAT_HEALTH];
- if ( health < 40 ) {
- scale = 1;
- } else {
- scale = 40.0 / health;
- }
- kick = damage * scale;
-
- if (kick < 5)
- kick = 5;
- if (kick > 10)
- kick = 10;
-
- // if yaw and pitch are both 255, make the damage always centered (falling, etc)
- if ( yawByte == 255 && pitchByte == 255 ) {
- cg.damageX = 0;
- cg.damageY = 0;
- cg.v_dmg_roll = 0;
- cg.v_dmg_pitch = -kick;
- } else {
- // positional
- pitch = pitchByte / 255.0 * 360;
- yaw = yawByte / 255.0 * 360;
-
- angles[PITCH] = pitch;
- angles[YAW] = yaw;
- angles[ROLL] = 0;
-
- AngleVectors( angles, dir, NULL, NULL );
- VectorSubtract( vec3_origin, dir, dir );
-
- front = DotProduct (dir, cg.refdef.viewaxis[0] );
- left = DotProduct (dir, cg.refdef.viewaxis[1] );
- up = DotProduct (dir, cg.refdef.viewaxis[2] );
-
- dir[0] = front;
- dir[1] = left;
- dir[2] = 0;
- dist = VectorLength( dir );
- if ( dist < 0.1 ) {
- dist = 0.1f;
- }
-
- cg.v_dmg_roll = kick * left;
-
- cg.v_dmg_pitch = -kick * front;
-
- if ( front <= 0.1 ) {
- front = 0.1f;
- }
- cg.damageX = -left / front;
- cg.damageY = up / dist;
- }
-
- // clamp the position
- if ( cg.damageX > 1.0 ) {
- cg.damageX = 1.0;
- }
- if ( cg.damageX < - 1.0 ) {
- cg.damageX = -1.0;
- }
-
- if ( cg.damageY > 1.0 ) {
- cg.damageY = 1.0;
- }
- if ( cg.damageY < - 1.0 ) {
- cg.damageY = -1.0;
- }
-
- // don't let the screen flashes vary as much
- if ( kick > 10 ) {
- kick = 10;
- }
- cg.damageValue = kick;
- cg.v_dmg_time = cg.time + DAMAGE_TIME;
- cg.damageTime = cg.snap->serverTime;
-}
-
-
-
-
-/*
-================
-CG_Respawn
-
-A respawn happened this snapshot
-================
-*/
-void CG_Respawn( void ) {
- // no error decay on player movement
- cg.thisFrameTeleport = qtrue;
-
- // display weapons available
- cg.weaponSelectTime = cg.time;
-
- // select the weapon the server says we are using
- cg.weaponSelect = cg.snap->ps.weapon;
-}
-
-extern char *eventnames[];
-
-/*
-==============
-CG_CheckPlayerstateEvents
-
-==============
-*/
-void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) {
- int i;
- int event;
- centity_t *cent;
-
- if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) {
- cent = &cg_entities[ ps->clientNum ];
- cent->currentState.event = ps->externalEvent;
- cent->currentState.eventParm = ps->externalEventParm;
- CG_EntityEvent( cent, cent->lerpOrigin );
- }
-
- cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];
-
- // go through the predictable events buffer
- for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
- // if we have a new predictable event
- if ( i >= ops->eventSequence
- // or the server told us to play another event instead of a predicted event we already issued
- // or something the server told us changed our prediction causing a different event
- || (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) {
-
- event = ps->events[ i & (MAX_PS_EVENTS-1) ];
-
- cent->currentState.event = event;
- cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
- CG_EntityEvent( cent, cent->lerpOrigin );
- cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
-
- cg.eventSequence++;
- }
- }
-}
-
-
-/*
-==================
-CG_CheckChangedPredictableEvents
-==================
-*/
-void CG_CheckChangedPredictableEvents( playerState_t *ps ) {
- int i;
- int event;
- centity_t *cent;
-
- cent = &cg.predictedPlayerEntity;
- for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
- //
- if (i >= cg.eventSequence) {
- continue;
- }
- // if this event is not further back in than the maximum predictable events we remember
- if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) {
- // if the new playerstate event is different from a previously predicted one
- if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] ) {
-
- event = ps->events[ i & (MAX_PS_EVENTS-1) ];
- cent->currentState.event = event;
- cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
- CG_EntityEvent( cent, cent->lerpOrigin );
-
- cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
-
- if ( cg_showmiss.integer ) {
- CG_Printf("WARNING: changed predicted event\n");
- }
- }
- }
- }
-}
-
-/*
-==================
-pushReward
-==================
-*/
-static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) {
- if (cg.rewardStack < (MAX_REWARDSTACK-1)) {
- cg.rewardStack++;
- cg.rewardSound[cg.rewardStack] = sfx;
- cg.rewardShader[cg.rewardStack] = shader;
- cg.rewardCount[cg.rewardStack] = rewardCount;
- }
-}
-
-
-/*
-==================
-CG_CheckLocalSounds
-==================
-*/
-void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
- int highScore, health, armor, reward;
- sfxHandle_t sfx;
-
- // don't play the sounds if the player just changed teams
- if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] ) {
- return;
- }
-
- // hit changes
- if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
- /*armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
- health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;*/
- trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
- } else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
- trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND );
- }
-
- // health changes of more than -1 should make pain sounds
- if ( ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1 ) {
- if ( ps->stats[STAT_HEALTH] > 0 ) {
- CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[STAT_HEALTH] );
- }
- }
-
-
- // if we are going into the intermission, don't start any voices
- if ( cg.intermissionStarted ) {
- return;
- }
-
- // reward sounds
- reward = qfalse;
- /*if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) {
- pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]);
- reward = qtrue;
- //Com_Printf("capture\n");
- }
- if (ps->persistant[PERS_IMPRESSIVE_COUNT] != ops->persistant[PERS_IMPRESSIVE_COUNT]) {
- sfx = cgs.media.impressiveSound;
- pushReward(sfx, cgs.media.medalImpressive, ps->persistant[PERS_IMPRESSIVE_COUNT]);
- reward = qtrue;
- //Com_Printf("impressive\n");
- }
- if (ps->persistant[PERS_EXCELLENT_COUNT] != ops->persistant[PERS_EXCELLENT_COUNT]) {
- sfx = cgs.media.excellentSound;
- pushReward(sfx, cgs.media.medalExcellent, ps->persistant[PERS_EXCELLENT_COUNT]);
- reward = qtrue;
- //Com_Printf("excellent\n");
- }
- if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) {
- sfx = cgs.media.humiliationSound;
- pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
- reward = qtrue;
- //Com_Printf("guantlet frag\n");
- }
- if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
- pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);
- reward = qtrue;
- //Com_Printf("defend\n");
- }
- if (ps->persistant[PERS_ASSIST_COUNT] != ops->persistant[PERS_ASSIST_COUNT]) {
- pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]);
- reward = qtrue;
- //Com_Printf("assist\n");
- }*/
- // if any of the player event bits changed
- /*if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) {
- if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) !=
- (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) {
- trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER );
- }
- else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) !=
- (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) {
- trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER );
- }
- else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) !=
- (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) {
- trap_S_StartLocalSound( cgs.media.holyShitSound, CHAN_ANNOUNCER );
- }
- reward = qtrue;
- }*/
-
- // check for flag pickup
- /*if ( cgs.gametype >= GT_TEAM ) {
- if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
- (ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
- (ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) )
- {
- trap_S_StartLocalSound( cgs.media.youHaveFlagSound, CHAN_ANNOUNCER );
- }
- }*/
-
- // lead changes
- /*if (!reward) {
- //
- if ( !cg.warmup ) {
- // never play lead changes during warmup
- if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) {
- if ( cgs.gametype < GT_TEAM) {
- if ( ps->persistant[PERS_RANK] == 0 ) {
- CG_AddBufferedSound(cgs.media.takenLeadSound);
- } else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
- CG_AddBufferedSound(cgs.media.tiedLeadSound);
- } else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
- CG_AddBufferedSound(cgs.media.lostLeadSound);
- }
- }
- }
- }
- }*/
-
- // timelimit warnings
- if ( cgs.timelimit > 0 ) {
- int msec;
-
- msec = cg.time - cgs.levelStartTime;
- if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
- cg.timelimitWarnings |= 1 | 2 | 4;
- trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER );
- }
- else if ( !( cg.timelimitWarnings & 2 ) && msec > (cgs.timelimit - 1) * 60 * 1000 ) {
- cg.timelimitWarnings |= 1 | 2;
- trap_S_StartLocalSound( cgs.media.oneMinuteSound, CHAN_ANNOUNCER );
- }
- else if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && msec > (cgs.timelimit - 5) * 60 * 1000 ) {
- cg.timelimitWarnings |= 1;
- trap_S_StartLocalSound( cgs.media.fiveMinuteSound, CHAN_ANNOUNCER );
- }
- }
-
- // fraglimit warnings
- if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) {
- highScore = cgs.scores1;
- if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
- cg.fraglimitWarnings |= 1 | 2 | 4;
- CG_AddBufferedSound(cgs.media.oneFragSound);
- }
- else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) {
- cg.fraglimitWarnings |= 1 | 2;
- CG_AddBufferedSound(cgs.media.twoFragSound);
- }
- else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) {
- cg.fraglimitWarnings |= 1;
- CG_AddBufferedSound(cgs.media.threeFragSound);
- }
- }
-}
-
-
-/*
-===============
-CG_TransitionPlayerState
-
-===============
-*/
-void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) {
- // check for changing follow mode
- if ( ps->clientNum != ops->clientNum ) {
- cg.thisFrameTeleport = qtrue;
- // make sure we don't get any unwanted transition effects
- *ops = *ps;
- }
-
- // damage events (player is getting wounded)
- if ( ps->damageEvent != ops->damageEvent && ps->damageCount ) {
- CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount );
- }
-
- // respawning
- if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] ) {
- CG_Respawn();
- }
-
- if ( cg.mapRestart ) {
- CG_Respawn();
- cg.mapRestart = qfalse;
- }
-
- if ( cg.snap->ps.pm_type != PM_INTERMISSION
- && ps->persistant[PERS_TEAM] != TEAM_SPECTATOR ) {
- CG_CheckLocalSounds( ps, ops );
- }
-
- // check for going low on ammo
- CG_CheckAmmo();
-
- // run events
- CG_CheckPlayerstateEvents( ps, ops );
-
- // smooth the ducking viewheight change
- if ( ps->viewheight != ops->viewheight ) {
- cg.duckChange = ps->viewheight - ops->viewheight;
- cg.duckTime = cg.time;
- }
-}
-
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
deleted file mode 100644
index 0b9505ba..00000000
--- a/src/cgame/cg_predict.c
+++ /dev/null
@@ -1,615 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_predict.c -- this file generates cg.predictedPlayerState by either
-// interpolating between snapshots from the server or locally predicting
-// ahead the client's movement.
-// It also handles local physics interaction, like fragments bouncing off walls
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-static pmove_t cg_pmove;
-
-static int cg_numSolidEntities;
-static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
-static int cg_numTriggerEntities;
-static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
-
-/*
-====================
-CG_BuildSolidList
-
-When a new cg.snap has been set, this function builds a sublist
-of the entities that are actually solid, to make for more
-efficient collision detection
-====================
-*/
-void CG_BuildSolidList( void ) {
- int i;
- centity_t *cent;
- snapshot_t *snap;
- entityState_t *ent;
-
- cg_numSolidEntities = 0;
- cg_numTriggerEntities = 0;
-
- if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
- snap = cg.nextSnap;
- } else {
- snap = cg.snap;
- }
-
- for ( i = 0 ; i < snap->numEntities ; i++ ) {
- cent = &cg_entities[ snap->entities[ i ].number ];
- ent = &cent->currentState;
-
- if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) {
- cg_triggerEntities[cg_numTriggerEntities] = cent;
- cg_numTriggerEntities++;
- continue;
- }
-
- if ( cent->nextState.solid ) {
- cg_solidEntities[cg_numSolidEntities] = cent;
- cg_numSolidEntities++;
- continue;
- }
- }
-}
-
-/*
-====================
-CG_ClipMoveToEntities
-
-====================
-*/
-static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
- int skipNumber, int mask, trace_t *tr ) {
- int i, x, zd, zu;
- trace_t trace;
- entityState_t *ent;
- clipHandle_t cmodel;
- vec3_t bmins, bmaxs;
- vec3_t origin, angles;
- centity_t *cent;
-
- for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
- cent = cg_solidEntities[ i ];
- ent = &cent->currentState;
-
- if ( ent->number == skipNumber ) {
- continue;
- }
-
- if ( ent->solid == SOLID_BMODEL ) {
- // special value for bmodel
- cmodel = trap_CM_InlineModel( ent->modelindex );
- VectorCopy( cent->lerpAngles, angles );
- BG_EvaluateTrajectory( &cent->currentState.pos, cg.physicsTime, origin );
- } else {
- // encoded bbox
- x = (ent->solid & 255);
- zd = ((ent->solid>>8) & 255);
- zu = ((ent->solid>>16) & 255) - 32;
-
- bmins[0] = bmins[1] = -x;
- bmaxs[0] = bmaxs[1] = x;
- bmins[2] = -zd;
- bmaxs[2] = zu;
-
- cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
- VectorCopy( vec3_origin, angles );
- VectorCopy( cent->lerpOrigin, origin );
- }
-
-
- trap_CM_TransformedBoxTrace ( &trace, start, end,
- mins, maxs, cmodel, mask, origin, angles);
-
- if (trace.allsolid || trace.fraction < tr->fraction) {
- trace.entityNum = ent->number;
- *tr = trace;
- } else if (trace.startsolid) {
- tr->startsolid = qtrue;
- }
- if ( tr->allsolid ) {
- return;
- }
- }
-}
-
-/*
-================
-CG_Trace
-================
-*/
-void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
- int skipNumber, int mask ) {
- trace_t t;
-
- trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
- t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
- // check all other solid models
- CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t);
-
- *result = t;
-}
-
-/*
-================
-CG_PointContents
-================
-*/
-int CG_PointContents( const vec3_t point, int passEntityNum ) {
- int i;
- entityState_t *ent;
- centity_t *cent;
- clipHandle_t cmodel;
- int contents;
-
- contents = trap_CM_PointContents (point, 0);
-
- for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
- cent = cg_solidEntities[ i ];
-
- ent = &cent->currentState;
-
- if ( ent->number == passEntityNum ) {
- continue;
- }
-
- if (ent->solid != SOLID_BMODEL) { // special value for bmodel
- continue;
- }
-
- cmodel = trap_CM_InlineModel( ent->modelindex );
- if ( !cmodel ) {
- continue;
- }
-
- contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles );
- }
-
- return contents;
-}
-
-
-/*
-========================
-CG_InterpolatePlayerState
-
-Generates cg.predictedPlayerState by interpolating between
-cg.snap->player_state and cg.nextFrame->player_state
-========================
-*/
-static void CG_InterpolatePlayerState( qboolean grabAngles ) {
- float f;
- int i;
- playerState_t *out;
- snapshot_t *prev, *next;
-
- out = &cg.predictedPlayerState;
- prev = cg.snap;
- next = cg.nextSnap;
-
- *out = cg.snap->ps;
-
- // if we are still allowing local input, short circuit the view angles
- if ( grabAngles ) {
- usercmd_t cmd;
- int cmdNum;
-
- cmdNum = trap_GetCurrentCmdNumber();
- trap_GetUserCmd( cmdNum, &cmd );
-
- PM_UpdateViewAngles( out, &cmd );
- }
-
- // if the next frame is a teleport, we can't lerp to it
- if ( cg.nextFrameTeleport ) {
- return;
- }
-
- if ( !next || next->serverTime <= prev->serverTime ) {
- return;
- }
-
- f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
-
- i = next->ps.bobCycle;
- if ( i < prev->ps.bobCycle ) {
- i += 256; // handle wraparound
- }
- out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );
-
- for ( i = 0 ; i < 3 ; i++ ) {
- out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
- if ( !grabAngles ) {
- out->viewangles[i] = LerpAngle(
- prev->ps.viewangles[i], next->ps.viewangles[i], f );
- }
- out->velocity[i] = prev->ps.velocity[i] +
- f * (next->ps.velocity[i] - prev->ps.velocity[i] );
- }
-
-}
-
-/*
-===================
-CG_TouchItem
-===================
-*/
-static void CG_TouchItem( centity_t *cent ) {
- gitem_t *item;
- int ammo, clips, maxclips;
-
- BG_unpackAmmoArray( item->giTag, cg.predictedPlayerState.ammo, cg.predictedPlayerState.powerups, &ammo, &clips, &maxclips );
-
- if ( !cg_predictItems.integer ) {
- return;
- }
- if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, &cent->currentState, cg.time ) ) {
- return;
- }
-
- // never pick an item up twice in a prediction
- if ( cent->miscTime == cg.time ) {
- return;
- }
-
- if ( !BG_CanItemBeGrabbed( cgs.gametype, &cent->currentState, &cg.predictedPlayerState ) ) {
- return; // can't hold it
- }
-
- item = &bg_itemlist[ cent->currentState.modelindex ];
-
- // grab it
- BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
-
- // remove it from the frame so it won't be drawn
- cent->currentState.eFlags |= EF_NODRAW;
-
- // don't touch it again this prediction
- cent->miscTime = cg.time;
-
- // if its a weapon, give them some predicted ammo so the autoswitch will work
- if ( item->giType == IT_WEAPON ) {
- BG_packWeapon( item->giTag, cg.predictedPlayerState.stats );
- if ( ammo == 0 && clips == 0 ) {
- BG_packAmmoArray( item->giTag, cg.predictedPlayerState.ammo, cg.predictedPlayerState.powerups, 1, 0, 0 );
- }
- }
-}
-
-
-/*
-=========================
-CG_TouchTriggerPrediction
-
-Predict push triggers and items
-=========================
-*/
-static void CG_TouchTriggerPrediction( void ) {
- int i;
- trace_t trace;
- entityState_t *ent;
- clipHandle_t cmodel;
- centity_t *cent;
- qboolean spectator;
-
- // dead clients don't activate triggers
- if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
- return;
- }
-
- spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR );
-
- if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) {
- return;
- }
-
- for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) {
- cent = cg_triggerEntities[ i ];
- ent = &cent->currentState;
-
- if ( ent->eType == ET_ITEM && !spectator ) {
- CG_TouchItem( cent );
- continue;
- }
-
- if ( ent->solid != SOLID_BMODEL ) {
- continue;
- }
-
- cmodel = trap_CM_InlineModel( ent->modelindex );
- if ( !cmodel ) {
- continue;
- }
-
- trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin,
- cg_pmove.mins, cg_pmove.maxs, cmodel, -1 );
-
- if ( !trace.startsolid ) {
- continue;
- }
-
- if ( ent->eType == ET_TELEPORT_TRIGGER ) {
- cg.hyperspace = qtrue;
- } else if ( ent->eType == ET_PUSH_TRIGGER ) {
- BG_TouchJumpPad( &cg.predictedPlayerState, ent );
- }
- }
-
- // if we didn't touch a jump pad this pmove frame
- if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) {
- cg.predictedPlayerState.jumppad_frame = 0;
- cg.predictedPlayerState.jumppad_ent = 0;
- }
-}
-
-
-
-/*
-=================
-CG_PredictPlayerState
-
-Generates cg.predictedPlayerState for the current cg.time
-cg.predictedPlayerState is guaranteed to be valid after exiting.
-
-For demo playback, this will be an interpolation between two valid
-playerState_t.
-
-For normal gameplay, it will be the result of predicted usercmd_t on
-top of the most recent playerState_t received from the server.
-
-Each new snapshot will usually have one or more new usercmd over the last,
-but we simulate all unacknowledged commands each time, not just the new ones.
-This means that on an internet connection, quite a few pmoves may be issued
-each frame.
-
-OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
-differs from the predicted one. Would require saving all intermediate
-playerState_t during prediction.
-
-We detect prediction errors and allow them to be decayed off over several frames
-to ease the jerk.
-=================
-*/
-void CG_PredictPlayerState( void ) {
- int cmdNum, current;
- playerState_t oldPlayerState;
- qboolean moved;
- usercmd_t oldestCmd;
- usercmd_t latestCmd;
-
- cg.hyperspace = qfalse; // will be set if touching a trigger_teleport
-
- // if this is the first frame we must guarantee
- // predictedPlayerState is valid even if there is some
- // other error condition
- if ( !cg.validPPS ) {
- cg.validPPS = qtrue;
- cg.predictedPlayerState = cg.snap->ps;
- }
-
-
- // demo playback just copies the moves
- if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
- CG_InterpolatePlayerState( qfalse );
- return;
- }
-
- // non-predicting local movement will grab the latest angles
- if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
- CG_InterpolatePlayerState( qtrue );
- return;
- }
-
- // prepare for pmove
- cg_pmove.ps = &cg.predictedPlayerState;
- cg_pmove.trace = CG_Trace;
- cg_pmove.pointcontents = CG_PointContents;
- if ( cg_pmove.ps->pm_type == PM_DEAD ) {
- cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
- }
- else {
- cg_pmove.tracemask = MASK_PLAYERSOLID;
- }
- if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
- cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies
- }
- cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;
-
- // save the state before the pmove so we can detect transitions
- oldPlayerState = cg.predictedPlayerState;
-
- current = trap_GetCurrentCmdNumber();
-
- // if we don't have the commands right after the snapshot, we
- // can't accurately predict a current position, so just freeze at
- // the last good position we had
- cmdNum = current - CMD_BACKUP + 1;
- trap_GetUserCmd( cmdNum, &oldestCmd );
- if ( oldestCmd.serverTime > cg.snap->ps.commandTime
- && oldestCmd.serverTime < cg.time ) { // special check for map_restart
- if ( cg_showmiss.integer ) {
- CG_Printf ("exceeded PACKET_BACKUP on commands\n");
- }
- return;
- }
-
- // get the latest command so we can know which commands are from previous map_restarts
- trap_GetUserCmd( current, &latestCmd );
-
- // get the most recent information we have, even if
- // the server time is beyond our current cg.time,
- // because predicted player positions are going to
- // be ahead of everything else anyway
- if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
- cg.predictedPlayerState = cg.nextSnap->ps;
- cg.physicsTime = cg.nextSnap->serverTime;
- } else {
- cg.predictedPlayerState = cg.snap->ps;
- cg.physicsTime = cg.snap->serverTime;
- }
-
- if ( pmove_msec.integer < 8 ) {
- trap_Cvar_Set("pmove_msec", "8");
- }
- else if (pmove_msec.integer > 33) {
- trap_Cvar_Set("pmove_msec", "33");
- }
-
- cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer;
- cg_pmove.pmove_msec = pmove_msec.integer;
-
- // run cmds
- moved = qfalse;
- for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
- // get the command
- trap_GetUserCmd( cmdNum, &cg_pmove.cmd );
-
- if ( cg_pmove.pmove_fixed ) {
- PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd );
- }
-
- // don't do anything if the time is before the snapshot player time
- if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) {
- continue;
- }
-
- // don't do anything if the command was from a previous map_restart
- if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) {
- continue;
- }
-
- // check for a prediction error from last frame
- // on a lan, this will often be the exact value
- // from the snapshot, but on a wan we will have
- // to predict several commands to get to the point
- // we want to compare
- if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) {
- vec3_t delta;
- float len;
-
- if ( cg.thisFrameTeleport ) {
- // a teleport will not cause an error decay
- VectorClear( cg.predictedError );
- if ( cg_showmiss.integer ) {
- CG_Printf( "PredictionTeleport\n" );
- }
- cg.thisFrameTeleport = qfalse;
- } else {
- vec3_t adjusted;
- CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
- cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted );
-
- if ( cg_showmiss.integer ) {
- if (!VectorCompare( oldPlayerState.origin, adjusted )) {
- CG_Printf("prediction error\n");
- }
- }
- VectorSubtract( oldPlayerState.origin, adjusted, delta );
- len = VectorLength( delta );
- if ( len > 0.1 ) {
- if ( cg_showmiss.integer ) {
- CG_Printf("Prediction miss: %f\n", len);
- }
- if ( cg_errorDecay.integer ) {
- int t;
- float f;
-
- t = cg.time - cg.predictedErrorTime;
- f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
- if ( f < 0 ) {
- f = 0;
- }
- if ( f > 0 && cg_showmiss.integer ) {
- CG_Printf("Double prediction decay: %f\n", f);
- }
- VectorScale( cg.predictedError, f, cg.predictedError );
- } else {
- VectorClear( cg.predictedError );
- }
- VectorAdd( delta, cg.predictedError, cg.predictedError );
- cg.predictedErrorTime = cg.oldTime;
- }
- }
- }
-
- // don't predict gauntlet firing, which is only supposed to happen
- // when it actually inflicts damage
- cg_pmove.gauntletHit = qfalse;
-
- if ( cg_pmove.pmove_fixed ) {
- cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
- }
-
- Pmove (&cg_pmove);
-
- moved = qtrue;
-
- // add push trigger movement effects
- CG_TouchTriggerPrediction();
-
- // check for predictable events that changed from previous predictions
- //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState);
- }
-
- if ( cg_showmiss.integer > 1 ) {
- CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time );
- }
-
- if ( !moved ) {
- if ( cg_showmiss.integer ) {
- CG_Printf( "not moved\n" );
- }
- return;
- }
-
- // adjust for the movement of the groundentity
- CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
- cg.predictedPlayerState.groundEntityNum,
- cg.physicsTime, cg.time, cg.predictedPlayerState.origin );
-
- if ( cg_showmiss.integer ) {
- if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
- CG_Printf("WARNING: dropped event\n");
- }
- }
-
- // fire events and other transition triggered things
- CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState );
-
- if ( cg_showmiss.integer ) {
- if (cg.eventSequence > cg.predictedPlayerState.eventSequence) {
- CG_Printf("WARNING: double event\n");
- cg.eventSequence = cg.predictedPlayerState.eventSequence;
- }
- }
-}
-
-
diff --git a/src/cgame/cg_public.h b/src/cgame/cg_public.h
deleted file mode 100644
index 6da3b293..00000000
--- a/src/cgame/cg_public.h
+++ /dev/null
@@ -1,225 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#define CMD_BACKUP 64
-#define CMD_MASK (CMD_BACKUP - 1)
-// allow a lot of command backups for very fast systems
-// multiple commands may be combined into a single packet, so this
-// needs to be larger than PACKET_BACKUP
-
-
-#define MAX_ENTITIES_IN_SNAPSHOT 256
-
-// snapshots are a view of the server at a given time
-
-// Snapshots are generated at regular time intervals by the server,
-// but they may not be sent if a client's rate level is exceeded, or
-// they may be dropped by the network.
-typedef struct {
- int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
- int ping;
-
- int serverTime; // server time the message is valid for (in msec)
-
- byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
-
- playerState_t ps; // complete information about the current player at this time
-
- int numEntities; // all of the entities that need to be presented
- entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
-
- int numServerCommands; // text based server commands to execute when this
- int serverCommandSequence; // snapshot becomes current
-} snapshot_t;
-
-enum {
- CGAME_EVENT_NONE,
- CGAME_EVENT_TEAMMENU,
- CGAME_EVENT_SCOREBOARD,
- CGAME_EVENT_EDITHUD
-};
-
-/*
-==================================================================
-
-functions imported from the main executable
-
-==================================================================
-*/
-
-#define CGAME_IMPORT_API_VERSION 4
-
-typedef enum {
- CG_PRINT,
- CG_ERROR,
- CG_MILLISECONDS,
- CG_CVAR_REGISTER,
- CG_CVAR_UPDATE,
- CG_CVAR_SET,
- CG_CVAR_VARIABLESTRINGBUFFER,
- CG_ARGC,
- CG_ARGV,
- CG_ARGS,
- CG_FS_FOPENFILE,
- CG_FS_READ,
- CG_FS_WRITE,
- CG_FS_FCLOSEFILE,
- CG_SENDCONSOLECOMMAND,
- CG_ADDCOMMAND,
- CG_SENDCLIENTCOMMAND,
- CG_UPDATESCREEN,
- CG_CM_LOADMAP,
- CG_CM_NUMINLINEMODELS,
- CG_CM_INLINEMODEL,
- CG_CM_LOADMODEL,
- CG_CM_TEMPBOXMODEL,
- CG_CM_POINTCONTENTS,
- CG_CM_TRANSFORMEDPOINTCONTENTS,
- CG_CM_BOXTRACE,
- CG_CM_TRANSFORMEDBOXTRACE,
- CG_CM_MARKFRAGMENTS,
- CG_S_STARTSOUND,
- CG_S_STARTLOCALSOUND,
- CG_S_CLEARLOOPINGSOUNDS,
- CG_S_ADDLOOPINGSOUND,
- CG_S_UPDATEENTITYPOSITION,
- CG_S_RESPATIALIZE,
- CG_S_REGISTERSOUND,
- CG_S_STARTBACKGROUNDTRACK,
- CG_R_LOADWORLDMAP,
- CG_R_REGISTERMODEL,
- CG_R_REGISTERSKIN,
- CG_R_REGISTERSHADER,
- CG_R_CLEARSCENE,
- CG_R_ADDREFENTITYTOSCENE,
- CG_R_ADDPOLYTOSCENE,
- CG_R_ADDLIGHTTOSCENE,
- CG_R_RENDERSCENE,
- CG_R_SETCOLOR,
- CG_R_DRAWSTRETCHPIC,
- CG_R_MODELBOUNDS,
- CG_R_LERPTAG,
- CG_GETGLCONFIG,
- CG_GETGAMESTATE,
- CG_GETCURRENTSNAPSHOTNUMBER,
- CG_GETSNAPSHOT,
- CG_GETSERVERCOMMAND,
- CG_GETCURRENTCMDNUMBER,
- CG_GETUSERCMD,
- CG_SETUSERCMDVALUE,
- CG_R_REGISTERSHADERNOMIP,
- CG_MEMORY_REMAINING,
- CG_R_REGISTERFONT,
- CG_KEY_ISDOWN,
- CG_KEY_GETCATCHER,
- CG_KEY_SETCATCHER,
- CG_KEY_GETKEY,
- CG_PC_ADD_GLOBAL_DEFINE,
- CG_PC_LOAD_SOURCE,
- CG_PC_FREE_SOURCE,
- CG_PC_READ_TOKEN,
- CG_PC_SOURCE_FILE_AND_LINE,
- CG_S_STOPBACKGROUNDTRACK,
- CG_REAL_TIME,
- CG_SNAPVECTOR,
- CG_REMOVECOMMAND,
- CG_R_LIGHTFORPOINT,
- CG_CIN_PLAYCINEMATIC,
- CG_CIN_STOPCINEMATIC,
- CG_CIN_RUNCINEMATIC,
- CG_CIN_DRAWCINEMATIC,
- CG_CIN_SETEXTENTS,
- CG_R_REMAP_SHADER,
- CG_S_ADDREALLOOPINGSOUND,
- CG_S_STOPLOOPINGSOUND,
-
- CG_MEMSET = 100,
- CG_MEMCPY,
- CG_STRNCPY,
- CG_SIN,
- CG_COS,
- CG_ATAN2,
- CG_SQRT,
- CG_FLOOR,
- CG_CEIL,
-
- CG_TESTPRINTINT,
- CG_TESTPRINTFLOAT,
- CG_ACOS
-} cgameImport_t;
-
-
-/*
-==================================================================
-
-functions exported to the main executable
-
-==================================================================
-*/
-
-typedef enum {
- CG_INIT,
-// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
- // called when the level loads or when the renderer is restarted
- // all media should be registered at this time
- // cgame will display loading status by calling SCR_Update, which
- // will call CG_DrawInformation during the loading process
- // reliableCommandSequence will be 0 on fresh loads, but higher for
- // demos, tourney restarts, or vid_restarts
-
- CG_SHUTDOWN,
-// void (*CG_Shutdown)( void );
- // oportunity to flush and close any open files
-
- CG_CONSOLE_COMMAND,
-// qboolean (*CG_ConsoleCommand)( void );
- // a console command has been issued locally that is not recognized by the
- // main game system.
- // use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
- // command is not known to the game
-
- CG_DRAW_ACTIVE_FRAME,
-// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
- // Generates and draws a game scene and status information at the given time.
- // If demoPlayback is set, local movement prediction will not be enabled
-
- CG_CROSSHAIR_PLAYER,
-// int (*CG_CrosshairPlayer)( void );
-
- CG_LAST_ATTACKER,
-// int (*CG_LastAttacker)( void );
-
- CG_KEY_EVENT,
-// void (*CG_KeyEvent)( int key, qboolean down );
-
- CG_MOUSE_EVENT,
-// void (*CG_MouseEvent)( int dx, int dy );
- CG_EVENT_HANDLING
-// void (*CG_EventHandling)(int type);
-} cgameExport_t;
-
-//----------------------------------------------
diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c
deleted file mode 100644
index 336b9864..00000000
--- a/src/cgame/cg_scanner.c
+++ /dev/null
@@ -1,117 +0,0 @@
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-void CG_Scanner( )
-{
- int i;
- vec3_t origin;
- vec3_t relOrigin;
- vec3_t drawOrigin;
- vec3_t up = { 0, 0, 1 };
- vec4_t hIabove = { 0, 1, 0, 1 };
- vec4_t hIbelow = { 0, 0.5, 0, 1 };
- vec4_t aIabove = { 1, 0, 0, 1 };
- vec4_t aIbelow = { 0.5, 0, 0, 1 };
-
- VectorCopy( cg.refdef.vieworg, origin );
-
- for( i = 0; i < cgIP.numHumanItems; i++ )
- {
- VectorClear( relOrigin );
- VectorSubtract( cgIP.humanItemPositions[ i ], origin, relOrigin );
-
- if( VectorLength( relOrigin ) < 1000 && ( relOrigin[ 2 ] < 0 ) )
- {
- RotatePointAroundVector( drawOrigin, up, relOrigin, -cg.refdefViewAngles[ 1 ]-90 );
- drawOrigin[ 0 ] /= ( 1000 / 180 );
- drawOrigin[ 1 ] /= ( 1000 / 40 );
- drawOrigin[ 2 ] /= ( 1000 / 180 );
-
- trap_R_SetColor( hIbelow );
- CG_DrawPic( 319 - drawOrigin[ 0 ], 360 + drawOrigin[ 1 ], 2, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
- CG_DrawPic( 312 - drawOrigin[ 0 ], 356 + drawOrigin[ 1 ] - drawOrigin[ 2 ], 16, 8, cgs.media.scannerBlipShader );
- trap_R_SetColor( NULL );
- }
- }
-
- for( i = 0; i < cgIP.numDroidItems; i++ )
- {
- VectorClear( relOrigin );
- VectorSubtract( cgIP.droidItemPositions[ i ], origin, relOrigin );
-
- if( VectorLength( relOrigin ) < 1000 && ( relOrigin[ 2 ] < 0 ) )
- {
- RotatePointAroundVector( drawOrigin, up, relOrigin, -cg.refdefViewAngles[ 1 ]-90 );
- drawOrigin[ 0 ] /= ( 1000 / 180 );
- drawOrigin[ 1 ] /= ( 1000 / 40 );
- drawOrigin[ 2 ] /= ( 1000 / 180 );
-
- trap_R_SetColor( aIbelow );
- CG_DrawPic( 319 - drawOrigin[ 0 ], 360 + drawOrigin[ 1 ], 2, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
- CG_DrawPic( 312 - drawOrigin[ 0 ], 356 + drawOrigin[ 1 ] - drawOrigin[ 2 ], 16, 8, cgs.media.scannerBlipShader );
- trap_R_SetColor( NULL );
- }
- }
-
- CG_DrawPic( 140, 320, 360, 80, cgs.media.scannerShader );
-
- for( i = 0; i < cgIP.numHumanItems; i++ )
- {
- VectorClear( relOrigin );
- VectorSubtract( cgIP.humanItemPositions[ i ], origin, relOrigin );
-
- if( VectorLength( relOrigin ) < 1000 && ( relOrigin[ 2 ] > 0 ) )
- {
- RotatePointAroundVector( drawOrigin, up, relOrigin, -cg.refdefViewAngles[ 1 ]-90 );
- drawOrigin[ 0 ] /= ( 1000 / 180 );
- drawOrigin[ 1 ] /= ( 1000 / 40 );
- drawOrigin[ 2 ] /= ( 1000 / 180 );
-
- trap_R_SetColor( hIabove );
- CG_DrawPic( 319 - drawOrigin[ 0 ], 360 + drawOrigin[ 1 ], 2, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
- CG_DrawPic( 312 - drawOrigin[ 0 ], 356 + drawOrigin[ 1 ] - drawOrigin[ 2 ], 16, 8, cgs.media.scannerBlipShader );
- trap_R_SetColor( NULL );
- }
- }
- for( i = 0; i < cgIP.numDroidItems; i++ )
- {
- VectorClear( relOrigin );
- VectorSubtract( cgIP.droidItemPositions[ i ], origin, relOrigin );
-
- if( VectorLength( relOrigin ) < 1000 && ( relOrigin[ 2 ] > 0 ) )
- {
- RotatePointAroundVector( drawOrigin, up, relOrigin, -cg.refdefViewAngles[ 1 ]-90 );
- drawOrigin[ 0 ] /= ( 1000 / 180 );
- drawOrigin[ 1 ] /= ( 1000 / 40 );
- drawOrigin[ 2 ] /= ( 1000 / 180 );
-
- trap_R_SetColor( aIabove );
- CG_DrawPic( 319 - drawOrigin[ 0 ], 360 + drawOrigin[ 1 ], 2, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
- CG_DrawPic( 312 - drawOrigin[ 0 ], 356 + drawOrigin[ 1 ] - drawOrigin[ 2 ], 16, 8, cgs.media.scannerBlipShader );
- trap_R_SetColor( NULL );
- }
- }
-}
diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c
deleted file mode 100644
index 31264077..00000000
--- a/src/cgame/cg_servercmds.c
+++ /dev/null
@@ -1,1021 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_servercmds.c -- reliably sequenced text commands sent by the server
-// these are processed at snapshot transition time, so there will definately
-// be a valid snapshot this frame
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-#include "../ta_ui/menudef.h"
-
-typedef struct {
- const char *order;
- int taskNum;
-} orderTask_t;
-
-static const orderTask_t validOrders[] = {
- /*{ VOICECHAT_GETFLAG, TEAMTASK_OFFENSE },
- { VOICECHAT_OFFENSE, TEAMTASK_OFFENSE },
- { VOICECHAT_DEFEND, TEAMTASK_DEFENSE },
- { VOICECHAT_DEFENDFLAG, TEAMTASK_DEFENSE },
- { VOICECHAT_PATROL, TEAMTASK_PATROL },
- { VOICECHAT_CAMP, TEAMTASK_CAMP },
- { VOICECHAT_FOLLOWME, TEAMTASK_FOLLOW },
- { VOICECHAT_RETURNFLAG, TEAMTASK_RETRIEVE },
- { VOICECHAT_FOLLOWFLAGCARRIER, TEAMTASK_ESCORT }*/
- { NULL, 0 }
-};
-
-static const int numValidOrders = sizeof(validOrders) / sizeof(orderTask_t);
-
-/*
-=================
-CG_ParseScores
-
-=================
-*/
-static void CG_ParseScores( void ) {
- int i, powerups;
-
- cg.numScores = atoi( CG_Argv( 1 ) );
- if ( cg.numScores > MAX_CLIENTS ) {
- cg.numScores = MAX_CLIENTS;
- }
-
- cg.teamScores[0] = atoi( CG_Argv( 2 ) );
- cg.teamScores[1] = atoi( CG_Argv( 3 ) );
-
- memset( cg.scores, 0, sizeof( cg.scores ) );
- for ( i = 0 ; i < cg.numScores ; i++ ) {
- //
- cg.scores[i].client = atoi( CG_Argv( i * 14 + 4 ) );
- cg.scores[i].score = atoi( CG_Argv( i * 14 + 5 ) );
- cg.scores[i].ping = atoi( CG_Argv( i * 14 + 6 ) );
- cg.scores[i].time = atoi( CG_Argv( i * 14 + 7 ) );
- cg.scores[i].scoreFlags = atoi( CG_Argv( i * 14 + 8 ) );
- powerups = atoi( CG_Argv( i * 14 + 9 ) );
- cg.scores[i].accuracy = atoi(CG_Argv(i * 14 + 10));
- cg.scores[i].impressiveCount = atoi(CG_Argv(i * 14 + 11));
- cg.scores[i].excellentCount = atoi(CG_Argv(i * 14 + 12));
- cg.scores[i].guantletCount = atoi(CG_Argv(i * 14 + 13));
- cg.scores[i].defendCount = atoi(CG_Argv(i * 14 + 14));
- cg.scores[i].assistCount = atoi(CG_Argv(i * 14 + 15));
- cg.scores[i].perfect = atoi(CG_Argv(i * 14 + 16));
- cg.scores[i].captures = atoi(CG_Argv(i * 14 + 17));
-
- if ( cg.scores[i].client < 0 || cg.scores[i].client >= MAX_CLIENTS ) {
- cg.scores[i].client = 0;
- }
- cgs.clientinfo[ cg.scores[i].client ].score = cg.scores[i].score;
- cgs.clientinfo[ cg.scores[i].client ].powerups = powerups;
-
- cg.scores[i].team = cgs.clientinfo[cg.scores[i].client].team;
- }
-
-}
-
-/*
-=================
-CG_ParseTeamInfo
-
-=================
-*/
-static void CG_ParseTeamInfo( void ) {
- int i;
- int client;
-
- numSortedTeamPlayers = atoi( CG_Argv( 1 ) );
-
- for ( i = 0 ; i < numSortedTeamPlayers ; i++ ) {
- client = atoi( CG_Argv( i * 6 + 2 ) );
-
- sortedTeamPlayers[i] = client;
-
- cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 6 + 3 ) );
- cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 6 + 4 ) );
- cgs.clientinfo[ client ].armor = atoi( CG_Argv( i * 6 + 5 ) );
- cgs.clientinfo[ client ].curWeapon = atoi( CG_Argv( i * 6 + 6 ) );
- cgs.clientinfo[ client ].powerups = atoi( CG_Argv( i * 6 + 7 ) );
- }
-}
-
-
-/*
-================
-CG_ParseServerinfo
-
-This is called explicitly when the gamestate is first received,
-and whenever the server updates any serverinfo flagged cvars
-================
-*/
-void CG_ParseServerinfo( void ) {
- const char *info;
- char *mapname;
-
- info = CG_ConfigString( CS_SERVERINFO );
- cgs.gametype = atoi( Info_ValueForKey( info, "g_gametype" ) );
- trap_Cvar_Set("g_gametype", va("%i", cgs.gametype));
- cgs.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) );
- cgs.teamflags = atoi( Info_ValueForKey( info, "teamflags" ) );
- cgs.fraglimit = atoi( Info_ValueForKey( info, "fraglimit" ) );
- cgs.capturelimit = atoi( Info_ValueForKey( info, "capturelimit" ) );
- cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) );
- cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) );
- mapname = Info_ValueForKey( info, "mapname" );
- Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname );
- Q_strncpyz( cgs.redTeam, Info_ValueForKey( info, "g_redTeam" ), sizeof(cgs.redTeam) );
- trap_Cvar_Set("g_redTeam", cgs.redTeam);
- Q_strncpyz( cgs.blueTeam, Info_ValueForKey( info, "g_blueTeam" ), sizeof(cgs.blueTeam) );
- trap_Cvar_Set("g_blueTeam", cgs.blueTeam);
-}
-
-/*
-==================
-CG_ParseWarmup
-==================
-*/
-static void CG_ParseWarmup( void ) {
- const char *info;
- int warmup;
-
- info = CG_ConfigString( CS_WARMUP );
-
- warmup = atoi( info );
- cg.warmupCount = -1;
-
- if ( warmup == 0 && cg.warmup ) {
-
- } else if ( warmup > 0 && cg.warmup <= 0 ) {
- trap_S_StartLocalSound( cgs.media.countPrepareSound, CHAN_ANNOUNCER );
- }
-
- cg.warmup = warmup;
-}
-
-/*
-================
-CG_SetConfigValues
-
-Called on load to set the initial values from configure strings
-================
-*/
-void CG_SetConfigValues( void ) {
- const char *s;
-
- cgs.scores1 = atoi( CG_ConfigString( CS_SCORES1 ) );
- cgs.scores2 = atoi( CG_ConfigString( CS_SCORES2 ) );
-
- cgs.aBuildPoints = atoi( CG_ConfigString( CS_ABPOINTS ) );
- cgs.hBuildPoints = atoi( CG_ConfigString( CS_HBPOINTS ) );
-
- cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) );
- if( cgs.gametype == GT_CTF ) {
- s = CG_ConfigString( CS_FLAGSTATUS );
- cgs.redflag = s[0] - '0';
- cgs.blueflag = s[1] - '0';
- }
- cg.warmup = atoi( CG_ConfigString( CS_WARMUP ) );
-}
-
-
-/*
-=====================
-CG_ShaderStateChanged
-=====================
-*/
-void CG_ShaderStateChanged(void) {
- char originalShader[MAX_QPATH];
- char newShader[MAX_QPATH];
- char timeOffset[16];
- const char *o;
- char *n,*t;
-
- o = CG_ConfigString( CS_SHADERSTATE );
- while (o && *o) {
- n = strstr(o, "=");
- if (n && *n) {
- strncpy(originalShader, o, n-o);
- originalShader[n-o] = 0;
- n++;
- t = strstr(n, ":");
- if (t && *t) {
- strncpy(newShader, n, t-n);
- newShader[t-n] = 0;
- } else {
- break;
- }
- t++;
- o = strstr(t, "@");
- if (o) {
- strncpy(timeOffset, t, o-t);
- timeOffset[o-t] = 0;
- o++;
- trap_R_RemapShader( originalShader, newShader, timeOffset );
- }
- } else {
- break;
- }
- }
-}
-
-
-/*
-================
-CG_ConfigStringModified
-
-================
-*/
-static void CG_ConfigStringModified( void ) {
- const char *str;
- int num;
-
- num = atoi( CG_Argv( 1 ) );
-
- // get the gamestate from the client system, which will have the
- // new configstring already integrated
- trap_GetGameState( &cgs.gameState );
-
- // look up the individual string that was modified
- str = CG_ConfigString( num );
-
- // do something with it if necessary
- if ( num == CS_MUSIC ) {
- CG_StartMusic();
- } else if ( num == CS_SERVERINFO ) {
- CG_ParseServerinfo();
- } else if ( num == CS_WARMUP ) {
- CG_ParseWarmup();
- } else if ( num == CS_SCORES1 ) {
- cgs.scores1 = atoi( str );
- } else if ( num == CS_SCORES2 ) {
- cgs.scores2 = atoi( str );
- } else if ( num == CS_ABPOINTS ) {
- cgs.aBuildPoints = atoi( str );
- } else if ( num == CS_HBPOINTS ) {
- cgs.hBuildPoints = atoi( str );
- } else if ( num == CS_LEVEL_START_TIME ) {
- cgs.levelStartTime = atoi( str );
- } else if ( num == CS_VOTE_TIME ) {
- cgs.voteTime = atoi( str );
- cgs.voteModified = qtrue;
- } else if ( num == CS_VOTE_YES ) {
- cgs.voteYes = atoi( str );
- cgs.voteModified = qtrue;
- } else if ( num == CS_VOTE_NO ) {
- cgs.voteNo = atoi( str );
- cgs.voteModified = qtrue;
- } else if ( num == CS_VOTE_STRING ) {
- Q_strncpyz( cgs.voteString, str, sizeof( cgs.voteString ) );
- } else if ( num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1) {
- cgs.teamVoteTime[num-CS_TEAMVOTE_TIME] = atoi( str );
- cgs.teamVoteModified[num-CS_TEAMVOTE_TIME] = qtrue;
- } else if ( num >= CS_TEAMVOTE_YES && num <= CS_TEAMVOTE_YES + 1) {
- cgs.teamVoteYes[num-CS_TEAMVOTE_YES] = atoi( str );
- cgs.teamVoteModified[num-CS_TEAMVOTE_YES] = qtrue;
- } else if ( num >= CS_TEAMVOTE_NO && num <= CS_TEAMVOTE_NO + 1) {
- cgs.teamVoteNo[num-CS_TEAMVOTE_NO] = atoi( str );
- cgs.teamVoteModified[num-CS_TEAMVOTE_NO] = qtrue;
- } else if ( num >= CS_TEAMVOTE_STRING && num <= CS_TEAMVOTE_STRING + 1) {
- Q_strncpyz( cgs.teamVoteString[num-CS_TEAMVOTE_STRING], str, sizeof( cgs.teamVoteString ) );
- } else if ( num == CS_INTERMISSION ) {
- cg.intermissionStarted = atoi( str );
- } else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) {
- cgs.gameModels[ num-CS_MODELS ] = trap_R_RegisterModel( str );
- } else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_MODELS ) {
- if ( str[0] != '*' ) { // player specific sounds don't register here
- cgs.gameSounds[ num-CS_SOUNDS] = trap_S_RegisterSound( str, qfalse );
- }
- } else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) {
- CG_NewClientInfo( num - CS_PLAYERS );
- CG_BuildSpectatorString();
- } else if ( num == CS_FLAGSTATUS ) {
- if( cgs.gametype == GT_CTF ) {
- // format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped
- cgs.redflag = str[0] - '0';
- cgs.blueflag = str[1] - '0';
- }
- }
- else if ( num == CS_SHADERSTATE ) {
- CG_ShaderStateChanged();
- }
-
-}
-
-
-/*
-=======================
-CG_AddToTeamChat
-
-=======================
-*/
-static void CG_AddToTeamChat( const char *str ) {
- int len;
- char *p, *ls;
- int lastcolor;
- int chatHeight;
-
- if (cg_teamChatHeight.integer < TEAMCHAT_HEIGHT) {
- chatHeight = cg_teamChatHeight.integer;
- } else {
- chatHeight = TEAMCHAT_HEIGHT;
- }
-
- if (chatHeight <= 0 || cg_teamChatTime.integer <= 0) {
- // team chat disabled, dump into normal chat
- cgs.teamChatPos = cgs.teamLastChatPos = 0;
- return;
- }
-
- len = 0;
-
- p = cgs.teamChatMsgs[cgs.teamChatPos % chatHeight];
- *p = 0;
-
- lastcolor = '7';
-
- ls = NULL;
- while (*str) {
- if (len > TEAMCHAT_WIDTH - 1) {
- if (ls) {
- str -= (p - ls);
- str++;
- p -= (p - ls);
- }
- *p = 0;
-
- cgs.teamChatMsgTimes[cgs.teamChatPos % chatHeight] = cg.time;
-
- cgs.teamChatPos++;
- p = cgs.teamChatMsgs[cgs.teamChatPos % chatHeight];
- *p = 0;
- *p++ = Q_COLOR_ESCAPE;
- *p++ = lastcolor;
- len = 0;
- ls = NULL;
- }
-
- if ( Q_IsColorString( str ) ) {
- *p++ = *str++;
- lastcolor = *str;
- *p++ = *str++;
- continue;
- }
- if (*str == ' ') {
- ls = p;
- }
- *p++ = *str++;
- len++;
- }
- *p = 0;
-
- cgs.teamChatMsgTimes[cgs.teamChatPos % chatHeight] = cg.time;
- cgs.teamChatPos++;
-
- if (cgs.teamChatPos - cgs.teamLastChatPos > chatHeight)
- cgs.teamLastChatPos = cgs.teamChatPos - chatHeight;
-}
-
-
-
-/*
-===============
-CG_MapRestart
-
-The server has issued a map_restart, so the next snapshot
-is completely new and should not be interpolated to.
-
-A tournement restart will clear everything, but doesn't
-require a reload of all the media
-===============
-*/
-static void CG_MapRestart( void ) {
- if ( cg_showmiss.integer ) {
- CG_Printf( "CG_MapRestart\n" );
- }
-
- CG_InitLocalEntities();
- CG_InitMarkPolys();
-
- // make sure the "3 frags left" warnings play again
- cg.fraglimitWarnings = 0;
-
- cg.timelimitWarnings = 0;
-
- cg.intermissionStarted = qfalse;
-
- cgs.voteTime = 0;
-
- cg.mapRestart = qtrue;
-
- CG_StartMusic();
-
- trap_S_ClearLoopingSounds(qtrue);
-
- // we really should clear more parts of cg here and stop sounds
-
- // play the "fight" sound if this is a restart without warmup
- if ( cg.warmup == 0 /* && cgs.gametype == GT_TOURNAMENT */) {
- trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER );
- CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH*2 );
- }
-}
-
-#define MAX_VOICEFILESIZE 16384
-#define MAX_VOICEFILES 8
-#define MAX_VOICECHATS 64
-#define MAX_VOICESOUNDS 64
-#define MAX_CHATSIZE 64
-#define MAX_HEADMODELS 64
-
-typedef struct voiceChat_s
-{
- char id[64];
- int numSounds;
- sfxHandle_t sounds[MAX_VOICESOUNDS];
- char chats[MAX_VOICESOUNDS][MAX_CHATSIZE];
-} voiceChat_t;
-
-typedef struct voiceChatList_s
-{
- char name[64];
- int gender;
- int numVoiceChats;
- voiceChat_t voiceChats[MAX_VOICECHATS];
-} voiceChatList_t;
-
-typedef struct headModelVoiceChat_s
-{
- char headmodel[64];
- int voiceChatNum;
-} headModelVoiceChat_t;
-
-voiceChatList_t voiceChatLists[MAX_VOICEFILES];
-headModelVoiceChat_t headModelVoiceChat[MAX_HEADMODELS];
-
-/*
-=================
-CG_ParseVoiceChats
-=================
-*/
-int CG_ParseVoiceChats( const char *filename, voiceChatList_t *voiceChatList, int maxVoiceChats ) {
- int len, i;
- fileHandle_t f;
- char buf[MAX_VOICEFILESIZE];
- char **p, *ptr;
- char *token;
- voiceChat_t *voiceChats;
- qboolean compress;
-
- compress = qtrue;
- if (cg_buildScript.integer) {
- compress = qfalse;
- }
-
- len = trap_FS_FOpenFile( filename, &f, FS_READ );
- if ( !f ) {
- trap_Print( va( S_COLOR_RED "voice chat file not found: %s\n", filename ) );
- return qfalse;
- }
- if ( len >= MAX_VOICEFILESIZE ) {
- trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) );
- trap_FS_FCloseFile( f );
- return qfalse;
- }
-
- trap_FS_Read( buf, len, f );
- buf[len] = 0;
- trap_FS_FCloseFile( f );
-
- ptr = buf;
- p = &ptr;
-
- Com_sprintf(voiceChatList->name, sizeof(voiceChatList->name), "%s", filename);
- voiceChats = voiceChatList->voiceChats;
- for ( i = 0; i < maxVoiceChats; i++ ) {
- voiceChats[i].id[0] = 0;
- }
- token = COM_ParseExt(p, qtrue);
- if (!token || token[0] == 0) {
- return qtrue;
- }
- if (!Q_stricmp(token, "female")) {
- voiceChatList->gender = GENDER_FEMALE;
- }
- else if (!Q_stricmp(token, "male")) {
- voiceChatList->gender = GENDER_MALE;
- }
- else if (!Q_stricmp(token, "neuter")) {
- voiceChatList->gender = GENDER_NEUTER;
- }
- else {
- trap_Print( va( S_COLOR_RED "expected gender not found in voice chat file: %s\n", filename ) );
- return qfalse;
- }
-
- voiceChatList->numVoiceChats = 0;
- while ( 1 ) {
- token = COM_ParseExt(p, qtrue);
- if (!token || token[0] == 0) {
- return qtrue;
- }
- Com_sprintf(voiceChats[voiceChatList->numVoiceChats].id, sizeof( voiceChats[voiceChatList->numVoiceChats].id ), "%s", token);
- token = COM_ParseExt(p, qtrue);
- if (Q_stricmp(token, "{")) {
- trap_Print( va( S_COLOR_RED "expected { found %s in voice chat file: %s\n", token, filename ) );
- return qfalse;
- }
- voiceChats[voiceChatList->numVoiceChats].numSounds = 0;
- while(1) {
- token = COM_ParseExt(p, qtrue);
- if (!token || token[0] == 0) {
- return qtrue;
- }
- if (!Q_stricmp(token, "}"))
- break;
- voiceChats[voiceChatList->numVoiceChats].sounds[voiceChats[voiceChatList->numVoiceChats].numSounds] =
- trap_S_RegisterSound( token , compress );
- token = COM_ParseExt(p, qtrue);
- if (!token || token[0] == 0) {
- return qtrue;
- }
- Com_sprintf(voiceChats[voiceChatList->numVoiceChats].chats[
- voiceChats[voiceChatList->numVoiceChats].numSounds], MAX_CHATSIZE, "%s", token);
- voiceChats[voiceChatList->numVoiceChats].numSounds++;
- if (voiceChats[voiceChatList->numVoiceChats].numSounds >= MAX_VOICESOUNDS)
- break;
- }
- voiceChatList->numVoiceChats++;
- if (voiceChatList->numVoiceChats >= maxVoiceChats)
- return qtrue;
- }
- return qtrue;
-}
-
-/*
-=================
-CG_LoadVoiceChats
-=================
-*/
-void CG_LoadVoiceChats( void ) {
- int size;
-
- size = trap_MemoryRemaining();
- CG_ParseVoiceChats( "scripts/female1.voice", &voiceChatLists[0], MAX_VOICECHATS );
- CG_ParseVoiceChats( "scripts/female2.voice", &voiceChatLists[1], MAX_VOICECHATS );
- CG_ParseVoiceChats( "scripts/female3.voice", &voiceChatLists[2], MAX_VOICECHATS );
- CG_ParseVoiceChats( "scripts/male1.voice", &voiceChatLists[3], MAX_VOICECHATS );
- CG_ParseVoiceChats( "scripts/male2.voice", &voiceChatLists[4], MAX_VOICECHATS );
- CG_ParseVoiceChats( "scripts/male3.voice", &voiceChatLists[5], MAX_VOICECHATS );
- CG_ParseVoiceChats( "scripts/male4.voice", &voiceChatLists[6], MAX_VOICECHATS );
- CG_ParseVoiceChats( "scripts/male5.voice", &voiceChatLists[7], MAX_VOICECHATS );
- CG_Printf("voice chat memory size = %d\n", size - trap_MemoryRemaining());
-}
-
-/*
-=================
-CG_HeadModelVoiceChats
-=================
-*/
-int CG_HeadModelVoiceChats( char *filename ) {
- int len, i;
- fileHandle_t f;
- char buf[MAX_VOICEFILESIZE];
- char **p, *ptr;
- char *token;
-
- len = trap_FS_FOpenFile( filename, &f, FS_READ );
- if ( !f ) {
- trap_Print( va( "voice chat file not found: %s\n", filename ) );
- return -1;
- }
- if ( len >= MAX_VOICEFILESIZE ) {
- trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) );
- trap_FS_FCloseFile( f );
- return -1;
- }
-
- trap_FS_Read( buf, len, f );
- buf[len] = 0;
- trap_FS_FCloseFile( f );
-
- ptr = buf;
- p = &ptr;
-
- token = COM_ParseExt(p, qtrue);
- if (!token || token[0] == 0) {
- return -1;
- }
-
- for ( i = 0; i < MAX_VOICEFILES; i++ ) {
- if ( !Q_stricmp(token, voiceChatLists[i].name) ) {
- return i;
- }
- }
-
- //FIXME: maybe try to load the .voice file which name is stored in token?
-
- return -1;
-}
-
-/*
-=================
-CG_GetVoiceChat
-=================
-*/
-int CG_GetVoiceChat( voiceChatList_t *voiceChatList, const char *id, sfxHandle_t *snd, char **chat) {
- int i, rnd;
-
- for ( i = 0; i < voiceChatList->numVoiceChats; i++ ) {
- if ( !Q_stricmp( id, voiceChatList->voiceChats[i].id ) ) {
- rnd = random() * voiceChatList->voiceChats[i].numSounds;
- *snd = voiceChatList->voiceChats[i].sounds[rnd];
- *chat = voiceChatList->voiceChats[i].chats[rnd];
- return qtrue;
- }
- }
- return qfalse;
-}
-
-/*
-=================
-CG_VoiceChatListForClient
-=================
-*/
-voiceChatList_t *CG_VoiceChatListForClient( int clientNum ) {
- clientInfo_t *ci;
- int voiceChatNum, i, j, k, gender;
- char filename[128], *headModelName;
-
- if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
- clientNum = 0;
- }
- ci = &cgs.clientinfo[ clientNum ];
-
- headModelName = ci->headModelName;
- if (headModelName[0] == '*')
- headModelName++;
- // find the voice file for the head model the client uses
- for ( i = 0; i < MAX_HEADMODELS; i++ ) {
- if (!Q_stricmp(headModelVoiceChat[i].headmodel, headModelName)) {
- break;
- }
- }
- if (i < MAX_HEADMODELS) {
- return &voiceChatLists[headModelVoiceChat[i].voiceChatNum];
- }
- // find a <headmodelname>.vc file
- for ( i = 0; i < MAX_HEADMODELS; i++ ) {
- if (!strlen(headModelVoiceChat[i].headmodel)) {
- Com_sprintf(filename, sizeof(filename), "scripts/%s.vc", headModelName);
- voiceChatNum = CG_HeadModelVoiceChats(filename);
- if (voiceChatNum == -1)
- break;
- Com_sprintf(headModelVoiceChat[i].headmodel, sizeof ( headModelVoiceChat[i].headmodel ),
- "%s", headModelName);
- headModelVoiceChat[i].voiceChatNum = voiceChatNum;
- return &voiceChatLists[headModelVoiceChat[i].voiceChatNum];
- }
- }
- gender = ci->gender;
- for (k = 0; k < 2; k++) {
- // just pick the first with the right gender
- for ( i = 0; i < MAX_VOICEFILES; i++ ) {
- if (strlen(voiceChatLists[i].name)) {
- if (voiceChatLists[i].gender == gender) {
- // store this head model with voice chat for future reference
- for ( j = 0; j < MAX_HEADMODELS; j++ ) {
- if (!strlen(headModelVoiceChat[j].headmodel)) {
- Com_sprintf(headModelVoiceChat[j].headmodel, sizeof ( headModelVoiceChat[j].headmodel ),
- "%s", headModelName);
- headModelVoiceChat[j].voiceChatNum = i;
- break;
- }
- }
- return &voiceChatLists[i];
- }
- }
- }
- // fall back to male gender because we don't have neuter in the mission pack
- if (gender == GENDER_MALE)
- break;
- gender = GENDER_MALE;
- }
- // store this head model with voice chat for future reference
- for ( j = 0; j < MAX_HEADMODELS; j++ ) {
- if (!strlen(headModelVoiceChat[j].headmodel)) {
- Com_sprintf(headModelVoiceChat[j].headmodel, sizeof ( headModelVoiceChat[j].headmodel ),
- "%s", headModelName);
- headModelVoiceChat[j].voiceChatNum = 0;
- break;
- }
- }
- // just return the first voice chat list
- return &voiceChatLists[0];
-}
-
-#define MAX_VOICECHATBUFFER 32
-
-typedef struct bufferedVoiceChat_s
-{
- int clientNum;
- sfxHandle_t snd;
- int voiceOnly;
- char cmd[MAX_SAY_TEXT];
- char message[MAX_SAY_TEXT];
-} bufferedVoiceChat_t;
-
-bufferedVoiceChat_t voiceChatBuffer[MAX_VOICECHATBUFFER];
-int voiceChatBufferIn, voiceChatBufferOut;
-int voiceChatTime;
-
-/*
-=================
-CG_PlayVoiceChat
-=================
-*/
-void CG_PlayVoiceChat( bufferedVoiceChat_t *vchat ) {
- // if we are going into the intermission, don't start any voices
- if ( cg.intermissionStarted ) {
- return;
- }
-
- if ( !cg_noVoiceChats.integer ) {
- trap_S_StartLocalSound( vchat->snd, CHAN_VOICE);
- }
- if (!vchat->voiceOnly && !cg_noVoiceText.integer) {
- CG_AddToTeamChat( vchat->message );
- CG_Printf( "%s\n", vchat->message );
- }
- voiceChatBuffer[voiceChatBufferOut].snd = 0;
-}
-
-/*
-=====================
-CG_PlayBufferedVoieChats
-=====================
-*/
-void CG_PlayBufferedVoiceChats( void ) {
- if ( voiceChatTime < cg.time ) {
- if (voiceChatBufferOut != voiceChatBufferIn && voiceChatBuffer[voiceChatBufferOut].snd) {
- //
- CG_PlayVoiceChat(&voiceChatBuffer[voiceChatBufferOut]);
- //
- voiceChatBufferOut = (voiceChatBufferOut + 1) % MAX_VOICECHATBUFFER;
- voiceChatTime = cg.time + 1000;
- }
- }
-}
-
-/*
-=====================
-CG_AddBufferedVoiceChat
-=====================
-*/
-void CG_AddBufferedVoiceChat( bufferedVoiceChat_t *vchat ) {
- // if we are going into the intermission, don't start any voices
- if ( cg.intermissionStarted ) {
- return;
- }
-
- memcpy(&voiceChatBuffer[voiceChatBufferIn], vchat, sizeof(bufferedVoiceChat_t));
- voiceChatBufferIn = (voiceChatBufferIn + 1) % MAX_VOICECHATBUFFER;
- if (voiceChatBufferIn == voiceChatBufferOut) {
- CG_PlayVoiceChat( &voiceChatBuffer[voiceChatBufferOut] );
- voiceChatBufferOut++;
- }
-}
-
-/*
-=================
-CG_VoiceChatLocal
-=================
-*/
-void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ) {
- char *chat;
- voiceChatList_t *voiceChatList;
- clientInfo_t *ci;
- sfxHandle_t snd;
- bufferedVoiceChat_t vchat;
-
- // if we are going into the intermission, don't start any voices
- if ( cg.intermissionStarted ) {
- return;
- }
-
- if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
- clientNum = 0;
- }
- ci = &cgs.clientinfo[ clientNum ];
-
- cgs.currentVoiceClient = clientNum;
-
- voiceChatList = CG_VoiceChatListForClient( clientNum );
-
- if ( CG_GetVoiceChat( voiceChatList, cmd, &snd, &chat ) ) {
- //
- if ( mode == SAY_TEAM || !cg_teamChatsOnly.integer ) {
- vchat.clientNum = clientNum;
- vchat.snd = snd;
- vchat.voiceOnly = voiceOnly;
- Q_strncpyz(vchat.cmd, cmd, sizeof(vchat.cmd));
- if ( mode == SAY_TELL ) {
- Com_sprintf(vchat.message, sizeof(vchat.message), "[%s]: %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat);
- }
- else if ( mode == SAY_TEAM ) {
- Com_sprintf(vchat.message, sizeof(vchat.message), "(%s): %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat);
- }
- else {
- Com_sprintf(vchat.message, sizeof(vchat.message), "%s: %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat);
- }
- CG_AddBufferedVoiceChat(&vchat);
- }
- }
-}
-
-/*
-=================
-CG_VoiceChat
-=================
-*/
-void CG_VoiceChat( int mode ) {
- const char *cmd;
- int clientNum, color;
- qboolean voiceOnly;
-
- voiceOnly = atoi(CG_Argv(1));
- clientNum = atoi(CG_Argv(2));
- color = atoi(CG_Argv(3));
- cmd = CG_Argv(4);
-
- if (cg_noTaunt.integer != 0) {
- /*if (!strcmp(cmd, VOICECHAT_KILLINSULT) || !strcmp(cmd, VOICECHAT_TAUNT) || \
- !strcmp(cmd, VOICECHAT_DEATHINSULT) || !strcmp(cmd, VOICECHAT_KILLGAUNTLET) || \
- !strcmp(cmd, VOICECHAT_PRAISE)) {
- return;
- }*/
- }
-
- CG_VoiceChatLocal( mode, voiceOnly, clientNum, color, cmd );
-}
-
-/*
-=================
-CG_RemoveChatEscapeChar
-=================
-*/
-static void CG_RemoveChatEscapeChar( char *text ) {
- int i, l;
-
- l = 0;
- for ( i = 0; text[i]; i++ ) {
- if (text[i] == '\x19')
- continue;
- text[l++] = text[i];
- }
- text[l] = '\0';
-}
-
-/*
-=================
-CG_ServerCommand
-
-The string has been tokenized and can be retrieved with
-Cmd_Argc() / Cmd_Argv()
-=================
-*/
-static void CG_ServerCommand( void ) {
- const char *cmd;
- char text[MAX_SAY_TEXT];
-
- cmd = CG_Argv(0);
-
- if ( !cmd[0] ) {
- // server claimed the command
- return;
- }
-
- if ( !strcmp( cmd, "cp" ) ) {
- CG_CenterPrint( CG_Argv(1), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
- return;
- }
-
- if ( !strcmp( cmd, "cs" ) ) {
- CG_ConfigStringModified();
- return;
- }
-
- if ( !strcmp( cmd, "print" ) ) {
- CG_Printf( "%s", CG_Argv(1) );
- return;
- }
-
- if ( !strcmp( cmd, "chat" ) ) {
- if ( !cg_teamChatsOnly.integer ) {
- trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
- Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT );
- CG_RemoveChatEscapeChar( text );
- CG_Printf( "%s\n", text );
- }
- return;
- }
-
- if ( !strcmp( cmd, "tchat" ) ) {
- trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
- Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT );
- CG_RemoveChatEscapeChar( text );
- CG_AddToTeamChat( text );
- CG_Printf( "%s\n", text );
- return;
- }
- if ( !strcmp( cmd, "vchat" ) ) {
- CG_VoiceChat( SAY_ALL );
- return;
- }
-
- if ( !strcmp( cmd, "vtchat" ) ) {
- CG_VoiceChat( SAY_TEAM );
- return;
- }
-
- if ( !strcmp( cmd, "vtell" ) ) {
- CG_VoiceChat( SAY_TELL );
- return;
- }
-
- if ( !strcmp( cmd, "scores" ) ) {
- CG_ParseScores();
- return;
- }
-
- if ( !strcmp( cmd, "tinfo" ) ) {
- CG_ParseTeamInfo();
- return;
- }
-
- if ( !strcmp( cmd, "map_restart" ) ) {
- CG_MapRestart();
- return;
- }
-
- if ( Q_stricmp (cmd, "remapShader") == 0 ) {
- if (trap_Argc() == 4) {
- trap_R_RemapShader(CG_Argv(1), CG_Argv(2), CG_Argv(3));
- }
- }
-
- // loaddeferred can be both a servercmd and a consolecmd
- if ( !strcmp( cmd, "loaddefered" ) ) { // FIXME: spelled wrong, but not changing for demo
- CG_LoadDeferredPlayers();
- return;
- }
-
- // clientLevelShot is sent before taking a special screenshot for
- // the menu system during development
- if ( !strcmp( cmd, "clientLevelShot" ) ) {
- cg.levelShot = qtrue;
- return;
- }
-
- CG_Printf( "Unknown client game command: %s\n", cmd );
-}
-
-
-/*
-====================
-CG_ExecuteNewServerCommands
-
-Execute all of the server commands that were received along
-with this this snapshot.
-====================
-*/
-void CG_ExecuteNewServerCommands( int latestSequence ) {
- while ( cgs.serverCommandSequence < latestSequence ) {
- if ( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) {
- CG_ServerCommand();
- }
- }
-}
diff --git a/src/cgame/cg_snapshot.c b/src/cgame/cg_snapshot.c
deleted file mode 100644
index be64bc89..00000000
--- a/src/cgame/cg_snapshot.c
+++ /dev/null
@@ -1,402 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_snapshot.c -- things that happen on snapshot transition,
-// not necessarily every single rendered frame
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-
-
-/*
-==================
-CG_ResetEntity
-==================
-*/
-static void CG_ResetEntity( centity_t *cent ) {
- // if an event is set, assume it is new enough to use
- // if the event had timed out, it would have been cleared
- cent->previousEvent = 0;
-
- cent->trailTime = cg.snap->serverTime;
-
- VectorCopy (cent->currentState.origin, cent->lerpOrigin);
- VectorCopy (cent->currentState.angles, cent->lerpAngles);
- if ( cent->currentState.eType == ET_PLAYER ) {
- CG_ResetPlayerEntity( cent );
- }
-}
-
-/*
-===============
-CG_TransitionEntity
-
-cent->nextState is moved to cent->currentState and events are fired
-===============
-*/
-static void CG_TransitionEntity( centity_t *cent ) {
- cent->currentState = cent->nextState;
- cent->currentValid = qtrue;
-
- // reset if the entity wasn't in the last frame or was teleported
- if ( !cent->interpolate ) {
- CG_ResetEntity( cent );
- }
-
- // clear the next state. if will be set by the next CG_SetNextSnap
- cent->interpolate = qfalse;
-
- // check for events
- CG_CheckEvents( cent );
-}
-
-
-/*
-==================
-CG_SetInitialSnapshot
-
-This will only happen on the very first snapshot, or
-on tourney restarts. All other times will use
-CG_TransitionSnapshot instead.
-
-FIXME: Also called by map_restart?
-==================
-*/
-void CG_SetInitialSnapshot( snapshot_t *snap ) {
- int i;
- centity_t *cent;
- entityState_t *state;
-
- cg.snap = snap;
-
- BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse );
-
- // sort out solid entities
- CG_BuildSolidList();
-
- CG_ExecuteNewServerCommands( snap->serverCommandSequence );
-
- // set our local weapon selection pointer to
- // what the server has indicated the current weapon is
- CG_Respawn();
-
- for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
- state = &cg.snap->entities[ i ];
- cent = &cg_entities[ state->number ];
-
- memcpy(&cent->currentState, state, sizeof(entityState_t));
- //cent->currentState = *state;
- cent->interpolate = qfalse;
- cent->currentValid = qtrue;
-
- CG_ResetEntity( cent );
-
- // check for events
- CG_CheckEvents( cent );
- }
-}
-
-
-/*
-===================
-CG_TransitionSnapshot
-
-The transition point from snap to nextSnap has passed
-===================
-*/
-static void CG_TransitionSnapshot( void ) {
- centity_t *cent;
- snapshot_t *oldFrame;
- int i;
-
- if ( !cg.snap ) {
- CG_Error( "CG_TransitionSnapshot: NULL cg.snap" );
- }
- if ( !cg.nextSnap ) {
- CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" );
- }
-
- // execute any server string commands before transitioning entities
- CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
-
- // if we had a map_restart, set everthing with initial
- if ( !cg.snap ) {
- }
-
- // clear the currentValid flag for all entities in the existing snapshot
- for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
- cent = &cg_entities[ cg.snap->entities[ i ].number ];
- cent->currentValid = qfalse;
- }
-
- // move nextSnap to snap and do the transitions
- oldFrame = cg.snap;
- cg.snap = cg.nextSnap;
-
- BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse );
- cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse;
-
- for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
- cent = &cg_entities[ cg.snap->entities[ i ].number ];
- CG_TransitionEntity( cent );
- }
-
- cg.nextSnap = NULL;
-
- // check for playerstate transition events
- if ( oldFrame ) {
- playerState_t *ops, *ps;
-
- ops = &oldFrame->ps;
- ps = &cg.snap->ps;
- // teleporting checks are irrespective of prediction
- if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) {
- cg.thisFrameTeleport = qtrue; // will be cleared by prediction code
- }
-
- // if we are not doing client side movement prediction for any
- // reason, then the client events and view changes will be issued now
- if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW)
- || cg_nopredict.integer || cg_synchronousClients.integer ) {
- CG_TransitionPlayerState( ps, ops );
- }
-
- }
-
-}
-
-
-/*
-===================
-CG_SetNextSnap
-
-A new snapshot has just been read in from the client system.
-===================
-*/
-static void CG_SetNextSnap( snapshot_t *snap ) {
- int num;
- entityState_t *es;
- centity_t *cent;
-
- cg.nextSnap = snap;
-
- BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse );
- cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue;
-
- // check for extrapolation errors
- for ( num = 0 ; num < snap->numEntities ; num++ ) {
- es = &snap->entities[num];
- cent = &cg_entities[ es->number ];
-
- memcpy(&cent->nextState, es, sizeof(entityState_t));
- //cent->nextState = *es;
-
- // if this frame is a teleport, or the entity wasn't in the
- // previous frame, don't interpolate
- if ( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) {
- cent->interpolate = qfalse;
- } else {
- cent->interpolate = qtrue;
- }
- }
-
- // if the next frame is a teleport for the playerstate, we
- // can't interpolate during demos
- if ( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) {
- cg.nextFrameTeleport = qtrue;
- } else {
- cg.nextFrameTeleport = qfalse;
- }
-
- // if changing follow mode, don't interpolate
- if ( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) {
- cg.nextFrameTeleport = qtrue;
- }
-
- // if changing server restarts, don't interpolate
- if ( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) {
- cg.nextFrameTeleport = qtrue;
- }
-
- // sort out solid entities
- CG_BuildSolidList();
-}
-
-
-/*
-========================
-CG_ReadNextSnapshot
-
-This is the only place new snapshots are requested
-This may increment cgs.processedSnapshotNum multiple
-times if the client system fails to return a
-valid snapshot.
-========================
-*/
-static snapshot_t *CG_ReadNextSnapshot( void ) {
- qboolean r;
- snapshot_t *dest;
-
- if ( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) {
- CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i",
- cg.latestSnapshotNum, cgs.processedSnapshotNum );
- }
-
- while ( cgs.processedSnapshotNum < cg.latestSnapshotNum ) {
- // decide which of the two slots to load it into
- if ( cg.snap == &cg.activeSnapshots[0] ) {
- dest = &cg.activeSnapshots[1];
- } else {
- dest = &cg.activeSnapshots[0];
- }
-
- // try to read the snapshot from the client system
- cgs.processedSnapshotNum++;
- r = trap_GetSnapshot( cgs.processedSnapshotNum, dest );
-
- // FIXME: why would trap_GetSnapshot return a snapshot with the same server time
- if ( cg.snap && r && dest->serverTime == cg.snap->serverTime ) {
- //continue;
- }
-
- // if it succeeded, return
- if ( r ) {
- CG_AddLagometerSnapshotInfo( dest );
- return dest;
- }
-
- // a GetSnapshot will return failure if the snapshot
- // never arrived, or is so old that its entities
- // have been shoved off the end of the circular
- // buffer in the client system.
-
- // record as a dropped packet
- CG_AddLagometerSnapshotInfo( NULL );
-
- // If there are additional snapshots, continue trying to
- // read them.
- }
-
- // nothing left to read
- return NULL;
-}
-
-
-/*
-============
-CG_ProcessSnapshots
-
-We are trying to set up a renderable view, so determine
-what the simulated time is, and try to get snapshots
-both before and after that time if available.
-
-If we don't have a valid cg.snap after exiting this function,
-then a 3D game view cannot be rendered. This should only happen
-right after the initial connection. After cg.snap has been valid
-once, it will never turn invalid.
-
-Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot
-hasn't arrived yet (it becomes an extrapolating situation instead
-of an interpolating one)
-
-============
-*/
-void CG_ProcessSnapshots( void ) {
- snapshot_t *snap;
- int n;
-
- // see what the latest snapshot the client system has is
- trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime );
- if ( n != cg.latestSnapshotNum ) {
- if ( n < cg.latestSnapshotNum ) {
- // this should never happen
- CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" );
- }
- cg.latestSnapshotNum = n;
- }
-
- // If we have yet to receive a snapshot, check for it.
- // Once we have gotten the first snapshot, cg.snap will
- // always have valid data for the rest of the game
- while ( !cg.snap ) {
- snap = CG_ReadNextSnapshot();
- if ( !snap ) {
- // we can't continue until we get a snapshot
- return;
- }
-
- // set our weapon selection to what
- // the playerstate is currently using
- if ( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
- CG_SetInitialSnapshot( snap );
- }
- }
-
- // loop until we either have a valid nextSnap with a serverTime
- // greater than cg.time to interpolate towards, or we run
- // out of available snapshots
- do {
- // if we don't have a nextframe, try and read a new one in
- if ( !cg.nextSnap ) {
- snap = CG_ReadNextSnapshot();
-
- // if we still don't have a nextframe, we will just have to
- // extrapolate
- if ( !snap ) {
- break;
- }
-
- CG_SetNextSnap( snap );
-
- // if time went backwards, we have a level restart
- if ( cg.nextSnap->serverTime < cg.snap->serverTime ) {
- CG_Error( "CG_ProcessSnapshots: Server time went backwards" );
- }
- }
-
- // if our time is < nextFrame's, we have a nice interpolating state
- if ( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) {
- break;
- }
-
- // we have passed the transition from nextFrame to frame
- CG_TransitionSnapshot();
- } while ( 1 );
-
- // assert our valid conditions upon exiting
- if ( cg.snap == NULL ) {
- CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" );
- }
- if ( cg.time < cg.snap->serverTime ) {
- // this can happen right after a vid_restart
- cg.time = cg.snap->serverTime;
- }
- if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) {
- CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" );
- }
-
-}
-
diff --git a/src/cgame/cg_syscalls.asm b/src/cgame/cg_syscalls.asm
deleted file mode 100644
index 3298ef73..00000000
--- a/src/cgame/cg_syscalls.asm
+++ /dev/null
@@ -1,99 +0,0 @@
-code
-
-equ trap_Print -1
-equ trap_Error -2
-equ trap_Milliseconds -3
-equ trap_Cvar_Register -4
-equ trap_Cvar_Update -5
-equ trap_Cvar_Set -6
-equ trap_Cvar_VariableStringBuffer -7
-equ trap_Argc -8
-equ trap_Argv -9
-equ trap_Args -10
-equ trap_FS_FOpenFile -11
-equ trap_FS_Read -12
-equ trap_FS_Write -13
-equ trap_FS_FCloseFile -14
-equ trap_SendConsoleCommand -15
-equ trap_AddCommand -16
-equ trap_SendClientCommand -17
-equ trap_UpdateScreen -18
-equ trap_CM_LoadMap -19
-equ trap_CM_NumInlineModels -20
-equ trap_CM_InlineModel -21
-equ trap_CM_LoadModel -22
-equ trap_CM_TempBoxModel -23
-equ trap_CM_PointContents -24
-equ trap_CM_TransformedPointContents -25
-equ trap_CM_BoxTrace -26
-equ trap_CM_TransformedBoxTrace -27
-equ trap_CM_MarkFragments -28
-equ trap_S_StartSound -29
-equ trap_S_StartLocalSound -30
-equ trap_S_ClearLoopingSounds -31
-equ trap_S_AddLoopingSound -32
-equ trap_S_UpdateEntityPosition -33
-equ trap_S_Respatialize -34
-equ trap_S_RegisterSound -35
-equ trap_S_StartBackgroundTrack -36
-equ trap_R_LoadWorldMap -37
-equ trap_R_RegisterModel -38
-equ trap_R_RegisterSkin -39
-equ trap_R_RegisterShader -40
-equ trap_R_ClearScene -41
-equ trap_R_AddRefEntityToScene -42
-equ trap_R_AddPolyToScene -43
-equ trap_R_AddLightToScene -44
-equ trap_R_RenderScene -45
-equ trap_R_SetColor -46
-equ trap_R_DrawStretchPic -47
-equ trap_R_ModelBounds -48
-equ trap_R_LerpTag -49
-equ trap_GetGlconfig -50
-equ trap_GetGameState -51
-equ trap_GetCurrentSnapshotNumber -52
-equ trap_GetSnapshot -53
-equ trap_GetServerCommand -54
-equ trap_GetCurrentCmdNumber -55
-equ trap_GetUserCmd -56
-equ trap_SetUserCmdValue -57
-equ trap_R_RegisterShaderNoMip -58
-equ trap_MemoryRemaining -59
-equ trap_R_RegisterFont -60
-equ trap_Key_IsDown -61
-equ trap_Key_GetCatcher -62
-equ trap_Key_SetCatcher -63
-equ trap_Key_GetKey -64
-equ trap_PC_AddGlobalDefine -65
-equ trap_PC_LoadSource -66
-equ trap_PC_FreeSource -67
-equ trap_PC_ReadToken -68
-equ trap_PC_SourceFileAndLine -69
-equ trap_S_StopBackgroundTrack -70
-equ trap_RealTime -71
-equ trap_SnapVector -72
-equ trap_RemoveCommand -73
-equ trap_R_LightForPoint -74
-equ trap_CIN_PlayCinematic -75
-equ trap_CIN_StopCinematic -76
-equ trap_CIN_RunCinematic -77
-equ trap_CIN_DrawCinematic -78
-equ trap_CIN_SetExtents -79
-equ trap_R_RemapShader -80
-equ trap_S_AddRealLoopingSound -81
-equ trap_S_StopLoopingSound -82
-
-
-equ memset -101
-equ memcpy -102
-equ strncpy -103
-equ sin -104
-equ cos -105
-equ atan2 -106
-equ sqrt -107
-equ floor -108
-equ ceil -109
-equ testPrintInt -110
-equ testPrintFloat -111
-equ acos -112
-
diff --git a/src/cgame/cg_syscalls.c b/src/cgame/cg_syscalls.c
deleted file mode 100644
index 3e2e05fa..00000000
--- a/src/cgame/cg_syscalls.c
+++ /dev/null
@@ -1,396 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_syscalls.c -- this file is only included when building a dll
-// cg_syscalls.asm is included instead when building a qvm
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-static int (QDECL *syscall)( int arg, ... ) = (int (QDECL *)( int, ...))-1;
-
-
-void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) {
- syscall = syscallptr;
-}
-
-
-int PASSFLOAT( float x ) {
- float floatTemp;
- floatTemp = x;
- return *(int *)&floatTemp;
-}
-
-void trap_Print( const char *fmt ) {
- syscall( CG_PRINT, fmt );
-}
-
-void trap_Error( const char *fmt ) {
- syscall( CG_ERROR, fmt );
-}
-
-int trap_Milliseconds( void ) {
- return syscall( CG_MILLISECONDS );
-}
-
-void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) {
- syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags );
-}
-
-void trap_Cvar_Update( vmCvar_t *vmCvar ) {
- syscall( CG_CVAR_UPDATE, vmCvar );
-}
-
-void trap_Cvar_Set( const char *var_name, const char *value ) {
- syscall( CG_CVAR_SET, var_name, value );
-}
-
-void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) {
- syscall( CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize );
-}
-
-int trap_Argc( void ) {
- return syscall( CG_ARGC );
-}
-
-void trap_Argv( int n, char *buffer, int bufferLength ) {
- syscall( CG_ARGV, n, buffer, bufferLength );
-}
-
-void trap_Args( char *buffer, int bufferLength ) {
- syscall( CG_ARGS, buffer, bufferLength );
-}
-
-int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) {
- return syscall( CG_FS_FOPENFILE, qpath, f, mode );
-}
-
-void trap_FS_Read( void *buffer, int len, fileHandle_t f ) {
- syscall( CG_FS_READ, buffer, len, f );
-}
-
-void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) {
- syscall( CG_FS_WRITE, buffer, len, f );
-}
-
-void trap_FS_FCloseFile( fileHandle_t f ) {
- syscall( CG_FS_FCLOSEFILE, f );
-}
-
-void trap_SendConsoleCommand( const char *text ) {
- syscall( CG_SENDCONSOLECOMMAND, text );
-}
-
-void trap_AddCommand( const char *cmdName ) {
- syscall( CG_ADDCOMMAND, cmdName );
-}
-
-void trap_RemoveCommand( const char *cmdName ) {
- syscall( CG_REMOVECOMMAND, cmdName );
-}
-
-void trap_SendClientCommand( const char *s ) {
- syscall( CG_SENDCLIENTCOMMAND, s );
-}
-
-void trap_UpdateScreen( void ) {
- syscall( CG_UPDATESCREEN );
-}
-
-void trap_CM_LoadMap( const char *mapname ) {
- syscall( CG_CM_LOADMAP, mapname );
-}
-
-int trap_CM_NumInlineModels( void ) {
- return syscall( CG_CM_NUMINLINEMODELS );
-}
-
-clipHandle_t trap_CM_InlineModel( int index ) {
- return syscall( CG_CM_INLINEMODEL, index );
-}
-
-clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) {
- return syscall( CG_CM_TEMPBOXMODEL, mins, maxs );
-}
-
-int trap_CM_PointContents( const vec3_t p, clipHandle_t model ) {
- return syscall( CG_CM_POINTCONTENTS, p, model );
-}
-
-int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) {
- return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles );
-}
-
-void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
- const vec3_t mins, const vec3_t maxs,
- clipHandle_t model, int brushmask ) {
- syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask );
-}
-
-void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
- const vec3_t mins, const vec3_t maxs,
- clipHandle_t model, int brushmask,
- const vec3_t origin, const vec3_t angles ) {
- syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles );
-}
-
-int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
- const vec3_t projection,
- int maxPoints, vec3_t pointBuffer,
- int maxFragments, markFragment_t *fragmentBuffer ) {
- return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer );
-}
-
-void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) {
- syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx );
-}
-
-void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) {
- syscall( CG_S_STARTLOCALSOUND, sfx, channelNum );
-}
-
-void trap_S_ClearLoopingSounds( qboolean killall ) {
- syscall( CG_S_CLEARLOOPINGSOUNDS, killall );
-}
-
-void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) {
- syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx );
-}
-
-void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) {
- syscall( CG_S_ADDREALLOOPINGSOUND, entityNum, origin, velocity, sfx );
-}
-
-void trap_S_StopLoopingSound( int entityNum ) {
- syscall( CG_S_STOPLOOPINGSOUND, entityNum );
-}
-
-void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) {
- syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin );
-}
-
-void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ) {
- syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater );
-}
-
-sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) {
- return syscall( CG_S_REGISTERSOUND, sample, compressed );
-}
-
-void trap_S_StartBackgroundTrack( const char *intro, const char *loop ) {
- syscall( CG_S_STARTBACKGROUNDTRACK, intro, loop );
-}
-
-void trap_R_LoadWorldMap( const char *mapname ) {
- syscall( CG_R_LOADWORLDMAP, mapname );
-}
-
-qhandle_t trap_R_RegisterModel( const char *name ) {
- return syscall( CG_R_REGISTERMODEL, name );
-}
-
-qhandle_t trap_R_RegisterSkin( const char *name ) {
- return syscall( CG_R_REGISTERSKIN, name );
-}
-
-qhandle_t trap_R_RegisterShader( const char *name ) {
- return syscall( CG_R_REGISTERSHADER, name );
-}
-
-qhandle_t trap_R_RegisterShaderNoMip( const char *name ) {
- return syscall( CG_R_REGISTERSHADERNOMIP, name );
-}
-
-void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
- syscall(CG_R_REGISTERFONT, fontName, pointSize, font );
-}
-
-void trap_R_ClearScene( void ) {
- syscall( CG_R_CLEARSCENE );
-}
-
-void trap_R_AddRefEntityToScene( const refEntity_t *re ) {
- syscall( CG_R_ADDREFENTITYTOSCENE, re );
-}
-
-void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) {
- syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts );
-}
-
-int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ) {
- return syscall( CG_R_LIGHTFORPOINT, point, ambientLight, directedLight, lightDir );
-}
-
-void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
- syscall( CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) );
-}
-
-void trap_R_RenderScene( const refdef_t *fd ) {
- syscall( CG_R_RENDERSCENE, fd );
-}
-
-void trap_R_SetColor( const float *rgba ) {
- syscall( CG_R_SETCOLOR, rgba );
-}
-
-void trap_R_DrawStretchPic( float x, float y, float w, float h,
- float s1, float t1, float s2, float t2, qhandle_t hShader ) {
- syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader );
-}
-
-void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ) {
- syscall( CG_R_MODELBOUNDS, model, mins, maxs );
-}
-
-int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
- float frac, const char *tagName ) {
- return syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName );
-}
-
-void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ) {
- syscall( CG_R_REMAP_SHADER, oldShader, newShader, timeOffset );
-}
-
-void trap_GetGlconfig( glconfig_t *glconfig ) {
- syscall( CG_GETGLCONFIG, glconfig );
-}
-
-void trap_GetGameState( gameState_t *gamestate ) {
- syscall( CG_GETGAMESTATE, gamestate );
-}
-
-void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
- syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime );
-}
-
-qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
- return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot );
-}
-
-qboolean trap_GetServerCommand( int serverCommandNumber ) {
- return syscall( CG_GETSERVERCOMMAND, serverCommandNumber );
-}
-
-int trap_GetCurrentCmdNumber( void ) {
- return syscall( CG_GETCURRENTCMDNUMBER );
-}
-
-qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
- return syscall( CG_GETUSERCMD, cmdNumber, ucmd );
-}
-
-void trap_SetUserCmdValue( int stateValue, float sensitivityScale ) {
- syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale) );
-}
-
-void testPrintInt( char *string, int i ) {
- syscall( CG_TESTPRINTINT, string, i );
-}
-
-void testPrintFloat( char *string, float f ) {
- syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) );
-}
-
-int trap_MemoryRemaining( void ) {
- return syscall( CG_MEMORY_REMAINING );
-}
-
-qboolean trap_Key_IsDown( int keynum ) {
- return syscall( CG_KEY_ISDOWN, keynum );
-}
-
-int trap_Key_GetCatcher( void ) {
- return syscall( CG_KEY_GETCATCHER );
-}
-
-void trap_Key_SetCatcher( int catcher ) {
- syscall( CG_KEY_SETCATCHER, catcher );
-}
-
-int trap_Key_GetKey( const char *binding ) {
- return syscall( CG_KEY_GETKEY, binding );
-}
-
-int trap_PC_AddGlobalDefine( char *define ) {
- return syscall( CG_PC_ADD_GLOBAL_DEFINE, define );
-}
-
-int trap_PC_LoadSource( const char *filename ) {
- return syscall( CG_PC_LOAD_SOURCE, filename );
-}
-
-int trap_PC_FreeSource( int handle ) {
- return syscall( CG_PC_FREE_SOURCE, handle );
-}
-
-int trap_PC_ReadToken( int handle, pc_token_t *pc_token ) {
- return syscall( CG_PC_READ_TOKEN, handle, pc_token );
-}
-
-int trap_PC_SourceFileAndLine( int handle, char *filename, int *line ) {
- return syscall( CG_PC_SOURCE_FILE_AND_LINE, handle, filename, line );
-}
-
-void trap_S_StopBackgroundTrack( void ) {
- syscall( CG_S_STOPBACKGROUNDTRACK );
-}
-
-int trap_RealTime(qtime_t *qtime) {
- return syscall( CG_REAL_TIME, qtime );
-}
-
-void trap_SnapVector( float *v ) {
- syscall( CG_SNAPVECTOR, v );
-}
-
-// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate)
-int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits) {
- return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits);
-}
-
-// stops playing the cinematic and ends it. should always return FMV_EOF
-// cinematics must be stopped in reverse order of when they are started
-e_status trap_CIN_StopCinematic(int handle) {
- return syscall(CG_CIN_STOPCINEMATIC, handle);
-}
-
-
-// will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached.
-e_status trap_CIN_RunCinematic (int handle) {
- return syscall(CG_CIN_RUNCINEMATIC, handle);
-}
-
-
-// draws the current frame
-void trap_CIN_DrawCinematic (int handle) {
- syscall(CG_CIN_DRAWCINEMATIC, handle);
-}
-
-
-// allows you to resize the animation dynamically
-void trap_CIN_SetExtents (int handle, int x, int y, int w, int h) {
- syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h);
-}
-
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
deleted file mode 100644
index e4550a71..00000000
--- a/src/cgame/cg_view.c
+++ /dev/null
@@ -1,976 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_view.c -- setup all the parameters (position, angle, etc)
-// for a 3D rendering
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-
-/*
-=============================================================================
-
- MODEL TESTING
-
-The viewthing and gun positioning tools from Q2 have been integrated and
-enhanced into a single model testing facility.
-
-Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
-
-The names must be the full pathname after the basedir, like
-"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
-
-Testmodel will create a fake entity 100 units in front of the current view
-position, directly facing the viewer. It will remain immobile, so you can
-move around it to view it from different angles.
-
-Testgun will cause the model to follow the player around and supress the real
-view weapon model. The default frame 0 of most guns is completely off screen,
-so you will probably have to cycle a couple frames to see it.
-
-"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
-frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
-q3default.cfg.
-
-If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
-you adjust the positioning.
-
-Note that none of the model testing features update while the game is paused, so
-it may be convenient to test with deathmatch set to 1 so that bringing down the
-console doesn't pause the game.
-
-=============================================================================
-*/
-
-/*
-=================
-CG_TestModel_f
-
-Creates an entity in front of the current position, which
-can then be moved around
-=================
-*/
-void CG_TestModel_f (void) {
- vec3_t angles;
-
- memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
- if ( trap_Argc() < 2 ) {
- return;
- }
-
- Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
- cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
-
- if ( trap_Argc() == 3 ) {
- cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
- cg.testModelEntity.frame = 1;
- cg.testModelEntity.oldframe = 0;
- }
- if (! cg.testModelEntity.hModel ) {
- CG_Printf( "Can't register model\n" );
- return;
- }
-
- VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
-
- angles[PITCH] = 0;
- angles[YAW] = 180 + cg.refdefViewAngles[1];
- angles[ROLL] = 0;
-
- AnglesToAxis( angles, cg.testModelEntity.axis );
- cg.testGun = qfalse;
-}
-
-/*
-=================
-CG_TestGun_f
-
-Replaces the current view weapon with the given model
-=================
-*/
-void CG_TestGun_f (void) {
- CG_TestModel_f();
- cg.testGun = qtrue;
- cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
-}
-
-
-void CG_TestModelNextFrame_f (void) {
- cg.testModelEntity.frame++;
- CG_Printf( "frame %i\n", cg.testModelEntity.frame );
-}
-
-void CG_TestModelPrevFrame_f (void) {
- cg.testModelEntity.frame--;
- if ( cg.testModelEntity.frame < 0 ) {
- cg.testModelEntity.frame = 0;
- }
- CG_Printf( "frame %i\n", cg.testModelEntity.frame );
-}
-
-void CG_TestModelNextSkin_f (void) {
- cg.testModelEntity.skinNum++;
- CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
-}
-
-void CG_TestModelPrevSkin_f (void) {
- cg.testModelEntity.skinNum--;
- if ( cg.testModelEntity.skinNum < 0 ) {
- cg.testModelEntity.skinNum = 0;
- }
- CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
-}
-
-static void CG_AddTestModel (void) {
- int i;
-
- // re-register the model, because the level may have changed
- cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
- if (! cg.testModelEntity.hModel ) {
- CG_Printf ("Can't register model\n");
- return;
- }
-
- // if testing a gun, set the origin reletive to the view origin
- if ( cg.testGun ) {
- VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
- VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
- VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
- VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
-
- // allow the position to be adjusted
- for (i=0 ; i<3 ; i++) {
- cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
- cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
- cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
- }
- }
-
- trap_R_AddRefEntityToScene( &cg.testModelEntity );
-}
-
-
-
-//============================================================================
-
-
-/*
-=================
-CG_CalcVrect
-
-Sets the coordinates of the rendered window
-=================
-*/
-static void CG_CalcVrect (void) {
- int size;
-
- // the intermission should allways be full screen
- if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
- size = 100;
- } else {
- // bound normal viewsize
- if (cg_viewsize.integer < 30) {
- trap_Cvar_Set ("cg_viewsize","30");
- size = 30;
- } else if (cg_viewsize.integer > 100) {
- trap_Cvar_Set ("cg_viewsize","100");
- size = 100;
- } else {
- size = cg_viewsize.integer;
- }
-
- }
- cg.refdef.width = cgs.glconfig.vidWidth*size/100;
- cg.refdef.width &= ~1;
-
- cg.refdef.height = cgs.glconfig.vidHeight*size/100;
- cg.refdef.height &= ~1;
-
- cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
- cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
-}
-
-//==============================================================================
-
-
-/*
-===============
-CG_OffsetThirdPersonView
-
-===============
-*/
-#define FOCUS_DISTANCE 512
-static void CG_OffsetThirdPersonView( void ) {
- vec3_t forward, right, up;
- vec3_t view;
- vec3_t focusAngles;
- trace_t trace;
- static vec3_t mins = { -4, -4, -4 };
- static vec3_t maxs = { 4, 4, 4 };
- vec3_t focusPoint;
- float focusDist;
- float forwardScale, sideScale;
-
- //TA: when wall climbing the viewheight is not straight up
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, cg.refdef.vieworg );
- else
- cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
-
- VectorCopy( cg.refdefViewAngles, focusAngles );
-
- // if dead, look at killer
- if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
- focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
- cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
- }
-
- //if ( focusAngles[PITCH] > 45 ) {
- // focusAngles[PITCH] = 45; // don't go too far overhead
- //}
- AngleVectors( focusAngles, forward, NULL, NULL );
-
- VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
-
- VectorCopy( cg.refdef.vieworg, view );
-
- //TA: when wall climbing the viewheight is not straight up
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( view, 8, cg.predictedPlayerState.grapplePoint, view );
- else
- view[2] += 8;
-
- //cg.refdefViewAngles[PITCH] *= 0.5;
-
- AngleVectors( cg.refdefViewAngles, forward, right, up );
-
- forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
- sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
- VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
- VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
-
- // trace a ray from the origin to the viewpoint to make sure the view isn't
- // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
-
- if (!cg_cameraMode.integer) {
- CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
-
- if ( trace.fraction != 1.0 ) {
- VectorCopy( trace.endpos, view );
- view[2] += (1.0 - trace.fraction) * 32;
- // try another trace to this position, because a tunnel may have the ceiling
- // close enogh that this is poking out
-
- CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
- VectorCopy( trace.endpos, view );
- }
- }
-
- VectorCopy( view, cg.refdef.vieworg );
-
- // select pitch to look at focus point from vieword
- VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
- focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
- if ( focusDist < 1 ) {
- focusDist = 1; // should never happen
- }
- cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
- cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
-}
-
-
-// this causes a compiler bug on mac MrC compiler
-static void CG_StepOffset( void ) {
- int timeDelta;
- int steptime;
-
- BG_unpackAttributes( NULL, NULL, &steptime, cg.predictedPlayerState.stats );
-
- // smooth out stair climbing
- timeDelta = cg.time - cg.stepTime;
- if ( timeDelta < steptime ) {
- cg.refdef.vieworg[2] -= cg.stepChange
- * (steptime - timeDelta) / steptime;
- }
-}
-
-/*
-===============
-CG_OffsetFirstPersonView
-
-===============
-*/
-static void CG_OffsetFirstPersonView( void ) {
- float *origin;
- float *angles;
- float bob;
- float ratio;
- float delta;
- float speed;
- float f;
- vec3_t predictedVelocity;
- int timeDelta;
- int bob2;
-
- if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
- return;
- }
-
- origin = cg.refdef.vieworg;
- angles = cg.refdefViewAngles;
-
- // if dead, fix the angle and don't add any kick
- if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
- angles[ROLL] = 40;
- angles[PITCH] = -15;
- angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
- origin[2] += cg.predictedPlayerState.viewheight;
- return;
- }
-
- // add angles based on weapon kick
- VectorAdd (angles, cg.kick_angles, angles);
-
- // add angles based on damage kick
- if ( cg.damageTime ) {
- ratio = cg.time - cg.damageTime;
- if ( ratio < DAMAGE_DEFLECT_TIME ) {
- ratio /= DAMAGE_DEFLECT_TIME;
- angles[PITCH] += ratio * cg.v_dmg_pitch;
- angles[ROLL] += ratio * cg.v_dmg_roll;
- } else {
- ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
- if ( ratio > 0 ) {
- angles[PITCH] += ratio * cg.v_dmg_pitch;
- angles[ROLL] += ratio * cg.v_dmg_roll;
- }
- }
- }
-
- // add pitch based on fall kick
-#if 0
- ratio = ( cg.time - cg.landTime) / FALL_TIME;
- if (ratio < 0)
- ratio = 0;
- angles[PITCH] += ratio * cg.fall_value;
-#endif
-
- // add angles based on velocity
- VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
-
- delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
- angles[PITCH] += delta * cg_runpitch.value;
-
- delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
- angles[ROLL] -= delta * cg_runroll.value;
-
- // add angles based on bob
- //TA: bob amount is class dependant
- BG_unpackAttributes( NULL, &bob2, NULL, cg.predictedPlayerState.stats );
- if( bob2 != 0 )
- {
- // make sure the bob is visible even at low speeds
- speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
-
- delta = cg.bobfracsin * ( bob2 / 1000.0 ) * speed;
- if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
- delta *= 3; // crouching
- angles[PITCH] += delta;
- delta = cg.bobfracsin * ( bob2 / 1000.0 ) * speed;
- if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
- delta *= 3; // crouching accentuates roll
- if (cg.bobcycle & 1)
- delta = -delta;
- angles[ROLL] += delta;
- }
-
- //TA: this *feels* more realisitic for humans
- if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
- {
- angles[PITCH] += cg.bobfracsin * bob2 * 0.5;
-
- //TA: heavy breathing effects
- if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 )
- {
- float deltaBreath = (float)(
- cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ?
- -cg.predictedPlayerState.stats[ STAT_STAMINA ] :
- cg.predictedPlayerState.stats[ STAT_STAMINA ] ) / 200.0;
- float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath;
-
- deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5;
-
- angles[ PITCH ] -= deltaAngle;
- }
- }
-
-//===================================
-
- // add view height
- //TA: when wall climbing the viewheight is not straight up
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( origin, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, origin );
- else
- origin[2] += cg.predictedPlayerState.viewheight;
-
- // smooth out duck height changes
- timeDelta = cg.time - cg.duckTime;
- if ( timeDelta < DUCK_TIME) {
- cg.refdef.vieworg[2] -= cg.duckChange
- * (DUCK_TIME - timeDelta) / DUCK_TIME;
- }
-
- // add bob height
- bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
- if (bob > 6) {
- bob = 6;
- }
-
- //TA: likewise for bob
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( origin, bob, cg.predictedPlayerState.grapplePoint, origin );
- else
- origin[2] += bob;
-
-
- // add fall height
- delta = cg.time - cg.landTime;
- if ( delta < LAND_DEFLECT_TIME ) {
- f = delta / LAND_DEFLECT_TIME;
- cg.refdef.vieworg[2] += cg.landChange * f;
- } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
- delta -= LAND_DEFLECT_TIME;
- f = 1.0 - ( delta / LAND_RETURN_TIME );
- cg.refdef.vieworg[2] += cg.landChange * f;
- }
-
- // add step offset
- CG_StepOffset();
-
- // add kick offset
-
- VectorAdd (origin, cg.kick_origin, origin);
-
- // pivot the eye based on a neck length
-#if 0
- {
-#define NECK_LENGTH 8
- vec3_t forward, up;
-
- cg.refdef.vieworg[2] -= NECK_LENGTH;
- AngleVectors( cg.refdefViewAngles, forward, NULL, up );
- VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
- VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
- }
-#endif
-}
-
-//======================================================================
-
-void CG_ZoomDown_f( void ) {
- if ( cg.zoomed ) {
- return;
- }
- cg.zoomed = qtrue;
- cg.zoomTime = cg.time;
-}
-
-void CG_ZoomUp_f( void ) {
- if ( !cg.zoomed ) {
- return;
- }
- cg.zoomed = qfalse;
- cg.zoomTime = cg.time;
-}
-
-
-/*
-====================
-CG_CalcFov
-
-Fixed fov at intermissions, otherwise account for fov variable and zooms.
-====================
-*/
-#define WAVE_AMPLITUDE 1
-#define WAVE_FREQUENCY 0.4
-
-static int CG_CalcFov( void ) {
- float x;
- float phase;
- float v;
- int contents;
- float fov_x, fov_y;
- float zoomFov;
- float f;
- int inwater;
- int attribFov;
- int a;
- float b;
-
- BG_unpackAttributes( &attribFov, NULL, NULL, cg.predictedPlayerState.stats );
-
- if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
- // if in intermission, use a fixed value
- fov_x = 90;
- }
- else
- {
- //TA: don't lock the fov globally - we need to be able to change it
- fov_x = attribFov;
-
- if ( fov_x < 1 )
- fov_x = 1;
- else if ( fov_x > 160 )
- fov_x = 160;
- }
-
- // account for zooms
- zoomFov = cg_zoomFov.value;
- if ( zoomFov < 1 )
- zoomFov = 1;
- else if ( zoomFov > attribFov )
- zoomFov = attribFov;
-
- //TA: only do all the zoom stuff if the client CAN zoom
- if( cg.predictedPlayerState.stats[ STAT_ABILITIES ] & SCA_CANZOOM )
- {
- if ( cg.zoomed )
- {
- f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
-
- if ( f > 1.0 )
- fov_x = zoomFov;
- else
- fov_x = fov_x + f * ( zoomFov - fov_x );
- }
- else
- {
- f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
-
- if ( f > 1.0 )
- fov_x = fov_x;
- else
- fov_x = zoomFov + f * ( fov_x - zoomFov );
- }
- }
-
- x = cg.refdef.width / tan( fov_x / 360 * M_PI );
- fov_y = atan2( cg.refdef.height, x );
- fov_y = fov_y * 360 / M_PI;
-
- // warp if underwater
- contents = CG_PointContents( cg.refdef.vieworg, -1 );
- if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
- phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
- v = WAVE_AMPLITUDE * sin( phase );
- fov_x += v;
- fov_y -= v;
- inwater = qtrue;
- }
- else {
- inwater = qfalse;
- }
-
-
- // set it
- cg.refdef.fov_x = fov_x;
- cg.refdef.fov_y = fov_y;
-
- if ( !cg.zoomed ) {
- cg.zoomSensitivity = 1;
- } else {
- cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
- }
-
- return inwater;
-}
-
-
-
-/*
-===============
-CG_DamageBlendBlob
-
-===============
-*/
-static void CG_DamageBlendBlob( void ) {
- int t;
- int maxTime;
- refEntity_t ent;
-
- if ( !cg.damageValue ) {
- return;
- }
-
- // ragePro systems can't fade blends, so don't obscure the screen
- if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
- return;
- }
-
- maxTime = DAMAGE_TIME;
- t = cg.time - cg.damageTime;
- if ( t <= 0 || t >= maxTime ) {
- return;
- }
-
-
- memset( &ent, 0, sizeof( ent ) );
- ent.reType = RT_SPRITE;
- ent.renderfx = RF_FIRST_PERSON;
-
- VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
- VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
- VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
-
- ent.radius = cg.damageValue * 3;
- ent.customShader = cgs.media.viewBloodShader;
- ent.shaderRGBA[0] = 255;
- ent.shaderRGBA[1] = 255;
- ent.shaderRGBA[2] = 255;
- ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
- trap_R_AddRefEntityToScene( &ent );
-}
-
-
-/*
-===============
-CG_DrawSurfNormal
-
-Draws a vector against
-the surface player is looking at
-===============
-*/
-static void CG_DrawSurfNormal( void )
-{
- trace_t tr;
- vec3_t end, temp;
- vec3_t up = { 0, 5, 0 };
- polyVert_t normal[4];
-
- VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end );
-
- CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID );
- //CG_Printf( "%f %f %f\n", tr.plane.normal[ 0 ], tr.plane.normal[ 1 ], tr.plane.normal[ 2 ] );
-
- VectorCopy( tr.endpos, normal[0].xyz );
- normal[0].st[0] = 0;
- normal[0].st[1] = 0;
- normal[0].modulate[0] = 255;
- normal[0].modulate[1] = 255;
- normal[0].modulate[2] = 255;
- normal[0].modulate[3] = 255;
-
- VectorAdd( up, tr.endpos, temp );
- VectorCopy( temp, normal[1].xyz);
- normal[1].st[0] = 0;
- normal[1].st[1] = 1;
- normal[1].modulate[0] = 255;
- normal[1].modulate[1] = 255;
- normal[1].modulate[2] = 255;
- normal[1].modulate[3] = 255;
-
- VectorMA( tr.endpos, 64, tr.plane.normal, temp );
- VectorAdd( temp, up, temp );
- VectorCopy( temp, normal[2].xyz );
- normal[2].st[0] = 1;
- normal[2].st[1] = 1;
- normal[2].modulate[0] = 255;
- normal[2].modulate[1] = 255;
- normal[2].modulate[2] = 255;
- normal[2].modulate[3] = 255;
-
- VectorMA( tr.endpos, 64, tr.plane.normal, temp );
- VectorCopy( temp, normal[3].xyz );
- normal[3].st[0] = 1;
- normal[3].st[1] = 0;
- normal[3].modulate[0] = 255;
- normal[3].modulate[1] = 255;
- normal[3].modulate[2] = 255;
- normal[3].modulate[3] = 255;
-
- trap_R_AddPolyToScene( cgs.media.whiteShader, 4, normal );
-}
-
-
-/*
-===============
-CG_CalcViewValues
-
-Sets cg.refdef view values
-===============
-*/
-static int CG_CalcViewValues( void ) {
- playerState_t *ps;
-
- memset( &cg.refdef, 0, sizeof( cg.refdef ) );
-
- // strings for in game rendering
- // Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
- // Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
-
- // calculate size of 3D view
- CG_CalcVrect();
-
- ps = &cg.predictedPlayerState;
-
- // intermission view
- if ( ps->pm_type == PM_INTERMISSION ) {
- VectorCopy( ps->origin, cg.refdef.vieworg );
- VectorCopy( ps->viewangles, cg.refdefViewAngles );
- AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
- return CG_CalcFov();
- }
-
- cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
- cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
- cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
- ps->velocity[1] * ps->velocity[1] );
-
-
- VectorCopy( ps->origin, cg.refdef.vieworg );
- VectorCopy( ps->viewangles, cg.refdefViewAngles );
-
- if (cg_cameraOrbit.integer) {
- if (cg.time > cg.nextOrbitTime) {
- cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
- cg_thirdPersonAngle.value += cg_cameraOrbit.value;
- }
- }
- // add error decay
- if ( cg_errorDecay.value > 0 ) {
- int t;
- float f;
-
- t = cg.time - cg.predictedErrorTime;
- f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
- if ( f > 0 && f < 1 ) {
- VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
- } else {
- cg.predictedErrorTime = 0;
- }
- }
-
- if ( cg.renderingThirdPerson ) {
- // back away from character
- CG_OffsetThirdPersonView();
- } else {
- // offset for local bobbing and kicks
- CG_OffsetFirstPersonView();
- }
-
- // position eye reletive to origin
- AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
-
- if ( cg.hyperspace ) {
- cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
- }
-
- //draw the surface normal looking at
- if( cg_drawSurfNormal.integer )
- CG_DrawSurfNormal( );
-
- // field of view
- return CG_CalcFov();
-}
-
-
-/*
-=====================
-CG_PowerupTimerSounds
-=====================
-*/
-static void CG_PowerupTimerSounds( void ) {
- int i;
- int t;
-
- // powerup timers going away
- for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
- t = cg.snap->ps.powerups[i];
- if ( t <= cg.time ) {
- continue;
- }
- if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
- continue;
- }
- if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
- trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
- }
- }
-}
-
-/*
-=====================
-CG_AddBufferedSound
-=====================
-*/
-void CG_AddBufferedSound( sfxHandle_t sfx ) {
- if ( !sfx )
- return;
- cg.soundBuffer[cg.soundBufferIn] = sfx;
- cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
- if (cg.soundBufferIn == cg.soundBufferOut) {
- cg.soundBufferOut++;
- }
-}
-
-/*
-=====================
-CG_PlayBufferedSounds
-=====================
-*/
-static void CG_PlayBufferedSounds( void ) {
- if ( cg.soundTime < cg.time ) {
- if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
- trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER);
- cg.soundBuffer[cg.soundBufferOut] = 0;
- cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
- cg.soundTime = cg.time + 750;
- }
- }
-}
-
-//=========================================================================
-
-/*
-=================
-CG_DrawActiveFrame
-
-Generates and draws a game scene and status information at the given time.
-=================
-*/
-void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
- int inwater;
-
- cg.time = serverTime;
- cg.demoPlayback = demoPlayback;
-
- // update cvars
- CG_UpdateCvars();
-
- // if we are only updating the screen as a loading
- // pacifier, don't even try to read snapshots
- if ( cg.infoScreenText[0] != 0 ) {
- CG_DrawInformation();
- return;
- }
-
- // any looped sounds will be respecified as entities
- // are added to the render list
- trap_S_ClearLoopingSounds(qfalse);
-
- // clear all the render lists
- trap_R_ClearScene();
-
- // set up cg.snap and possibly cg.nextSnap
- CG_ProcessSnapshots();
-
- // if we haven't received any snapshots yet, all
- // we can draw is the information screen
- if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
- CG_DrawInformation();
- return;
- }
-
- // let the client system know what our weapon and zoom settings are
- trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
-
- // this counter will be bumped for every valid scene we generate
- cg.clientFrame++;
-
- // update cg.predictedPlayerState
- CG_PredictPlayerState();
-
- // decide on third person view
- cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
-
- // build cg.refdef
- inwater = CG_CalcViewValues();
-
- // first person blend blobs, done after AnglesToAxis
- if ( !cg.renderingThirdPerson ) {
- CG_DamageBlendBlob();
- }
-
- // build the render lists
- if ( !cg.hyperspace ) {
- CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
- CG_AddMarks();
- CG_AddLocalEntities();
- }
- CG_AddViewWeapon( &cg.predictedPlayerState );
-
- // add buffered sounds
- CG_PlayBufferedSounds();
-
- // play buffered voice chats
- CG_PlayBufferedVoiceChats();
-
- // finish up the rest of the refdef
- if ( cg.testModelEntity.hModel ) {
- CG_AddTestModel();
- }
- cg.refdef.time = cg.time;
- memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
-
- // warning sounds when powerup is wearing off
- CG_PowerupTimerSounds();
-
- // update audio positions
- trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
-
- // make sure the lagometerSample and frame timing isn't done twice when in stereo
- if ( stereoView != STEREO_RIGHT ) {
- cg.frametime = cg.time - cg.oldTime;
- if ( cg.frametime < 0 ) {
- cg.frametime = 0;
- }
- cg.oldTime = cg.time;
- CG_AddLagometerFrameInfo();
- }
- if (cg_timescale.value != cg_timescaleFadeEnd.value) {
- if (cg_timescale.value < cg_timescaleFadeEnd.value) {
- cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
- if (cg_timescale.value > cg_timescaleFadeEnd.value)
- cg_timescale.value = cg_timescaleFadeEnd.value;
- }
- else {
- cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
- if (cg_timescale.value < cg_timescaleFadeEnd.value)
- cg_timescale.value = cg_timescaleFadeEnd.value;
- }
- if (cg_timescaleFadeSpeed.value) {
- trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
- }
- }
-
- // actually issue the rendering calls
- CG_DrawActive( stereoView );
-
- if ( cg_stats.integer ) {
- CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
- }
-}
-
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
deleted file mode 100644
index a5535586..00000000
--- a/src/cgame/cg_weapons.c
+++ /dev/null
@@ -1,1994 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_weapons.c -- events and effects dealing with weapons
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "cg_local.h"
-
-/*
-==========================
-CG_MachineGunEjectBrass
-==========================
-*/
-static void CG_MachineGunEjectBrass( centity_t *cent ) {
- localEntity_t *le;
- refEntity_t *re;
- vec3_t velocity, xvelocity;
- vec3_t offset, xoffset;
- float waterScale = 1.0f;
- vec3_t v[3];
-
- if ( cg_brassTime.integer <= 0 ) {
- return;
- }
-
- le = CG_AllocLocalEntity();
- re = &le->refEntity;
-
- velocity[0] = 0;
- velocity[1] = -50 + 40 * crandom();
- velocity[2] = 100 + 50 * crandom();
-
- le->leType = LE_FRAGMENT;
- le->startTime = cg.time;
- le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random();
-
- le->pos.trType = TR_GRAVITY;
- le->pos.trTime = cg.time - (rand()&15);
-
- AnglesToAxis( cent->lerpAngles, v );
-
- offset[0] = 8;
- offset[1] = -4;
- offset[2] = 24;
-
- xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
- xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
- xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
- VectorAdd( cent->lerpOrigin, xoffset, re->origin );
-
- VectorCopy( re->origin, le->pos.trBase );
-
- if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
- waterScale = 0.10f;
- }
-
- xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
- xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
- xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
- VectorScale( xvelocity, waterScale, le->pos.trDelta );
-
- AxisCopy( axisDefault, re->axis );
- re->hModel = cgs.media.machinegunBrassModel;
-
- le->bounceFactor = 0.4 * waterScale;
-
- le->angles.trType = TR_LINEAR;
- le->angles.trTime = cg.time;
- le->angles.trBase[0] = rand()&31;
- le->angles.trBase[1] = rand()&31;
- le->angles.trBase[2] = rand()&31;
- le->angles.trDelta[0] = 2;
- le->angles.trDelta[1] = 1;
- le->angles.trDelta[2] = 0;
-
- le->leFlags = LEF_TUMBLE;
- le->leBounceSoundType = LEBS_BRASS;
- le->leMarkType = LEMT_NONE;
-}
-
-/*
-==========================
-CG_ShotgunEjectBrass
-==========================
-*/
-static void CG_ShotgunEjectBrass( centity_t *cent ) {
- localEntity_t *le;
- refEntity_t *re;
- vec3_t velocity, xvelocity;
- vec3_t offset, xoffset;
- vec3_t v[3];
- int i;
-
- if ( cg_brassTime.integer <= 0 ) {
- return;
- }
-
- for ( i = 0; i < 2; i++ ) {
- float waterScale = 1.0f;
-
- le = CG_AllocLocalEntity();
- re = &le->refEntity;
-
- velocity[0] = 60 + 60 * crandom();
- if ( i == 0 ) {
- velocity[1] = 40 + 10 * crandom();
- } else {
- velocity[1] = -40 + 10 * crandom();
- }
- velocity[2] = 100 + 50 * crandom();
-
- le->leType = LE_FRAGMENT;
- le->startTime = cg.time;
- le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random();
-
- le->pos.trType = TR_GRAVITY;
- le->pos.trTime = cg.time;
-
- AnglesToAxis( cent->lerpAngles, v );
-
- offset[0] = 8;
- offset[1] = 0;
- offset[2] = 24;
-
- xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
- xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
- xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
- VectorAdd( cent->lerpOrigin, xoffset, re->origin );
- VectorCopy( re->origin, le->pos.trBase );
- if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
- waterScale = 0.10f;
- }
-
- xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
- xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
- xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
- VectorScale( xvelocity, waterScale, le->pos.trDelta );
-
- AxisCopy( axisDefault, re->axis );
- re->hModel = cgs.media.shotgunBrassModel;
- le->bounceFactor = 0.3f;
-
- le->angles.trType = TR_LINEAR;
- le->angles.trTime = cg.time;
- le->angles.trBase[0] = rand()&31;
- le->angles.trBase[1] = rand()&31;
- le->angles.trBase[2] = rand()&31;
- le->angles.trDelta[0] = 1;
- le->angles.trDelta[1] = 0.5;
- le->angles.trDelta[2] = 0;
-
- le->leFlags = LEF_TUMBLE;
- le->leBounceSoundType = LEBS_BRASS;
- le->leMarkType = LEMT_NONE;
- }
-}
-
-
-/*
-==========================
-CG_RailTrail
-==========================
-*/
-void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end ) {
- localEntity_t *le;
- refEntity_t *re;
-
- //
- // rings
- //
- le = CG_AllocLocalEntity();
- re = &le->refEntity;
-
- le->leType = LE_FADE_RGB;
- le->startTime = cg.time;
- le->endTime = cg.time + cg_railTrailTime.value;
- le->lifeRate = 1.0 / ( le->endTime - le->startTime );
-
- re->shaderTime = cg.time / 1000.0f;
- re->reType = RT_RAIL_RINGS;
- re->customShader = cgs.media.railRingsShader;
-
- VectorCopy( start, re->origin );
- VectorCopy( end, re->oldorigin );
-
- // nudge down a bit so it isn't exactly in center
- re->origin[2] -= 8;
- re->oldorigin[2] -= 8;
-
- le->color[0] = ci->color[0] * 0.75;
- le->color[1] = ci->color[1] * 0.75;
- le->color[2] = ci->color[2] * 0.75;
- le->color[3] = 1.0f;
-
- AxisClear( re->axis );
-
- //
- // core
- //
- le = CG_AllocLocalEntity();
- re = &le->refEntity;
-
- le->leType = LE_FADE_RGB;
- le->startTime = cg.time;
- le->endTime = cg.time + cg_railTrailTime.value;
- le->lifeRate = 1.0 / ( le->endTime - le->startTime );
-
- re->shaderTime = cg.time / 1000.0f;
- re->reType = RT_RAIL_CORE;
- re->customShader = cgs.media.railCoreShader;
-
- VectorCopy( start, re->origin );
- VectorCopy( end, re->oldorigin );
-
- // nudge down a bit so it isn't exactly in center
- re->origin[2] -= 8;
- re->oldorigin[2] -= 8;
-
- le->color[0] = ci->color[0] * 0.75;
- le->color[1] = ci->color[1] * 0.75;
- le->color[2] = ci->color[2] * 0.75;
- le->color[3] = 1.0f;
-
- AxisClear( re->axis );
-}
-
-/*
-==========================
-CG_RocketTrail
-==========================
-*/
-static void CG_RocketTrail( centity_t *ent, const weaponInfo_t *wi ) {
- int step;
- vec3_t origin, lastPos;
- int t;
- int startTime, contents;
- int lastContents;
- entityState_t *es;
- vec3_t up;
- localEntity_t *smoke;
-
- up[0] = 0;
- up[1] = 0;
- up[2] = 0;
-
- step = 50;
-
- es = &ent->currentState;
- startTime = ent->trailTime;
- t = step * ( (startTime + step) / step );
-
- BG_EvaluateTrajectory( &es->pos, cg.time, origin );
- contents = CG_PointContents( origin, -1 );
-
- // if object (e.g. grenade) is stationary, don't toss up smoke
- if ( es->pos.trType == TR_STATIONARY ) {
- ent->trailTime = cg.time;
- return;
- }
-
- BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos );
- lastContents = CG_PointContents( lastPos, -1 );
-
- ent->trailTime = cg.time;
-
- if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
- if ( contents & lastContents & CONTENTS_WATER ) {
- CG_BubbleTrail( lastPos, origin, 8 );
- }
- return;
- }
-
- for ( ; t <= ent->trailTime ; t += step ) {
- BG_EvaluateTrajectory( &es->pos, t, lastPos );
-
- smoke = CG_SmokePuff( lastPos, up,
- wi->trailRadius,
- 1, 1, 1, 0.33f,
- wi->wiTrailTime,
- t,
- 0,
- 0,
- cgs.media.smokePuffShader );
- // use the optimized local entity add
- smoke->leType = LE_SCALE_FADE;
- }
-
-}
-
-/*
-==========================
-CG_GrappleTrail
-==========================
-*/
-void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ) {
- vec3_t origin;
- entityState_t *es;
- vec3_t forward, up;
- refEntity_t beam;
-
- es = &ent->currentState;
-
- BG_EvaluateTrajectory( &es->pos, cg.time, origin );
- ent->trailTime = cg.time;
-
- memset( &beam, 0, sizeof( beam ) );
- //FIXME adjust for muzzle position
- VectorCopy ( cg_entities[ ent->currentState.otherEntityNum ].lerpOrigin, beam.origin );
- beam.origin[2] += 26;
- AngleVectors( cg_entities[ ent->currentState.otherEntityNum ].lerpAngles, forward, NULL, up );
- VectorMA( beam.origin, -6, up, beam.origin );
- VectorCopy( origin, beam.oldorigin );
-
- if (Distance( beam.origin, beam.oldorigin ) < 64 )
- return; // Don't draw if close
-
- beam.reType = RT_LIGHTNING;
- beam.customShader = cgs.media.lightningShader;
-
- AxisClear( beam.axis );
- beam.shaderRGBA[0] = 0xff;
- beam.shaderRGBA[1] = 0xff;
- beam.shaderRGBA[2] = 0xff;
- beam.shaderRGBA[3] = 0xff;
- trap_R_AddRefEntityToScene( &beam );
-}
-
-/*
-==========================
-CG_GrenadeTrail
-==========================
-*/
-static void CG_GrenadeTrail( centity_t *ent, const weaponInfo_t *wi ) {
- CG_RocketTrail( ent, wi );
-}
-
-/*
-=================
-CG_RegisterUpgrade
-
-The server says this item is used on this level
-=================
-*/
-void CG_RegisterUpgrade( int upgradeNum ) {
- upgradeInfo_t *upgradeInfo;
- gitem_t *item;
- char path[MAX_QPATH];
- int i;
-
- upgradeInfo = &cg_upgrades[ upgradeNum ];
-
- if ( upgradeNum == 0 ) {
- return;
- }
-
- if ( upgradeInfo->registered ) {
- return;
- }
-
- memset( upgradeInfo, 0, sizeof( *upgradeInfo ) );
- upgradeInfo->registered = qtrue;
-
- for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
- if ( item->giType == IT_UPGRADE && item->giTag == upgradeNum ) {
- upgradeInfo->item = item;
- break;
- }
- }
- if ( !item->classname ) {
- CG_Error( "Couldn't find upgrade %i", upgradeNum );
- }
- CG_RegisterItemVisuals( item - bg_itemlist );
-
- upgradeInfo->upgradeIcon = trap_R_RegisterShader( item->icon );
-}
-
-/*
-=================
-CG_RegisterWeapon
-
-The server says this item is used on this level
-=================
-*/
-void CG_RegisterWeapon( int weaponNum ) {
- weaponInfo_t *weaponInfo;
- gitem_t *item, *ammo;
- char path[MAX_QPATH];
- vec3_t mins, maxs;
- int i;
-
- weaponInfo = &cg_weapons[weaponNum];
-
- if ( weaponNum == 0 ) {
- return;
- }
-
- if ( weaponInfo->registered ) {
- return;
- }
-
- memset( weaponInfo, 0, sizeof( *weaponInfo ) );
- weaponInfo->registered = qtrue;
-
- for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
- if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
- weaponInfo->item = item;
- break;
- }
- }
- if ( !item->classname ) {
- CG_Error( "Couldn't find weapon %i", weaponNum );
- }
- CG_RegisterItemVisuals( item - bg_itemlist );
-
- // load cmodel before model so filecache works
- weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] );
-
- // calc midpoint for rotation
- trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
- for ( i = 0 ; i < 3 ; i++ ) {
- weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
- }
-
- weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon );
- weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon );
-
- for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
- if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) {
- break;
- }
- }
- if ( ammo->classname && ammo->world_model[0] ) {
- weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] );
- }
-
- strcpy( path, item->world_model[0] );
- COM_StripExtension( path, path );
- strcat( path, "_flash.md3" );
- weaponInfo->flashModel = trap_R_RegisterModel( path );
-
- strcpy( path, item->world_model[0] );
- COM_StripExtension( path, path );
- strcat( path, "_barrel.md3" );
- weaponInfo->barrelModel = trap_R_RegisterModel( path );
-
- strcpy( path, item->world_model[0] );
- COM_StripExtension( path, path );
- strcat( path, "_hand.md3" );
- weaponInfo->handsModel = trap_R_RegisterModel( path );
-
- if ( !weaponInfo->handsModel ) {
- weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
- }
-
- weaponInfo->loopFireSound = qfalse;
-
- switch ( weaponNum ) {
- case WP_GAUNTLET:
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
- break;
-
- case WP_LIGHTNING:
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
- weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse );
-
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse );
- cgs.media.lightningShader = trap_R_RegisterShader( "lightningBolt");
- cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" );
- cgs.media.sfx_lghit1 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit.wav", qfalse );
- cgs.media.sfx_lghit2 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit2.wav", qfalse );
- cgs.media.sfx_lghit3 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit3.wav", qfalse );
-
- break;
-
- case WP_GRAPPLING_HOOK:
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
- weaponInfo->missileTrailFunc = CG_GrappleTrail;
- weaponInfo->missileDlight = 200;
- weaponInfo->wiTrailTime = 2000;
- weaponInfo->trailRadius = 64;
- MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
- weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
- weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
- break;
-
- case WP_MACHINEGUN:
- MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
- weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
- weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
- weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
- weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
- cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
- break;
-
- case WP_CHAINGUN:
- MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
- weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
- weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
- weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
- weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
- cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
- break;
-
- case WP_SHOTGUN:
- MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/shotgun/sshotf1b.wav", qfalse );
- weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
- break;
-
- case WP_ROCKET_LAUNCHER:
- weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
- weaponInfo->missileTrailFunc = CG_RocketTrail;
- weaponInfo->missileDlight = 200;
- weaponInfo->wiTrailTime = 2000;
- weaponInfo->trailRadius = 64;
- MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
- cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );
- break;
-
- case WP_GRENADE_LAUNCHER:
- weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" );
- weaponInfo->missileTrailFunc = CG_GrenadeTrail;
- weaponInfo->wiTrailTime = 700;
- weaponInfo->trailRadius = 32;
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/grenade/grenlf1a.wav", qfalse );
- cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
- break;
-
- case WP_FLAMER:
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 0.25, 0.1, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/rg_hum.wav", qfalse );
- cgs.media.flameExplShader = trap_R_RegisterShader( "rocketExplosion" );
- break;
-
- case WP_PLASMAGUN:
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
- cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
- break;
-
- case WP_RAILGUN:
- weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse );
- cgs.media.railExplosionShader = trap_R_RegisterShader( "railExplosion" );
- cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
- cgs.media.railCoreShader = trap_R_RegisterShader( "railCore" );
- break;
-
- case WP_BFG:
- weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/bfg/bfg_hum.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.7f, 1 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/bfg/bfg_fire.wav", qfalse );
- cgs.media.bfgExplosionShader = trap_R_RegisterShader( "bfgExplosion" );
- weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/bfg.md3" );
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
- break;
-
- case WP_VENOM:
- MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
- break;
-
- case WP_ABUILD:
- case WP_HBUILD:
- case WP_SCANNER:
- //nowt
- break;
-
- default:
- MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
- break;
- }
-}
-
-/*
-=================
-CG_RegisterItemVisuals
-
-The server says this item is used on this level
-=================
-*/
-void CG_RegisterItemVisuals( int itemNum ) {
- itemInfo_t *itemInfo;
- gitem_t *item;
- int i;
-
- itemInfo = &cg_items[ itemNum ];
- if ( itemInfo->registered ) {
- return;
- }
-
- item = &bg_itemlist[ itemNum ];
-
- memset( itemInfo, 0, sizeof( &itemInfo ) );
- itemInfo->registered = qtrue;
-
- itemInfo->icon = trap_R_RegisterShader( item->icon );
-
- if ( item->giType == IT_WEAPON ) {
- CG_RegisterWeapon( item->giTag );
- }
-
- for( i = 0; i < 4; i++ )
- {
- if( item->world_model[ i ] )
- itemInfo->models[i] = trap_R_RegisterModel( item->world_model[i] );
- }
-
-}
-
-
-/*
-========================================================================================
-
-VIEW WEAPON
-
-========================================================================================
-*/
-
-/*
-=================
-CG_MapTorsoToWeaponFrame
-
-=================
-*/
-static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) {
-
- // change weapon
- if ( frame >= ci->animations[TORSO_DROP].firstFrame
- && frame < ci->animations[TORSO_DROP].firstFrame + 9 ) {
- return frame - ci->animations[TORSO_DROP].firstFrame + 6;
- }
-
- // stand attack
- if ( frame >= ci->animations[TORSO_ATTACK].firstFrame
- && frame < ci->animations[TORSO_ATTACK].firstFrame + 6 ) {
- return 1 + frame - ci->animations[TORSO_ATTACK].firstFrame;
- }
-
- // stand attack 2
- if ( frame >= ci->animations[TORSO_ATTACK2].firstFrame
- && frame < ci->animations[TORSO_ATTACK2].firstFrame + 6 ) {
- return 1 + frame - ci->animations[TORSO_ATTACK].firstFrame;
- }
-
- return 0;
-}
-
-
-/*
-==============
-CG_CalculateWeaponPosition
-==============
-*/
-static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
- float scale;
- int delta;
- float fracsin;
- int bob;
-
- VectorCopy( cg.refdef.vieworg, origin );
- VectorCopy( cg.refdefViewAngles, angles );
-
- // on odd legs, invert some angles
- if ( cg.bobcycle & 1 ) {
- scale = -cg.xyspeed;
- } else {
- scale = cg.xyspeed;
- }
-
- // gun angles from bobbing
- //TA: bob amount is class dependant
- BG_unpackAttributes( NULL, &bob, NULL, cg.predictedPlayerState.stats );
- if( bob != 0 )
- {
- angles[ROLL] += scale * cg.bobfracsin * 0.005;
- angles[YAW] += scale * cg.bobfracsin * 0.01;
- angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.005;
- }
-
- // drop the weapon when landing
- if( !( cg.predictedPlayerState.stats[ STAT_ABILITIES ] & SCA_NOWEAPONDRIFT ) )
- {
- delta = cg.time - cg.landTime;
- if ( delta < LAND_DEFLECT_TIME )
- {
- origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME;
- }
- else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME )
- {
- origin[2] += cg.landChange*0.25 *
- (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME;
- }
-
- //TA: huh? why drop the weapon when stair climbing... just as well this isn't actually used :)
-#if 0
- // drop the weapon when stair climbing
- delta = cg.time - cg.stepTime;
- if ( delta < STEP_TIME/2 ) {
- origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2);
- } else if ( delta < STEP_TIME ) {
- origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2);
- }
-#endif
-
- // idle drift
- scale = cg.xyspeed + 40;
- fracsin = sin( cg.time * 0.001 );
- angles[ROLL] += scale * fracsin * 0.01;
- angles[YAW] += scale * fracsin * 0.01;
- angles[PITCH] += scale * fracsin * 0.01;
- }
-}
-
-
-/*
-===============
-CG_LightningBolt
-
-Origin will be the exact tag point, which is slightly
-different than the muzzle point used for determining hits.
-The cent should be the non-predicted cent if it is from the player,
-so the endpoint will reflect the simulated strike (lagging the predicted
-angle)
-===============
-*/
-static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
- trace_t trace;
- refEntity_t beam;
- vec3_t forward;
- vec3_t muzzlePoint, endPoint;
-
- if ( cent->currentState.weapon != WP_LIGHTNING ) {
- return;
- }
-
- memset( &beam, 0, sizeof( beam ) );
-
- // find muzzle point for this frame
- VectorCopy( cent->lerpOrigin, muzzlePoint );
- AngleVectors( cent->lerpAngles, forward, NULL, NULL );
-
- // FIXME: crouch
- muzzlePoint[2] += DEFAULT_VIEWHEIGHT;
-
- VectorMA( muzzlePoint, 14, forward, muzzlePoint );
-
- // project forward by the lightning range
- VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint );
-
- // see if it hit a wall
- CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
- cent->currentState.number, MASK_SHOT );
-
- // this is the endpoint
- VectorCopy( trace.endpos, beam.oldorigin );
-
- // use the provided origin, even though it may be slightly
- // different than the muzzle origin
- VectorCopy( origin, beam.origin );
-
- beam.reType = RT_LIGHTNING;
- beam.customShader = cgs.media.lightningShader;
- trap_R_AddRefEntityToScene( &beam );
-
- // add the impact flare if it hit something
- if ( trace.fraction < 1.0 ) {
- vec3_t angles;
- vec3_t dir;
-
- VectorSubtract( beam.oldorigin, beam.origin, dir );
- VectorNormalize( dir );
-
- memset( &beam, 0, sizeof( beam ) );
- beam.hModel = cgs.media.lightningExplosionModel;
-
- VectorMA( trace.endpos, -16, dir, beam.origin );
-
- // make a random orientation
- angles[0] = rand() % 360;
- angles[1] = rand() % 360;
- angles[2] = rand() % 360;
- AnglesToAxis( angles, beam.axis );
- trap_R_AddRefEntityToScene( &beam );
- }
-}
-
-
-/*
-===============
-CG_SpawnRailTrail
-
-Origin will be the exact tag point, which is slightly
-different than the muzzle point used for determining hits.
-===============
-*/
-static void CG_SpawnRailTrail( centity_t *cent, vec3_t origin ) {
- clientInfo_t *ci;
-
- if ( cent->currentState.weapon != WP_RAILGUN ) {
- return;
- }
- if ( !cent->pe.railgunFlash ) {
- return;
- }
- cent->pe.railgunFlash = qtrue;
- ci = &cgs.clientinfo[ cent->currentState.clientNum ];
- CG_RailTrail( ci, origin, cent->pe.railgunImpact );
-}
-
-
-/*
-======================
-CG_MachinegunSpinAngle
-======================
-*/
-#define SPIN_SPEED 0.9
-#define COAST_TIME 1000
-static float CG_MachinegunSpinAngle( centity_t *cent ) {
- int delta;
- float angle;
- float speed;
-
- delta = cg.time - cent->pe.barrelTime;
- if ( cent->pe.barrelSpinning ) {
- angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
- } else {
- if ( delta > COAST_TIME ) {
- delta = COAST_TIME;
- }
-
- speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
- angle = cent->pe.barrelAngle + delta * speed;
- }
-
- if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
- cent->pe.barrelTime = cg.time;
- cent->pe.barrelAngle = AngleMod( angle );
- cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
- }
-
- return angle;
-}
-
-
-/*
-========================
-CG_AddWeaponWithPowerups
-========================
-*/
-static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) {
- // add powerup effects
- /*if ( powerups & ( 1 << PW_INVIS ) ) {
- gun->customShader = cgs.media.invisShader;
- trap_R_AddRefEntityToScene( gun );
- } else*/ {
- trap_R_AddRefEntityToScene( gun );
-
- /*if ( powerups & ( 1 << PW_BATTLESUIT ) ) {
- gun->customShader = cgs.media.battleWeaponShader;
- trap_R_AddRefEntityToScene( gun );
- }
- if ( powerups & ( 1 << PW_QUAD ) ) {
- gun->customShader = cgs.media.quadWeaponShader;
- trap_R_AddRefEntityToScene( gun );
- }*/
- }
-}
-
-
-/*
-=============
-CG_AddPlayerWeapon
-
-Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL)
-The main player will have this called for BOTH cases, so effects like light and
-sound should only be done on the world model case.
-=============
-*/
-void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ) {
- refEntity_t gun;
- refEntity_t barrel;
- refEntity_t flash;
- vec3_t angles;
- weapon_t weaponNum;
- weaponInfo_t *weapon;
- centity_t *nonPredictedCent;
-
- weaponNum = cent->currentState.weapon;
-
- CG_RegisterWeapon( weaponNum );
- weapon = &cg_weapons[weaponNum];
-
- // add the weapon
- memset( &gun, 0, sizeof( gun ) );
- VectorCopy( parent->lightingOrigin, gun.lightingOrigin );
- gun.shadowPlane = parent->shadowPlane;
- gun.renderfx = parent->renderfx;
-
- // set custom shading for railgun refire rate
- if ( ps ) {
- if ( cg.predictedPlayerState.weapon == WP_RAILGUN
- && cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
- float f;
-
- f = (float)cg.predictedPlayerState.weaponTime / 1500;
- gun.shaderRGBA[1] = 0;
- gun.shaderRGBA[0] =
- gun.shaderRGBA[2] = 255 * ( 1.0 - f );
- } else {
- gun.shaderRGBA[0] = 255;
- gun.shaderRGBA[1] = 255;
- gun.shaderRGBA[2] = 255;
- gun.shaderRGBA[3] = 255;
- }
- }
-
- gun.hModel = weapon->weaponModel;
- if (!gun.hModel) {
- return;
- }
-
- if ( !ps ) {
- // add weapon ready sound
- cent->pe.lightningFiring = qfalse;
- if ( ( cent->currentState.eFlags & EF_FIRING ) && weapon->firingSound ) {
- // lightning gun and guantlet make a different sound when fire is held down
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound );
- cent->pe.lightningFiring = qtrue;
- } else if ( weapon->readySound ) {
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
- }
- }
-
- CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon");
-
- CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups );
-
- // add the spinning barrel
- if( weapon->barrelModel ) {
- memset( &barrel, 0, sizeof( barrel ) );
- VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
- barrel.shadowPlane = parent->shadowPlane;
- barrel.renderfx = parent->renderfx;
-
- barrel.hModel = weapon->barrelModel;
- angles[YAW] = 0;
- angles[PITCH] = 0;
- angles[ROLL] = CG_MachinegunSpinAngle( cent );
- AnglesToAxis( angles, barrel.axis );
-
- CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" );
-
- CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups );
- }
-
- // make sure we aren't looking at cg.predictedPlayerEntity for LG
- nonPredictedCent = &cg_entities[cent->currentState.clientNum];
-
- // if the index of the nonPredictedCent is not the same as the clientNum
- // then this is a fake player (like on teh single player podiums), so
- // go ahead and use the cent
- if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) {
- nonPredictedCent = cent;
- }
-
- // add the flash
- if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK )
- && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) )
- {
- // continuous flash
- } else {
- // impulse flash
- if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) {
- return;
- }
- }
-
- memset( &flash, 0, sizeof( flash ) );
- VectorCopy( parent->lightingOrigin, flash.lightingOrigin );
- flash.shadowPlane = parent->shadowPlane;
- flash.renderfx = parent->renderfx;
-
- flash.hModel = weapon->flashModel;
- if (!flash.hModel) {
- return;
- }
- angles[YAW] = 0;
- angles[PITCH] = 0;
- angles[ROLL] = crandom() * 10;
- AnglesToAxis( angles, flash.axis );
-
- // colorize the railgun blast
- if ( weaponNum == WP_RAILGUN ) {
- clientInfo_t *ci;
-
- ci = &cgs.clientinfo[ cent->currentState.clientNum ];
- flash.shaderRGBA[0] = 255 * ci->color[0];
- flash.shaderRGBA[1] = 255 * ci->color[1];
- flash.shaderRGBA[2] = 255 * ci->color[2];
- }
-
- CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
- trap_R_AddRefEntityToScene( &flash );
-
- if ( ps || cg.renderingThirdPerson ||
- cent->currentState.number != cg.predictedPlayerState.clientNum ) {
- // add lightning bolt
- CG_LightningBolt( nonPredictedCent, flash.origin );
-
- // add rail trail
- CG_SpawnRailTrail( cent, flash.origin );
-
- // make a dlight for the flash
- if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) {
- trap_R_AddLightToScene( flash.origin, 300 + (rand()&31), weapon->flashDlightColor[0],
- weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
- }
- }
-}
-
-/*
-==============
-CG_AddViewWeapon
-
-Add the weapon, and flash for the player's view
-==============
-*/
-void CG_AddViewWeapon( playerState_t *ps ) {
- refEntity_t hand;
- centity_t *cent;
- clientInfo_t *ci;
- float fovOffset;
- vec3_t angles;
- weaponInfo_t *weapon;
-
- if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
- return;
- }
-
- if ( ps->pm_type == PM_INTERMISSION ) {
- return;
- }
-
- // no gun if in third person view
- if ( cg.renderingThirdPerson ) {
- return;
- }
-
- // allow the gun to be completely removed
- if ( !cg_drawGun.integer ) {
- vec3_t origin;
-
- if ( cg.predictedPlayerState.eFlags & EF_FIRING ) {
- // special hack for lightning gun...
- VectorCopy( cg.refdef.vieworg, origin );
- VectorMA( origin, -8, cg.refdef.viewaxis[2], origin );
- CG_LightningBolt( &cg_entities[ps->clientNum], origin );
- }
- return;
- }
-
- // don't draw if testing a gun model
- if ( cg.testGun ) {
- return;
- }
-
- // drop gun lower at higher fov
- //if ( cg_fov.integer > 90 ) {
- //TA: the client side variable isn't used ( shouldn't iD have done this anyway? )
- if( cg.refdef.fov_y > 90 )
- fovOffset = -0.2 * ( cg.refdef.fov_y - 90 );
- else
- fovOffset = 0;
-
- cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
- CG_RegisterWeapon( ps->weapon );
- weapon = &cg_weapons[ ps->weapon ];
-
- memset (&hand, 0, sizeof(hand));
-
- // set up gun position
- CG_CalculateWeaponPosition( hand.origin, angles );
-
- VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[0], hand.origin );
- VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[1], hand.origin );
- VectorMA( hand.origin, (cg_gun_z.value+fovOffset), cg.refdef.viewaxis[2], hand.origin );
-
- AnglesToAxis( angles, hand.axis );
-
- // map torso animations to weapon animations
- if ( cg_gun_frame.integer ) {
- // development tool
- hand.frame = hand.oldframe = cg_gun_frame.integer;
- hand.backlerp = 0;
- } else {
- // get clientinfo for animation map
- ci = &cgs.clientinfo[ cent->currentState.clientNum ];
- hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame );
- hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame );
- hand.backlerp = cent->pe.torso.backlerp;
- }
-
- hand.hModel = weapon->handsModel;
- hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
-
- // add everything onto the hand
- CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity );
-}
-
-/*
-==============================================================================
-
-WEAPON SELECTION
-
-==============================================================================
-*/
-
-/*
-===================
-CG_DrawWeaponSelect
-
-===================
-*/
-void CG_DrawWeaponSelect( void ) {
- int i;
- //int count;
- int x, y, w;
- char *name;
- float *color;
- int ammo, clips, maxclips;
-
- // don't display if dead
- if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
- return;
- }
-
- color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME );
- if ( !color ) {
- return;
- }
- trap_R_SetColor( color );
-
- // showing weapon select clears pickup item display, but not the blend blob
- cg.itemPickupTime = 0;
-
- /*// count the number of weapons owned
- count = 0;
- for ( i = WP_GAUNTLET; i < WP_NUM_WEAPONS; i++ ) {
- if ( BG_gotWeapon( i, cg.snap->ps.stats ) ) {
- count++;
- }
- }*/
-
- //x = 320 - count * 20;
- //y = 380;
-
- x = 10;
- y = 10;
-
- for ( i = WP_GAUNTLET; i < WP_NUM_WEAPONS; i++ ) {
- if( !BG_gotWeapon( i, cg.snap->ps.stats ) )
- continue;
-
- CG_RegisterWeapon( i );
-
- // draw weapon icon
- CG_DrawPic( x, y, 16, 16, cg_weapons[i].weaponIcon );
-
- // draw selection marker
- if ( i == cg.weaponSelect ) {
- CG_DrawPic( x-2, y-2, 20, 20, cgs.media.selectShader );
- }
-
- BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
-
- // no ammo cross on top
- if ( !ammo && !clips && !BG_infiniteAmmo( i ) ) {
- CG_DrawPic( x, y, 16, 16, cgs.media.noammoShader );
- }
-
- y += 20;
- }
-
- for ( i = UP_TORCH; i < UP_NUM_UPGRADES; i++ ) {
- if( !BG_gotItem( i, cg.snap->ps.stats ) )
- continue;
-
- CG_RegisterUpgrade( i );
-
- // draw weapon icon
- CG_DrawPic( x, y, 16, 16, cg_upgrades[i].upgradeIcon );
-
- // draw selection marker
- if ( i == ( cg.weaponSelect - 32 ) ) {
- CG_DrawPic( x-2, y-2, 20, 20, cgs.media.selectShader );
- }
-
- y += 20;
- }
-
- // draw the selected name
- if( cg.weaponSelect <= 32 )
- {
- if ( cg_weapons[ cg.weaponSelect ].item ) {
- name = cg_weapons[ cg.weaponSelect ].item->pickup_name;
- if ( name ) {
- w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH;
- x = ( SCREEN_WIDTH - w ) / 2;
- CG_DrawBigStringColor(x, y - 22, name, color);
- }
- }
- }
- else if( cg.weaponSelect > 32 )
- {
- if ( cg_upgrades[ cg.weaponSelect - 32 ].item ) {
- name = cg_upgrades[ cg.weaponSelect - 32 ].item->pickup_name;
- if ( name ) {
- w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH;
- x = ( SCREEN_WIDTH - w ) / 2;
- CG_DrawBigStringColor(x, y - 22, name, color);
- }
- }
- }
-
- trap_R_SetColor( NULL );
-}
-
-
-/*
-===============
-CG_WeaponSelectable
-===============
-*/
-static qboolean CG_WeaponSelectable( int i )
-{
- int ammo, clips, maxclips;
-
- BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
-
- if ( !ammo && !clips && !BG_infiniteAmmo( i ) ) {
- return qfalse;
- }
- if ( !BG_gotWeapon( i, cg.snap->ps.stats ) ) {
- return qfalse;
- }
-
- return qtrue;
-}
-
-
-/*
-===============
-CG_ItemSelectable
-===============
-*/
-static qboolean CG_ItemSelectable( int i )
-{
- if( !BG_gotItem( i, cg.snap->ps.stats ) ) {
- return qfalse;
- }
-
- return qtrue;
-}
-
-
-/*
-===============
-CG_NextWeapon_f
-===============
-*/
-void CG_NextWeapon_f( void ) {
- int i;
- int original;
-
- if ( !cg.snap ) {
- return;
- }
- if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
- return;
- }
-
- cg.weaponSelectTime = cg.time;
- original = cg.weaponSelect;
-
- for ( i = 0 ; i < 64 ; i++ ) {
- cg.weaponSelect++;
- if ( cg.weaponSelect == 64 ) {
- cg.weaponSelect = 0;
- }
- /*if ( cg.weaponSelect == WP_GAUNTLET ) {
- continue; // never cycle to gauntlet
- }*/
-
- if( cg.weaponSelect <= 32 )
- {
- if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
- break;
- }
- }
- else if( cg.weaponSelect > 32 )
- {
- if ( CG_ItemSelectable( cg.weaponSelect - 32 ) ) {
- break;
- }
- }
- }
- if ( i == 64 ) {
- cg.weaponSelect = original;
- }
-}
-
-/*
-===============
-CG_PrevWeapon_f
-===============
-*/
-void CG_PrevWeapon_f( void ) {
- int i;
- int original;
-
- if ( !cg.snap ) {
- return;
- }
- if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
- return;
- }
-
- cg.weaponSelectTime = cg.time;
- original = cg.weaponSelect;
-
- for ( i = 0 ; i < 64 ; i++ ) {
- cg.weaponSelect--;
- if ( cg.weaponSelect == -1 ) {
- cg.weaponSelect = 63;
- }
- /*if ( cg.weaponSelect == WP_GAUNTLET ) {
- continue; // never cycle to gauntlet
- }*/
- if( cg.weaponSelect <= 32 )
- {
- if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
- break;
- }
- }
- else if( cg.weaponSelect > 32 )
- {
- if ( CG_ItemSelectable( cg.weaponSelect - 32 ) ) {
- break;
- }
- }
- }
- if ( i == 64 ) {
- cg.weaponSelect = original;
- }
-}
-
-/*
-===============
-CG_Weapon_f
-===============
-*/
-void CG_Weapon_f( void ) {
- int num;
-
- if ( !cg.snap ) {
- return;
- }
- if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
- return;
- }
-
- num = atoi( CG_Argv( 1 ) );
-
- if ( num < 1 || num > 31 ) {
- return;
- }
-
- cg.weaponSelectTime = cg.time;
-
- if ( !BG_gotWeapon( num, cg.snap->ps.stats ) ) {
- return; // don't have the weapon
- }
-
- cg.weaponSelect = num;
-}
-
-/*
-===================
-CG_OutOfAmmoChange
-
-The current weapon has just run out of ammo
-===================
-*/
-void CG_OutOfAmmoChange( void ) {
- int i;
-
- //TA: mwhaha, must manually change weapons
- /*cg.weaponSelectTime = cg.time;
-
- for ( i = 31 ; i > 0 ; i-- ) {
- if ( CG_WeaponSelectable( i ) ) {
- cg.weaponSelect = i;
- break;
- }
- }*/
-}
-
-
-
-/*
-===================================================================================================
-
-WEAPON EVENTS
-
-===================================================================================================
-*/
-
-/*
-================
-CG_FireWeapon
-
-Caused by an EV_FIRE_WEAPON event
-================
-*/
-void CG_FireWeapon( centity_t *cent ) {
- entityState_t *ent;
- int c;
- weaponInfo_t *weap;
-
- ent = &cent->currentState;
- if ( ent->weapon == WP_NONE ) {
- return;
- }
- if ( ent->weapon >= WP_NUM_WEAPONS ) {
- CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
- return;
- }
- weap = &cg_weapons[ ent->weapon ];
-
- // mark the entity as muzzle flashing, so when it is added it will
- // append the flash to the weapon model
- cent->muzzleFlashTime = cg.time;
-
- // lightning gun only does this this on initial press
- if ( ent->weapon == WP_LIGHTNING ) {
- if ( cent->pe.lightningFiring ) {
- return;
- }
- }
-
- // play quad sound if needed
- /*if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
- trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound );
- }*/
-
- // play a sound
- for ( c = 0 ; c < 4 ; c++ ) {
- if ( !weap->flashSound[c] ) {
- break;
- }
- }
- if ( c > 0 ) {
- c = rand() % c;
- if ( weap->flashSound[c] )
- {
- trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] );
- }
- }
-
- // do brass ejection
- if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) {
- weap->ejectBrassFunc( cent );
- }
-}
-
-
-/*
-=================
-CG_MissileHitWall
-
-Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
-=================
-*/
-void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ) {
- qhandle_t mod;
- qhandle_t mark;
- qhandle_t shader;
- sfxHandle_t sfx;
- float radius;
- float light;
- vec3_t lightColor;
- localEntity_t *le;
- int r;
- qboolean alphaFade;
- qboolean isSprite;
- int duration;
-
- mark = 0;
- radius = 32;
- sfx = 0;
- mod = 0;
- shader = 0;
- light = 0;
- lightColor[0] = 1;
- lightColor[1] = 1;
- lightColor[2] = 0;
-
- // set defaults
- isSprite = qfalse;
- duration = 600;
-
- switch ( weapon ) {
- default:
- case WP_LIGHTNING:
- // no explosion at LG impact, it is added with the beam
- r = rand() & 3;
- if ( r < 2 ) {
- sfx = cgs.media.sfx_lghit2;
- } else if ( r == 2 ) {
- sfx = cgs.media.sfx_lghit1;
- } else {
- sfx = cgs.media.sfx_lghit3;
- }
- mark = cgs.media.holeMarkShader;
- radius = 12;
- break;
- case WP_GRENADE_LAUNCHER:
- mod = cgs.media.dishFlashModel;
- shader = cgs.media.grenadeExplosionShader;
- sfx = cgs.media.sfx_rockexp;
- mark = cgs.media.burnMarkShader;
- radius = 64;
- light = 300;
- isSprite = qtrue;
- break;
- case WP_ROCKET_LAUNCHER:
- mod = cgs.media.dishFlashModel;
- shader = cgs.media.rocketExplosionShader;
- sfx = cgs.media.sfx_rockexp;
- mark = cgs.media.burnMarkShader;
- radius = 64;
- light = 300;
- isSprite = qtrue;
- duration = 1000;
- lightColor[0] = 1;
- lightColor[1] = 0.75;
- lightColor[2] = 0.0;
- break;
- case WP_RAILGUN:
- mod = cgs.media.ringFlashModel;
- shader = cgs.media.railExplosionShader;
- sfx = cgs.media.sfx_plasmaexp;
- mark = cgs.media.energyMarkShader;
- radius = 24;
- break;
- case WP_FLAMER:
- mod = cgs.media.dishFlashModel;
- shader = cgs.media.flameExplShader;
- sfx = cgs.media.sfx_lghit2;
- mark = cgs.media.burnMarkShader;
- radius = 48;
- isSprite = qtrue;
- break;
- case WP_PLASMAGUN:
- mod = cgs.media.ringFlashModel;
- shader = cgs.media.plasmaExplosionShader;
- sfx = cgs.media.sfx_plasmaexp;
- mark = cgs.media.energyMarkShader;
- radius = 16;
- break;
- case WP_BFG:
- mod = cgs.media.dishFlashModel;
- shader = cgs.media.bfgExplosionShader;
- sfx = cgs.media.sfx_rockexp;
- mark = cgs.media.burnMarkShader;
- radius = 32;
- isSprite = qtrue;
- break;
- case WP_SHOTGUN:
- mod = cgs.media.bulletFlashModel;
- shader = cgs.media.bulletExplosionShader;
- mark = cgs.media.bulletMarkShader;
- sfx = 0;
- radius = 4;
- break;
- case WP_MACHINEGUN:
- mod = cgs.media.bulletFlashModel;
- shader = cgs.media.bulletExplosionShader;
- mark = cgs.media.bulletMarkShader;
- case WP_CHAINGUN:
- mod = cgs.media.bulletFlashModel;
- shader = cgs.media.bulletExplosionShader;
- mark = cgs.media.bulletMarkShader;
-
- r = rand() & 3;
- if ( r < 2 ) {
- sfx = cgs.media.sfx_ric1;
- } else if ( r == 2 ) {
- sfx = cgs.media.sfx_ric2;
- } else {
- sfx = cgs.media.sfx_ric3;
- }
-
- radius = 8;
- break;
- }
-
- if ( sfx ) {
- trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, sfx );
- }
-
- //
- // create the explosion
- //
- if ( mod ) {
- le = CG_MakeExplosion( origin, dir,
- mod, shader,
- duration, isSprite );
- le->light = light;
- VectorCopy( lightColor, le->lightColor );
- if ( weapon == WP_RAILGUN ) {
- // colorize with client color
- VectorCopy( cgs.clientinfo[clientNum].color, le->color );
- }
- }
-
- //
- // impact mark
- //
- alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color
- if ( weapon == WP_RAILGUN ) {
- float *color;
-
- // colorize with client color
- color = cgs.clientinfo[clientNum].color;
- CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
- } else {
- CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
- }
-}
-
-
-/*
-=================
-CG_MissileHitPlayer
-=================
-*/
-void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ) {
- CG_Bleed( origin, entityNum );
-
- // some weapons will make an explosion with the blood, while
- // others will just make the blood
- switch ( weapon ) {
- case WP_GRENADE_LAUNCHER:
- case WP_ROCKET_LAUNCHER:
- CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH );
- break;
- default:
- break;
- }
-}
-
-
-
-/*
-============================================================================
-
-SHOTGUN TRACING
-
-============================================================================
-*/
-
-/*
-================
-CG_ShotgunPellet
-================
-*/
-static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum ) {
- trace_t tr;
- int sourceContentType, destContentType;
-
- CG_Trace( &tr, start, NULL, NULL, end, skipNum, MASK_SHOT );
-
- sourceContentType = trap_CM_PointContents( start, 0 );
- destContentType = trap_CM_PointContents( tr.endpos, 0 );
-
- // FIXME: should probably move this cruft into CG_BubbleTrail
- if ( sourceContentType == destContentType ) {
- if ( sourceContentType & CONTENTS_WATER ) {
- CG_BubbleTrail( start, tr.endpos, 32 );
- }
- } else if ( sourceContentType & CONTENTS_WATER ) {
- trace_t trace;
-
- trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER );
- CG_BubbleTrail( start, trace.endpos, 32 );
- } else if ( destContentType & CONTENTS_WATER ) {
- trace_t trace;
-
- trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER );
- CG_BubbleTrail( tr.endpos, trace.endpos, 32 );
- }
-
- if ( tr.surfaceFlags & SURF_NOIMPACT ) {
- return;
- }
-
- if ( cg_entities[tr.entityNum].currentState.eType == ET_PLAYER ) {
- CG_MissileHitPlayer( WP_SHOTGUN, tr.endpos, tr.plane.normal, tr.entityNum );
- } else {
- if ( tr.surfaceFlags & SURF_NOIMPACT ) {
- // SURF_NOIMPACT will not make a flame puff or a mark
- return;
- }
- if ( tr.surfaceFlags & SURF_METALSTEPS ) {
- CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );
- } else {
- CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );
- }
- }
-}
-
-/*
-================
-CG_ShotgunPattern
-
-Perform the same traces the server did to locate the
-hit splashes (FIXME: ranom seed isn't synce anymore)
-================
-*/
-static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int otherEntNum ) {
- int i;
- float r, u;
- vec3_t end;
- vec3_t forward, right, up;
-
- // derive the right and up vectors from the forward vector, because
- // the client won't have any other information
- VectorNormalize2( origin2, forward );
- PerpendicularVector( right, forward );
- CrossProduct( forward, right, up );
-
- // generate the "random" spread pattern
- for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
- r = crandom() * DEFAULT_SHOTGUN_SPREAD * 16;
- u = crandom() * DEFAULT_SHOTGUN_SPREAD * 16;
- VectorMA( origin, 8192 * 16, forward, end);
- VectorMA (end, r, right, end);
- VectorMA (end, u, up, end);
-
- CG_ShotgunPellet( origin, end, otherEntNum );
- }
-}
-
-/*
-==============
-CG_ShotgunFire
-==============
-*/
-void CG_ShotgunFire( entityState_t *es ) {
- vec3_t v;
- int contents;
-
- VectorSubtract( es->origin2, es->pos.trBase, v );
- VectorNormalize( v );
- VectorScale( v, 32, v );
- VectorAdd( es->pos.trBase, v, v );
- if ( cgs.glconfig.hardwareType != GLHW_RAGEPRO ) {
- // ragepro can't alpha fade, so don't even bother with smoke
- vec3_t up;
-
- contents = trap_CM_PointContents( es->pos.trBase, 0 );
- if ( !( contents & CONTENTS_WATER ) ) {
- VectorSet( up, 0, 0, 8 );
- CG_SmokePuff( v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader );
- }
- }
- CG_ShotgunPattern( es->pos.trBase, es->origin2, es->otherEntityNum );
-}
-
-/*
-============================================================================
-
-BULLETS
-
-============================================================================
-*/
-
-
-/*
-===============
-CG_Tracer
-===============
-*/
-void CG_Tracer( vec3_t source, vec3_t dest ) {
- vec3_t forward, right;
- polyVert_t verts[4];
- vec3_t line;
- float len, begin, end;
- vec3_t start, finish;
- vec3_t midpoint;
-
- // tracer
- VectorSubtract( dest, source, forward );
- len = VectorNormalize( forward );
-
- // start at least a little ways from the muzzle
- if ( len < 100 ) {
- return;
- }
- begin = 50 + random() * (len - 60);
- end = begin + cg_tracerLength.value;
- if ( end > len ) {
- end = len;
- }
- VectorMA( source, begin, forward, start );
- VectorMA( source, end, forward, finish );
-
- line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
- line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );
-
- VectorScale( cg.refdef.viewaxis[1], line[1], right );
- VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
- VectorNormalize( right );
-
- VectorMA( finish, cg_tracerWidth.value, right, verts[0].xyz );
- verts[0].st[0] = 0;
- verts[0].st[1] = 1;
- verts[0].modulate[0] = 255;
- verts[0].modulate[1] = 255;
- verts[0].modulate[2] = 255;
- verts[0].modulate[3] = 255;
-
- VectorMA( finish, -cg_tracerWidth.value, right, verts[1].xyz );
- verts[1].st[0] = 1;
- verts[1].st[1] = 0;
- verts[1].modulate[0] = 255;
- verts[1].modulate[1] = 255;
- verts[1].modulate[2] = 255;
- verts[1].modulate[3] = 255;
-
- VectorMA( start, -cg_tracerWidth.value, right, verts[2].xyz );
- verts[2].st[0] = 1;
- verts[2].st[1] = 1;
- verts[2].modulate[0] = 255;
- verts[2].modulate[1] = 255;
- verts[2].modulate[2] = 255;
- verts[2].modulate[3] = 255;
-
- VectorMA( start, cg_tracerWidth.value, right, verts[3].xyz );
- verts[3].st[0] = 0;
- verts[3].st[1] = 0;
- verts[3].modulate[0] = 255;
- verts[3].modulate[1] = 255;
- verts[3].modulate[2] = 255;
- verts[3].modulate[3] = 255;
-
- trap_R_AddPolyToScene( cgs.media.tracerShader, 4, verts );
-
- midpoint[0] = ( start[0] + finish[0] ) * 0.5;
- midpoint[1] = ( start[1] + finish[1] ) * 0.5;
- midpoint[2] = ( start[2] + finish[2] ) * 0.5;
-
- // add the tracer sound
- trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound );
-
-}
-
-
-/*
-======================
-CG_CalcMuzzlePoint
-======================
-*/
-static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) {
- vec3_t forward;
- centity_t *cent;
- int anim;
-
- if ( entityNum == cg.snap->ps.clientNum ) {
- VectorCopy( cg.snap->ps.origin, muzzle );
- muzzle[2] += cg.snap->ps.viewheight;
- AngleVectors( cg.snap->ps.viewangles, forward, NULL, NULL );
- VectorMA( muzzle, 14, forward, muzzle );
- return qtrue;
- }
-
- cent = &cg_entities[entityNum];
- if ( !cent->currentValid ) {
- return qfalse;
- }
-
- VectorCopy( cent->currentState.pos.trBase, muzzle );
-
- AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL );
- anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
- if ( anim == LEGS_WALKCR || anim == LEGS_IDLECR ) {
- muzzle[2] += CROUCH_VIEWHEIGHT;
- } else {
- muzzle[2] += DEFAULT_VIEWHEIGHT;
- }
-
- VectorMA( muzzle, 14, forward, muzzle );
-
- return qtrue;
-
-}
-
-/*
-======================
-CG_Bullet
-
-Renders bullet effects.
-======================
-*/
-void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) {
- trace_t trace;
- int sourceContentType, destContentType;
- vec3_t start;
-
- // if the shooter is currently valid, calc a source point and possibly
- // do trail effects
- if ( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) {
- if ( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) {
- sourceContentType = trap_CM_PointContents( start, 0 );
- destContentType = trap_CM_PointContents( end, 0 );
-
- // do a complete bubble trail if necessary
- if ( ( sourceContentType == destContentType ) && ( sourceContentType & CONTENTS_WATER ) ) {
- CG_BubbleTrail( start, end, 32 );
- }
- // bubble trail from water into air
- else if ( ( sourceContentType & CONTENTS_WATER ) ) {
- trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER );
- CG_BubbleTrail( start, trace.endpos, 32 );
- }
- // bubble trail from air into water
- else if ( ( destContentType & CONTENTS_WATER ) ) {
- trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER );
- CG_BubbleTrail( trace.endpos, end, 32 );
- }
-
- // draw a tracer
- if ( random() < cg_tracerChance.value ) {
- CG_Tracer( start, end );
- }
- }
- }
-
- // impact splash and mark
- if ( flesh ) {
- CG_Bleed( end, fleshEntityNum );
- } else {
- CG_MissileHitWall( WP_MACHINEGUN, 0, end, normal, IMPACTSOUND_DEFAULT );
- }
-
-}
diff --git a/src/cgame/tr_types.h b/src/cgame/tr_types.h
deleted file mode 100644
index c1cd2264..00000000
--- a/src/cgame/tr_types.h
+++ /dev/null
@@ -1,224 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#ifndef __TR_TYPES_H
-#define __TR_TYPES_H
-
-
-#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
-#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
-
-// renderfx flags
-#define RF_MINLIGHT 1 // allways have some light (viewmodel, some items)
-#define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites)
-#define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob)
-#define RF_DEPTHHACK 8 // for view weapon Z crunching
-#define RF_NOSHADOW 64 // don't add stencil shadows
-
-#define RF_LIGHTING_ORIGIN 128 // use refEntity->lightingOrigin instead of refEntity->origin
- // for lighting. This allows entities to sink into the floor
- // with their origin going solid, and allows all parts of a
- // player to get the same lighting
-#define RF_SHADOW_PLANE 256 // use refEntity->shadowPlane
-#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous
- // animation without needing to know the frame count
-
-// refdef flags
-#define RDF_NOWORLDMODEL 1 // used for player configuration screen
-#define RDF_HYPERSPACE 4 // teleportation effect
-
-typedef struct {
- vec3_t xyz;
- float st[2];
- byte modulate[4];
-} polyVert_t;
-
-typedef struct poly_s {
- qhandle_t hShader;
- int numVerts;
- polyVert_t *verts;
-} poly_t;
-
-typedef enum {
- RT_MODEL,
- RT_POLY,
- RT_SPRITE,
- RT_BEAM,
- RT_RAIL_CORE,
- RT_RAIL_RINGS,
- RT_LIGHTNING,
- RT_PORTALSURFACE, // doesn't draw anything, just info for portals
-
- RT_MAX_REF_ENTITY_TYPE
-} refEntityType_t;
-
-typedef struct {
- refEntityType_t reType;
- int renderfx;
-
- qhandle_t hModel; // opaque type outside refresh
-
- // most recent data
- vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)
- float shadowPlane; // projection shadows go here, stencils go slightly lower
-
- vec3_t axis[3]; // rotation vectors
- qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale
- float origin[3]; // also used as MODEL_BEAM's "from"
- int frame; // also used as MODEL_BEAM's diameter
-
- // previous data for frame interpolation
- float oldorigin[3]; // also used as MODEL_BEAM's "to"
- int oldframe;
- float backlerp; // 0.0 = current, 1.0 = old
-
- // texturing
- int skinNum; // inline skin index
- qhandle_t customSkin; // NULL for default skin
- qhandle_t customShader; // use one image for the entire thing
-
- // misc
- byte shaderRGBA[4]; // colors used by rgbgen entity shaders
- float shaderTexCoord[2]; // texture coordinates used by tcMod entity modifiers
- float shaderTime; // subtracted from refdef time to control effect start times
-
- // extra sprite information
- float radius;
- float rotation;
-} refEntity_t;
-
-
-#define MAX_RENDER_STRINGS 8
-#define MAX_RENDER_STRING_LENGTH 32
-
-typedef struct {
- int x, y, width, height;
- float fov_x, fov_y;
- vec3_t vieworg;
- vec3_t viewaxis[3]; // transformation matrix
-
- // time in milliseconds for shader effects and other time dependent rendering issues
- int time;
-
- int rdflags; // RDF_NOWORLDMODEL, etc
-
- // 1 bits will prevent the associated area from rendering at all
- byte areamask[MAX_MAP_AREA_BYTES];
-
- // text messages for deform text shaders
- char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
-} refdef_t;
-
-
-typedef enum {
- STEREO_CENTER,
- STEREO_LEFT,
- STEREO_RIGHT
-} stereoFrame_t;
-
-
-/*
-** glconfig_t
-**
-** Contains variables specific to the OpenGL configuration
-** being run right now. These are constant once the OpenGL
-** subsystem is initialized.
-*/
-typedef enum {
- TC_NONE,
- TC_S3TC
-} textureCompression_t;
-
-typedef enum {
- GLDRV_ICD, // driver is integrated with window system
- // WARNING: there are tests that check for
- // > GLDRV_ICD for minidriverness, so this
- // should always be the lowest value in this
- // enum set
- GLDRV_STANDALONE, // driver is a non-3Dfx standalone driver
- GLDRV_VOODOO // driver is a 3Dfx standalone driver
-} glDriverType_t;
-
-typedef enum {
- GLHW_GENERIC, // where everthing works the way it should
- GLHW_3DFX_2D3D, // Voodoo Banshee or Voodoo3, relevant since if this is
- // the hardware type then there can NOT exist a secondary
- // display adapter
- GLHW_RIVA128, // where you can't interpolate alpha
- GLHW_RAGEPRO, // where you can't modulate alpha on alpha textures
- GLHW_PERMEDIA2 // where you don't have src*dst
-} glHardwareType_t;
-
-typedef struct {
- char renderer_string[MAX_STRING_CHARS];
- char vendor_string[MAX_STRING_CHARS];
- char version_string[MAX_STRING_CHARS];
- char extensions_string[BIG_INFO_STRING];
-
- int maxTextureSize; // queried from GL
- int maxActiveTextures; // multitexture ability
-
- int colorBits, depthBits, stencilBits;
-
- glDriverType_t driverType;
- glHardwareType_t hardwareType;
-
- qboolean deviceSupportsGamma;
- textureCompression_t textureCompression;
- qboolean textureEnvAddAvailable;
-
- int vidWidth, vidHeight;
- // aspect is the screen's physical width / height, which may be different
- // than scrWidth / scrHeight if the pixels are non-square
- // normal screens should be 4/3, but wide aspect monitors may be 16/9
- float windowAspect;
-
- int displayFrequency;
-
- // synonymous with "does rendering consume the entire screen?", therefore
- // a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that
- // used CDS.
- qboolean isFullscreen;
- qboolean stereoEnabled;
- qboolean smpActive; // dual processor
-} glconfig_t;
-
-
-#if !defined _WIN32
-
-#define _3DFX_DRIVER_NAME "libMesaVoodooGL.so"
-#define OPENGL_DRIVER_NAME "libGL.so"
-
-#else
-
-#define _3DFX_DRIVER_NAME "3dfxvgl"
-#define OPENGL_DRIVER_NAME "opengl32"
-
-#endif // !defined _WIN32
-
-
-#endif // __TR_TYPES_H